First work on dialogic, resized guild, and started implementing portraits.
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34
addons/dialogic/Modules/Style/character_settings_style.gd
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34
addons/dialogic/Modules/Style/character_settings_style.gd
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@tool
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extends DialogicCharacterEditorMainSection
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## Character editor tab that allows setting a custom style fot the character.
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func _init() -> void:
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hint_text = 'If a character style is set, dialogic will switch to this style, whenever the character speaks. \nFor this it\'s best to use a variation of the same layout to avoid instancing a lot.'
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func _get_title() -> String:
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return "Style"
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func _ready() -> void:
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%StyleName.resource_icon = get_theme_icon("PopupMenu", "EditorIcons")
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%StyleName.get_suggestions_func = get_style_suggestions
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func _load_character(character:DialogicCharacter) -> void:
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%StyleName.set_value(character.custom_info.get('style', ''))
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func _save_changes(character:DialogicCharacter) -> DialogicCharacter:
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character.custom_info['style'] = %StyleName.current_value
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return character
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func get_style_suggestions(filter:String="") -> Dictionary:
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var styles: Array = ProjectSettings.get_setting('dialogic/layout/style_list', [])
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var suggestions := {}
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suggestions["No Style"] = {'value': "", 'editor_icon': ["EditorHandleDisabled", "EditorIcons"]}
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for i in styles:
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var style: DialogicStyle = load(i)
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suggestions[style.name] = {'value': style.name, 'editor_icon': ["PopupMenu", "EditorIcons"]}
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return suggestions
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