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addons/orchestrator/scenes/dialogue_message.gd
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135
addons/orchestrator/scenes/dialogue_message.gd
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## This file is part of the Godot Orchestrator project.
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##
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## Copyright (c) 2023-present Crater Crash Studios LLC and its contributors.
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##
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## Licensed under the Apache License, Version 2.0 (the "License");
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## you may not use this file except in compliance with the License.
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## You may obtain a copy of the License at
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##
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## http://www.apache.org/licenses/LICENSE-2.0
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##
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## Unless required by applicable law or agreed to in writing, software
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## distributed under the License is distributed on an "AS IS" BASIS,
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## WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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## See the License for the specific language governing permissions and
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## limitations under the License.
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##
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extends CanvasLayer
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## A required signal that should be emitted when the Dialogue UI completes
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## all its user interactions. This informs Orchestrator that it is then
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## safe to proceed to the next node/step in the visual script workflow.
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signal show_message_finished()
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## The speed that the text will be rendered, i.e. typewriter
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const TEXT_SPEED = 0.03
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## Holds data passed by Orchestrator the Dialogue UI
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##
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## By default attributes are passed into this dictionary as:
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## "character_name" -> the name of the character speaking
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## "message" -> the text to be shown
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## "options" -> an array of text to be shown as choices
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##
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var dialogue_data : Dictionary
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## Requirede by Orchestrator, passes the selected choice from
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## the Dialogue UI back to the OrchestratorScript.
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var selection : int
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var _current_tween : Tween
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var _current_choices : Dictionary
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var _mouse_mode : Input.MouseMode
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@onready var speaker = $MarginContainer/PanelContainer/MarginContainer/VBoxContainer/Speaker
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@onready var speaker_text = $MarginContainer/PanelContainer/MarginContainer/VBoxContainer/SpeakerText
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@onready var response_tpl = $MarginContainer/PanelContainer/MarginContainer/VBoxContainer/ResponseTemplate
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@onready var next_button = $MarginContainer/PanelContainer/MarginContainer/VBoxContainer/NextButton
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func _ready() -> void:
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response_tpl.visible = false
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next_button.visible = false
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visible = false
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## If the mouse is currently hidden, make it visible until the
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## player makes a selection in the dialog scene
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_mouse_mode = Input.mouse_mode
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if _mouse_mode == Input.MOUSE_MODE_HIDDEN:
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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## Setup what to do if there are no options and the next button
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## is shown, which is "Continue". In this case the selection is
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## set as -1 and the signal gets emitted.
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var button_handler := func():
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selection = -1
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_dialogue_finished()
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next_button.pressed.connect(button_handler)
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## Grab data from Orchestrator dictionary to present the UI
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var character_name = dialogue_data["character_name"]
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var message = dialogue_data["message"]
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var options = dialogue_data["options"]
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show_message(character_name, message, options)
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func _unhandled_input(event: InputEvent) -> void:
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if event is InputEventKey:
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if event.is_pressed() and _should_end_typing(event.keycode):
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if _current_tween.is_running():
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_current_tween.stop()
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speaker_text.visible_characters = speaker_text.text.length()
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_on_tween_finished(_current_choices)
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get_viewport().set_input_as_handled()
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# ShowMessage is only allowed to process input when visible
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_disable_player_movement()
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func show_message(speaker_name: String, message: String, choices: Dictionary) -> void:
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speaker.text = speaker_name
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speaker_text.text = message
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_current_choices = choices
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await get_tree().process_frame
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var duration = speaker_text.text.length() * TEXT_SPEED
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_current_tween = get_tree().create_tween()
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_current_tween.tween_property(speaker_text, "visible_characters", speaker_text.text.length(), duration)
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_current_tween.finished.connect(Callable(_on_tween_finished).bind(choices))
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show()
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## Callback when the tween typing has finished.
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## This allows presenting the user choice options or Continue button.
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func _on_tween_finished(choices: Dictionary) -> void:
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if choices.size() > 0:
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for key in choices.keys():
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var button = response_tpl.duplicate()
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button.text = choices[key]
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button.visible = true
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speaker_text.get_parent().add_child(button)
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var button_handler := func():
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selection = key
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_dialogue_finished()
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button.pressed.connect(button_handler)
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else:
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next_button.show()
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## Handles canceling the typing effect based on key codes
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func _should_end_typing(keycode:int) -> bool:
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return keycode == KEY_ESCAPE or keycode == KEY_SPACE
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## Prevent user movement when the dialogue UI is shown
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func _disable_player_movement() -> void:
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var actions = InputMap.get_actions()
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for action in actions:
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Input.action_release(action)
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func _dialogue_finished():
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## If the mouse was previously hidden, restore state
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if _mouse_mode == Input.MOUSE_MODE_HIDDEN:
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Input.mouse_mode = _mouse_mode
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show_message_finished.emit()
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queue_free()
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