extends Node #### Timer func wait(duration: float) -> void: if duration <= 0: return await get_tree().create_timer(duration).timeout func timer(duration: float, callable: Callable) -> SceneTreeTimer: var t = get_tree().create_timer(duration, false) t.timeout.connect(callable) return t #### Canvas func shake_layer(layer: CanvasLayer, duration: float, delta := 2.0, fps := 20.0) -> void: var tween = layer.create_tween() # shake layer's offset var origin_offset = layer.offset var count = int(duration * fps) var delta_t = 1.0 / fps for i in range(count): var offset = Vector2(randf_range(-delta, delta), randf_range(-delta, delta)) tween.tween_property(layer, "offset", origin_offset + offset, delta_t) # tween back to origin tween.tween_property(layer, "offset", origin_offset, delta_t) ###### Dialogue func concact_content_from_lines(lines := []): if lines.is_empty(): return "" var content = "" for i in range(len(lines) - 1): var line = lines[i] as DialogueLine content += TranslationServer.tr(line.translation_key) + "\n" # last line without "\n" content += TranslationServer.tr(lines[-1].translation_key) return content func get_lines(res: DialogueResource, title: String) -> Array: var lines = [] var current_line = await res.get_next_dialogue_line(title) while current_line: lines.append(current_line) if current_line.next_id != "end": current_line = await res.get_next_dialogue_line(current_line.next_id) else: break return lines # pop os lines func generate_lines(content: String) -> Array: var text = "~ title\n" + content + "\n=> END" var res = DialogueManager.create_resource_from_text(text) return await get_lines(res, "title")