xiandie/scene/dialog/balloon.gd

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GDScript3
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extends CanvasLayer
# 手动跳过当前行
signal manually_skipped_line(line_id: String)
@export var force_locale :String:
set(val):
force_locale = val
if force_locale:
TranslationServer.set_locale(force_locale)
@export var auto_play := true
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## The action to use for advancing the dialogue
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@export var next_action: StringName = &"interact"
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## The action to use to skip typing the dialogue
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@export var skip_action: StringName = &""
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## The dialogue resource
var resource: DialogueResource
## Temporary game states
var temporary_game_states: Array = []
## See if we are waiting for the player
var is_waiting_for_input: bool = false
## See if we are running a long mutation and should hide the balloon
var will_hide_balloon: bool = false
## A dictionary to store any ephemeral variables
var locals: Dictionary = {}
var _locale: String = TranslationServer.get_locale()
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## The current line
var dialogue_line: DialogueLine:
set(value):
if value:
dialogue_line = value
apply_dialogue_line()
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else:
# The dialogue has finished so close the balloon
queue_free()
get:
return dialogue_line
## A cooldown timer for delaying the balloon hide when encountering a mutation.
var mutation_cooldown: Timer = Timer.new()
## The base balloon anchor
@onready var balloon: Control = %Balloon
## The label showing the name of the currently speaking character
@onready var character_label: RichTextLabel = %CharacterLabel
## The label showing the currently spoken dialogue
@onready var dialogue_label: DialogueLabel = %DialogueLabel
## The menu of responses
@onready var responses_menu: DialogueResponsesMenu = %ResponsesMenu
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@onready var audio_stream_player: AudioStreamPlayer = $AudioStreamPlayer
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func _ready() -> void:
layer = GlobalConfig.CANVAS_LAYER_DIALOG
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balloon.hide()
Engine.get_singleton("DialogueManager").mutated.connect(_on_mutated)
# If the responses menu doesn't have a next action set, use this one
if responses_menu.next_action.is_empty():
responses_menu.next_action = next_action
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mutation_cooldown.timeout.connect(_on_mutation_cooldown_timeout)
add_child(mutation_cooldown)
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# 自定义获得文本,从 tags 中获取备注参数
func _setup_content_text() -> void:
var translation_key = dialogue_line.translation_key
var text
if translation_key:
text = tr(translation_key, "dialogue")
if text == translation_key:
text = dialogue_line.text
else:
text = dialogue_line.text
if dialogue_line.tags.has("shake"):
# eg. [shake rate=20 level=10][/shake]
text = "[shake rate=20 level=6]" + text + "[/shake]"
character_label.text = "[shake rate=20 level=6]" + character_label.text + "[/shake]"
if dialogue_line.tags.has("wave"):
# eg. [wave amp=25 freq=5][/wave]
text = "[wave amp=15 freq=5]" + text + "[/wave]"
character_label.text = "[wave amp=15 freq=5]" + character_label.text + "[/wave]"
if dialogue_line.tags.has("item"):
# orange color
text = "[color=orange]" + text + "[/color]"
dialogue_line.text = text
# func _unhandled_input(_event: InputEvent) -> void:
# # Only the balloon is allowed to handle input while it's showing
# get_viewport().set_input_as_handled()
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func _notification(what: int) -> void:
## Detect a change of locale and update the current dialogue line to show the new language
if what == NOTIFICATION_TRANSLATION_CHANGED and _locale != TranslationServer.get_locale() and is_instance_valid(dialogue_label):
_locale = TranslationServer.get_locale()
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var visible_ratio = dialogue_label.visible_ratio
self.dialogue_line = await resource.get_next_dialogue_line(dialogue_line.id)
if visible_ratio < 1:
dialogue_label.skip_typing()
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## Start some dialogue
func start(dialogue_resource: DialogueResource, title: String, extra_game_states: Array = []) -> void:
temporary_game_states = [self] + extra_game_states
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is_waiting_for_input = false
resource = dialogue_resource
self.dialogue_line = await resource.get_next_dialogue_line(title, temporary_game_states)
## Apply any changes to the balloon given a new [DialogueLine].
func apply_dialogue_line() -> void:
mutation_cooldown.stop()
is_waiting_for_input = false
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
character_label.visible = not dialogue_line.character.is_empty()
character_label.text = tr(dialogue_line.character, "dialogue")
#主要角色颜色
var color = dialogue_line.get_tag_value("color")
if color:
character_label.modulate = Color.WHITE
character_label.text = "[color=" + color + "]" + character_label.text + "[/color]"
elif GlobalConfig.CHARACTER_COLOR_MAP.has(dialogue_line.character):
character_label.modulate = GlobalConfig.CHARACTER_COLOR_MAP[dialogue_line.character]
else:
character_label.modulate = GlobalConfig.CHARACTER_COLOR_MAP["default"]
# 配色结束后匿名化处理
if dialogue_line.tags.has("anonymous"):
character_label.text = tr("", "dialogue")
dialogue_label.hide()
_setup_content_text()
dialogue_label.dialogue_line = dialogue_line
responses_menu.hide()
responses_menu.responses = dialogue_line.responses
# Show our balloon
balloon.show()
will_hide_balloon = false
dialogue_label.show()
if not dialogue_line.text.is_empty():
dialogue_label.type_out()
# await dialogue_label.finished_typing
#sound
var initial_translation_key = dialogue_line.translation_key
var audio_time_len := 0.0
# 因为版权问题,有些 mp3 文件打不开,所以使用 ogg 格式
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var audio_path = "res://asset/audio/peiyin_new/%s.wav" % initial_translation_key
# var audio_path = "res://asset/audio/peiyin/ogg/%s.ogg" % initial_translation_key
# var audio_path = "res://asset/audio/peiyin/%s.mp3" % initial_translation_key
if FileAccess.file_exists(audio_path):
var stream = load(audio_path)
audio_time_len = stream.get_length()
if audio_stream_player.stream != stream or not audio_stream_player.playing:
audio_stream_player.stream = stream
audio_stream_player.play()
elif audio_stream_player.playing:
audio_stream_player.stop()
if dialogue_label.is_typing:
await dialogue_label.finished_typing
if audio_stream_player.playing:
await audio_stream_player.finished
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# Wait for input
if dialogue_line.responses.size() > 0:
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# 有 response 时标题字体大小调大
dialogue_label.set("theme_override_font_sizes/normal_font_size", 11.0)
# 设置为橙色
dialogue_label.text = "[color=orange]" + dialogue_label.text + "[/color]"
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balloon.focus_mode = Control.FOCUS_NONE
responses_menu.show()
is_waiting_for_input = true
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
return
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dialogue_label.set("theme_override_font_sizes/normal_font_size", null)
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is_waiting_for_input = true
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
# if dialogue_line.time != "":
# auto_play: 不管是否配置等待时长,都执行自动播放
if auto_play or dialogue_line.time:
var wait_time = 0.5
# 如果音频时长为 0则等待玩家读完文本否则音频播放结束后等待 0.5 秒
if not audio_time_len:
# 0.2 秒每个字符,最小 3 秒,最大 5 秒
wait_time = max(min(0.2 * dialogue_line.text.length(), 5.0), 3.0)
# 从 tags 中获取备注参数,覆盖默认等待时长
var wait = dialogue_line.get_tag_value("wait")
# eg. [#wait=2.5]
if wait:
wait_time = wait.to_float()
await get_tree().create_timer(wait_time).timeout
# 在 translation key 仍旧是当前 line 时跳转;如果不再是当前 line则不跳转
if dialogue_line.translation_key == initial_translation_key:
next(dialogue_line.next_id)
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# var time = next_dialogue_line.text.length() * 0.2 if next_dialogue_line.time == "auto" else next_dialogue_line.time.to_float()
# await get_tree().create_timer(time).timeout
# elif dialogue_line.time != "":
# var time = dialogue_line.text.length() * 0.02 if dialogue_line.time == "auto" else dialogue_line.time.to_float()
# await get_tree().create_timer(time).timeout
# next(dialogue_line.next_id)
# else:
# is_waiting_for_input = true
# balloon.focus_mode = Control.FOCUS_ALL
# balloon.grab_focus()
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## Go to the next line
func next(next_id: String) -> void:
self.dialogue_line = await resource.get_next_dialogue_line(next_id, temporary_game_states)
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#region Signals
func _on_mutation_cooldown_timeout() -> void:
if will_hide_balloon:
will_hide_balloon = false
balloon.hide()
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func _on_mutated(_mutation: Dictionary) -> void:
is_waiting_for_input = false
will_hide_balloon = true
mutation_cooldown.start(0.1)
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func _on_balloon_gui_input(event: InputEvent) -> void:
# 根据全局配置,是否允许忽略输入
if temporary_game_states.has(GlobalConfig.DIALOG_IGNORE_INPUT):
return
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if dialogue_line.responses.size() > 0: return
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# See if we need to skip typing of the dialogue
if dialogue_label.is_typing:
if event.is_action_pressed("interact") or event.is_action_pressed("cancel"):
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dialogue_label.skip_typing()
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get_viewport().set_input_as_handled()
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return
# var mouse_was_clicked: bool = event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.is_pressed()
# var skip_button_was_pressed: bool = event.is_action_pressed(skip_action)
# if mouse_was_clicked or skip_button_was_pressed:
# get_viewport().set_input_as_handled()
# dialogue_label.skip_typing()
# return
# if not is_waiting_for_input: return
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# When there are no response options the balloon itself is the clickable thing
# get_viewport().set_input_as_handled()
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# if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
# next(dialogue_line.next_id)
# elif event.is_action_pressed(next_action) and get_viewport().gui_get_focus_owner() == balloon:
if event.is_action_pressed("interact") or event.is_action_pressed("cancel"):
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# if event.is_action_pressed("interact") and get_viewport().gui_get_focus_owner() == balloon:
get_viewport().set_input_as_handled()
manually_skipped_line.emit(dialogue_line.next_id)
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next(dialogue_line.next_id)
func _on_responses_menu_response_selected(response: DialogueResponse) -> void:
next(response.next_id)
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#endregion