First work on dialogic, resized guild, and started implementing portraits.

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2025-08-14 10:26:24 -04:00
parent 95a7db036b
commit 3aeb3d44e6
959 changed files with 47688 additions and 46 deletions

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extends DialogicSubsystem
## Subsystem that manages loading layouts with specific styles applied.
signal style_changed(info:Dictionary)
#region STATE
####################################################################################################
func clear_game_state(_clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
pass
func load_game_state(load_flag := LoadFlags.FULL_LOAD) -> void:
if load_flag == LoadFlags.ONLY_DNODES:
return
load_style(dialogic.current_state_info.get('style', ''))
#endregion
#region MAIN METHODS
####################################################################################################
## This helper method calls load_style, but with the [parameter state_reload] as true,
## which is commonly wanted if you expect a game to already be in progress.
func change_style(style_name := "", is_base_style := true) -> Node:
return load_style(style_name, null, is_base_style, true)
## Loads a style. Consider using the simpler [method change_style] if you want to change the style while another style is already in use.
## [br] If [param state_reload] is true, the current state will be loaded into a new layout scenes nodes.
## That should not be done before calling start() or load() as it would be unnecessary or cause double-loading.
func load_style(style_name := "", parent: Node = null, is_base_style := true, state_reload := false) -> Node:
var style := DialogicUtil.get_style_by_name(style_name)
var signal_info := {'style':style_name}
dialogic.current_state_info['style'] = style_name
# is_base_style should only be wrong on temporary changes like character styles
if is_base_style:
dialogic.current_state_info['base_style'] = style_name
var previous_layout := get_layout_node()
if is_instance_valid(previous_layout) and previous_layout.has_meta('style'):
signal_info['previous'] = previous_layout.get_meta('style').name
# If this is the same style and scene, do nothing
if previous_layout.get_meta('style') == style:
return previous_layout
# If this has the same scene setup, just apply the new overrides
elif previous_layout.get_meta('style') == style.get_inheritance_root():
DialogicUtil.apply_scene_export_overrides(previous_layout, style.get_layer_inherited_info("").overrides)
var index := 0
for layer in previous_layout.get_layers():
DialogicUtil.apply_scene_export_overrides(
layer,
style.get_layer_inherited_info(style.get_layer_id_at_index(index)).overrides)
index += 1
previous_layout.set_meta('style', style)
style_changed.emit(signal_info)
return
else:
parent = previous_layout.get_parent()
previous_layout.get_parent().remove_child(previous_layout)
previous_layout.queue_free()
# if this is another style:
var new_layout := create_layout(style, parent)
if state_reload:
# Preserve process_mode on style changes
if previous_layout:
new_layout.process_mode = previous_layout.process_mode
new_layout.ready.connect(reload_current_info_into_new_style)
style_changed.emit(signal_info)
return new_layout
## Method that adds a layout scene with all the necessary layers.
## The layout scene will be added to the tree root and returned.
func create_layout(style: DialogicStyle, parent: Node = null) -> DialogicLayoutBase:
# Load base scene
var base_scene: DialogicLayoutBase
var base_layer_info := style.get_layer_inherited_info("")
if base_layer_info.path.is_empty():
base_scene = DialogicUtil.get_default_layout_base().instantiate()
else:
base_scene = load(base_layer_info.path).instantiate()
base_scene.name = "DialogicLayout_"+style.name.to_pascal_case()
# Apply base scene overrides
DialogicUtil.apply_scene_export_overrides(base_scene, base_layer_info.overrides)
# Load layers
for layer_id in style.get_layer_inherited_list():
var layer := style.get_layer_inherited_info(layer_id)
if not ResourceLoader.exists(layer.path):
continue
var layer_scene: DialogicLayoutLayer = null
if ResourceLoader.load_threaded_get_status(layer.path) == ResourceLoader.THREAD_LOAD_LOADED:
layer_scene = ResourceLoader.load_threaded_get(layer.path).instantiate()
else:
layer_scene = load(layer.path).instantiate()
base_scene.add_layer(layer_scene)
# Apply layer overrides
DialogicUtil.apply_scene_export_overrides(layer_scene, layer.overrides)
base_scene.set_meta('style', style)
if parent == null:
parent = dialogic.get_parent()
parent.call_deferred("add_child", base_scene)
dialogic.get_tree().set_meta('dialogic_layout_node', base_scene)
return base_scene
## When changing to a different layout scene,
## we have to load all the info from the current_state_info (basically
func reload_current_info_into_new_style() -> void:
for subsystem in dialogic.get_children():
subsystem.load_game_state(LoadFlags.ONLY_DNODES)
## Returns the style currently in use
func get_current_style() -> String:
if has_active_layout_node():
var style: DialogicStyle = get_layout_node().get_meta('style', null)
if style:
return style.name
return ''
func has_active_layout_node() -> bool:
return (
get_tree().has_meta('dialogic_layout_node')
and is_instance_valid(get_tree().get_meta('dialogic_layout_node'))
and not get_tree().get_meta('dialogic_layout_node').is_queued_for_deletion()
)
func get_layout_node() -> DialogicLayoutBase:
if has_active_layout_node():
return get_tree().get_meta('dialogic_layout_node')
return null
## Similar to get_tree().get_first_node_in_group('group_name') but filtered to the active layout node subtree
func get_first_node_in_layout(group_name: String) -> Node:
var layout_node := get_layout_node()
if null == layout_node:
return null
var nodes := get_tree().get_nodes_in_group(group_name)
for node in nodes:
if layout_node.is_ancestor_of(node):
return node
return null
#endregion