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180 lines
4.3 KiB
180 lines
4.3 KiB
3 years ago
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extends Control
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var character_data = {
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'name': 'Default',
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'image': "res://addons/dialogic/Example Assets/portraits/df-3.png",
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'color': Color(0.973511, 1, 0.152344),
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'file': '',
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'mirror_portraits': false
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}
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var single_portrait_mode = false
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var direction = 'left'
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var debug = false
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var fading_out = false
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var current_state := {'character':'', 'portrait':'', 'position':'', 'mirrored':false}
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func init(expression: String = '') -> void:
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set_portrait(expression)
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func _ready():
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if debug:
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print('Character data loaded: ', character_data)
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print(rect_position, $TextureRect.rect_size)
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func set_portrait(expression: String) -> void:
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current_state['portrait'] = expression
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if expression == "(Don't change)":
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return
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if expression == '':
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expression = 'Default'
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# Clearing old custom scenes
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for n in get_children():
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if 'DialogicCustomPortraitScene' in n.name:
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n.queue_free()
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var default
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for p in character_data['portraits']:
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if p['name'] == expression:
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if is_scene(p['path']):
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var custom_node = load(p['path'])
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var instance = custom_node.instance()
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instance.name = 'DialogicCustomPortraitScene'
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add_child(instance)
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$TextureRect.texture = ImageTexture.new()
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return
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else:
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if ResourceLoader.exists(p['path']):
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$TextureRect.texture = load(p['path'])
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else:
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$TextureRect.texture = ImageTexture.new()
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return
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# Saving what the default is to fallback to it.
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if p['name'] == 'Default':
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default = p['path']
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# Everything failed, go with the default one
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if ResourceLoader.exists(default):
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$TextureRect.texture = load(default)
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else:
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$TextureRect.texture = ImageTexture.new()
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func set_mirror(value):
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current_state['mirrored'] = value
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if character_data["data"].has('mirror_portraits'):
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if character_data["data"]['mirror_portraits']:
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$TextureRect.flip_h = !value
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else:
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$TextureRect.flip_h = value
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else:
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$TextureRect.flip_h = value
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func move_to_position(position_offset, time = 0.5):
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var positions = {
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'left': Vector2(-400, 0),
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'right': Vector2(+400, 0),
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'center': Vector2(0, 0),
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'center_right': Vector2(200, 0),
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'center_left': Vector2(-200, 0)}
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direction = position_offset
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modulate = Color(1,1,1,0)
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tween_modulate(modulate, Color(1,1,1, 1), time)
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rect_position = positions[position_offset]
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# Setting the scale of the portrait
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var custom_scale = Vector2(1, 1)
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if character_data.has('data'):
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if character_data['data'].has('scale'):
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custom_scale = Vector2(
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float(character_data['data']['scale']) / 100,
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float(character_data['data']['scale']) / 100
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)
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rect_scale = custom_scale
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if character_data['data'].has('offset_x'):
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rect_position += Vector2(
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character_data['data']['offset_x'],
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character_data['data']['offset_y']
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)
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if $TextureRect.get('texture'):
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rect_position -= Vector2(
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$TextureRect.texture.get_width() * 0.5,
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$TextureRect.texture.get_height()
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) * custom_scale
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fade_in()
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# Tween stuff
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func fade_in(time = 0.5):
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tween_modulate(modulate, Color(1,1,1, 1), time)
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if single_portrait_mode == false:
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var end_pos = Vector2(0, -40) # starting at center
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if direction == 'right':
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end_pos = Vector2(+40, 0)
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elif direction == 'left':
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end_pos = Vector2(-40, 0)
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else:
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rect_position += Vector2(0, 40)
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$TweenPosition.interpolate_property(
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self, "rect_position", rect_position, rect_position + end_pos, time,
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Tween.TRANS_LINEAR, Tween.EASE_IN_OUT
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)
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$TweenPosition.start()
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func fade_out(time = 0.5):
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fading_out = true
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var end = modulate
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end.a = 0
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tween_modulate(modulate, end, time)
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$Tween.connect("tween_all_completed", self, "queue_free")
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func focus():
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if not fading_out:
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tween_modulate(modulate, Color(1,1,1, 1))
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var _parent = get_parent()
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if _parent:
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# Make sure that this portrait is the last to be _draw -ed
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_parent.move_child(self, _parent.get_child_count())
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func focusout():
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var alpha = 1
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if single_portrait_mode:
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alpha = 0
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if not fading_out:
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tween_modulate(modulate, Color(0.5,0.5,0.5, alpha))
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var _parent = get_parent()
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if _parent:
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# Render this portrait first
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_parent.move_child(self, 0)
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func tween_modulate(from_value, to_value, time = 0.5):
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$Tween.interpolate_property(
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self, "modulate", from_value, to_value, time,
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Tween.TRANS_LINEAR, Tween.EASE_IN_OUT
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)
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$Tween.start()
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return $Tween
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func is_scene(path) -> bool:
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if '.tscn' in path.to_lower():
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return true
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return false
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