192 lines
6.2 KiB
GDScript
192 lines
6.2 KiB
GDScript
extends CanvasLayer
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@export var force_locale :String:
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set(val):
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force_locale = val
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if force_locale:
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TranslationServer.set_locale(force_locale)
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@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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@onready var audio_stream_player: AudioStreamPlayer = $AudioStreamPlayer
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@onready var balloon: Control = %Balloon
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@onready var character_label: RichTextLabel = %CharacterLabel
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@onready var dialogue_label: DialogueLabel = %DialogueLabel
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@onready var responses_menu: DialogueResponsesMenu = %ResponsesMenu
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## The dialogue resource
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var resource: DialogueResource
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## Temporary game states
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var temporary_game_states: Array = []
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## See if we are waiting for the player
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var is_waiting_for_input: bool = false
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## See if we are running a long mutation and should hide the balloon
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var will_hide_balloon: bool = false
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const CHARACTER_COLOR_MAP = {
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"音效": Color.DARK_VIOLET,
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"美术": Color.WHITE_SMOKE,
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"default": Color.LIGHT_SALMON,
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}
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## The current line
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var dialogue_line: DialogueLine:
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set(next_dialogue_line):
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is_waiting_for_input = false
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balloon.focus_mode = Control.FOCUS_ALL
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balloon.grab_focus()
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# The dialogue has finished so close the balloon
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if not next_dialogue_line:
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queue_free()
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return
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# If the node isn't ready yet then none of the labels will be ready yet either
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if not is_node_ready():
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await ready
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dialogue_line = next_dialogue_line
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character_label.visible = not dialogue_line.character.is_empty()
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character_label.text = tr(dialogue_line.character, "dialogue")
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#主要角色颜色
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if CHARACTER_COLOR_MAP.has(dialogue_line.character):
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character_label.modulate = CHARACTER_COLOR_MAP[dialogue_line.character]
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else:
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character_label.modulate = CHARACTER_COLOR_MAP["default"]
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#print(dialogue_line.character,character_label.modulate)
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dialogue_label.hide()
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_setup_content_text()
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dialogue_label.dialogue_line = dialogue_line
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responses_menu.hide()
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responses_menu.set_responses(dialogue_line.responses)
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# Show our balloon
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balloon.show()
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will_hide_balloon = false
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dialogue_label.show()
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if not dialogue_line.text.is_empty():
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dialogue_label.type_out()
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is_waiting_for_input = true
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balloon.focus_mode = Control.FOCUS_ALL
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balloon.grab_focus()
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await get_tree().create_timer(2.0).timeout
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next(next_dialogue_line.next_id)
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# 如果当前 line 运行结束,则 queue free 释放资源
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if dialogue_line == next_dialogue_line:
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queue_free()
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func _ready() -> void:
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layer = GlobalConfig.CANVAS_LAYER_DIALOG
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balloon.hide()
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Engine.get_singleton("DialogueManager").mutated.connect(_on_mutated)
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# If the responses menu doesn't have a next action set, use this one
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if responses_menu.next_action.is_empty():
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responses_menu.next_action = next_action
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# 自定义获得文本,从 tags 中获取备注参数
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func _setup_content_text() -> void:
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var translation_key = dialogue_line.translation_key
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var text
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if translation_key:
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text = tr(translation_key, "dialogue")
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if text == translation_key:
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text = dialogue_line.text
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else:
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text = dialogue_line.text
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if dialogue_line.tags.has("shake"):
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# eg. [shake rate=20 level=10][/shake]
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text = "[shake rate=20 level=6]" + text + "[/shake]"
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character_label.text = "[shake rate=20 level=6]" + character_label.text + "[/shake]"
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if dialogue_line.tags.has("wave"):
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# eg. [wave amp=25 freq=5][/wave]
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text = "[wave amp=15 freq=5]" + text + "[/wave]"
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character_label.text = "[wave amp=15 freq=5]" + character_label.text + "[/wave]"
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if dialogue_line.tags.has("item"):
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# orange color
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text = "[color=orange]" + text + "[/color]"
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dialogue_line.text = text
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func _notification(what: int) -> void:
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# Detect a change of locale and update the current dialogue line to show the new language
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if what == NOTIFICATION_TRANSLATION_CHANGED and is_instance_valid(dialogue_label):
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var visible_ratio = dialogue_label.visible_ratio
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self.dialogue_line = await resource.get_next_dialogue_line(dialogue_line.id)
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if visible_ratio < 1:
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dialogue_label.skip_typing()
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## Start some dialogue
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func start(dialogue_resource: DialogueResource, title: String, extra_game_states: Array = []) -> void:
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if not is_node_ready():
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await ready
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temporary_game_states = [self] + extra_game_states
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is_waiting_for_input = false
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resource = dialogue_resource
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self.dialogue_line = await resource.get_next_dialogue_line(title, temporary_game_states)
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## Go to the next line
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func next(next_id: String) -> void:
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self.dialogue_line = await resource.get_next_dialogue_line(next_id, temporary_game_states)
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#region Signals
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func _on_mutated(_mutation: Dictionary) -> void:
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is_waiting_for_input = false
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will_hide_balloon = true
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get_tree().create_timer(0.1).timeout.connect(func():
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if will_hide_balloon:
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will_hide_balloon = false
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balloon.hide()
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)
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# debug balloon 无需接管输入事件
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# func _unhandled_input(_event: InputEvent) -> void:
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# # Only the balloon is allowed to handle input while it's showing
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# get_viewport().set_input_as_handled()
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# func _on_balloon_gui_input(event: InputEvent) -> void:
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# # See if we need to skip typing of the dialogue
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# if dialogue_label.is_typing:
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# 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
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# # if not is_waiting_for_input: return
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# if dialogue_line.responses.size() > 0: return
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# # When there are no response options the balloon itself is the clickable thing
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# # 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:
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# #next(dialogue_line.next_id)
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# #elif event.is_action_pressed(next_action) and get_viewport().gui_get_focus_owner() == balloon:
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# #next(dialogue_line.next_id)
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# 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:
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# get_viewport().set_input_as_handled()
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# manually_skipped_line.emit()
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# next(dialogue_line.next_id)
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func _on_responses_menu_response_selected(response: DialogueResponse) -> void:
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next(response.next_id)
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#endregion
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