First work on dialogic, resized guild, and started implementing portraits.
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175
addons/dialogic/Modules/Style/subsystem_styles.gd
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175
addons/dialogic/Modules/Style/subsystem_styles.gd
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extends DialogicSubsystem
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## Subsystem that manages loading layouts with specific styles applied.
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signal style_changed(info:Dictionary)
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#region STATE
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####################################################################################################
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func clear_game_state(_clear_flag := DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
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pass
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func load_game_state(load_flag := LoadFlags.FULL_LOAD) -> void:
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if load_flag == LoadFlags.ONLY_DNODES:
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return
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load_style(dialogic.current_state_info.get('style', ''))
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#endregion
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#region MAIN METHODS
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####################################################################################################
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## This helper method calls load_style, but with the [parameter state_reload] as true,
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## which is commonly wanted if you expect a game to already be in progress.
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func change_style(style_name := "", is_base_style := true) -> Node:
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return load_style(style_name, null, is_base_style, true)
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## Loads a style. Consider using the simpler [method change_style] if you want to change the style while another style is already in use.
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## [br] If [param state_reload] is true, the current state will be loaded into a new layout scenes nodes.
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## That should not be done before calling start() or load() as it would be unnecessary or cause double-loading.
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func load_style(style_name := "", parent: Node = null, is_base_style := true, state_reload := false) -> Node:
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var style := DialogicUtil.get_style_by_name(style_name)
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var signal_info := {'style':style_name}
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dialogic.current_state_info['style'] = style_name
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# is_base_style should only be wrong on temporary changes like character styles
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if is_base_style:
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dialogic.current_state_info['base_style'] = style_name
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var previous_layout := get_layout_node()
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if is_instance_valid(previous_layout) and previous_layout.has_meta('style'):
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signal_info['previous'] = previous_layout.get_meta('style').name
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# If this is the same style and scene, do nothing
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if previous_layout.get_meta('style') == style:
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return previous_layout
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# If this has the same scene setup, just apply the new overrides
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elif previous_layout.get_meta('style') == style.get_inheritance_root():
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DialogicUtil.apply_scene_export_overrides(previous_layout, style.get_layer_inherited_info("").overrides)
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var index := 0
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for layer in previous_layout.get_layers():
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DialogicUtil.apply_scene_export_overrides(
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layer,
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style.get_layer_inherited_info(style.get_layer_id_at_index(index)).overrides)
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index += 1
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previous_layout.set_meta('style', style)
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style_changed.emit(signal_info)
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return
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else:
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parent = previous_layout.get_parent()
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previous_layout.get_parent().remove_child(previous_layout)
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previous_layout.queue_free()
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# if this is another style:
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var new_layout := create_layout(style, parent)
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if state_reload:
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# Preserve process_mode on style changes
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if previous_layout:
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new_layout.process_mode = previous_layout.process_mode
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new_layout.ready.connect(reload_current_info_into_new_style)
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style_changed.emit(signal_info)
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return new_layout
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## Method that adds a layout scene with all the necessary layers.
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## The layout scene will be added to the tree root and returned.
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func create_layout(style: DialogicStyle, parent: Node = null) -> DialogicLayoutBase:
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# Load base scene
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var base_scene: DialogicLayoutBase
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var base_layer_info := style.get_layer_inherited_info("")
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if base_layer_info.path.is_empty():
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base_scene = DialogicUtil.get_default_layout_base().instantiate()
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else:
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base_scene = load(base_layer_info.path).instantiate()
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base_scene.name = "DialogicLayout_"+style.name.to_pascal_case()
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# Apply base scene overrides
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DialogicUtil.apply_scene_export_overrides(base_scene, base_layer_info.overrides)
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# Load layers
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for layer_id in style.get_layer_inherited_list():
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var layer := style.get_layer_inherited_info(layer_id)
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if not ResourceLoader.exists(layer.path):
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continue
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var layer_scene: DialogicLayoutLayer = null
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if ResourceLoader.load_threaded_get_status(layer.path) == ResourceLoader.THREAD_LOAD_LOADED:
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layer_scene = ResourceLoader.load_threaded_get(layer.path).instantiate()
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else:
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layer_scene = load(layer.path).instantiate()
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base_scene.add_layer(layer_scene)
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# Apply layer overrides
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DialogicUtil.apply_scene_export_overrides(layer_scene, layer.overrides)
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base_scene.set_meta('style', style)
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if parent == null:
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parent = dialogic.get_parent()
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parent.call_deferred("add_child", base_scene)
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dialogic.get_tree().set_meta('dialogic_layout_node', base_scene)
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return base_scene
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## When changing to a different layout scene,
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## we have to load all the info from the current_state_info (basically
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func reload_current_info_into_new_style() -> void:
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for subsystem in dialogic.get_children():
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subsystem.load_game_state(LoadFlags.ONLY_DNODES)
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## Returns the style currently in use
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func get_current_style() -> String:
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if has_active_layout_node():
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var style: DialogicStyle = get_layout_node().get_meta('style', null)
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if style:
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return style.name
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return ''
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func has_active_layout_node() -> bool:
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return (
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get_tree().has_meta('dialogic_layout_node')
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and is_instance_valid(get_tree().get_meta('dialogic_layout_node'))
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and not get_tree().get_meta('dialogic_layout_node').is_queued_for_deletion()
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)
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func get_layout_node() -> DialogicLayoutBase:
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if has_active_layout_node():
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return get_tree().get_meta('dialogic_layout_node')
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return null
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## Similar to get_tree().get_first_node_in_group('group_name') but filtered to the active layout node subtree
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func get_first_node_in_layout(group_name: String) -> Node:
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var layout_node := get_layout_node()
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if null == layout_node:
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return null
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var nodes := get_tree().get_nodes_in_group(group_name)
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for node in nodes:
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if layout_node.is_ancestor_of(node):
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return node
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return null
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#endregion
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