mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
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278 lines
11 KiB
GDScript
278 lines
11 KiB
GDScript
@tool
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extends DialogicLayoutLayer
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## This layer's scene file contains following nodes:
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## - a dialog_text node
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## - a name_label node
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## - a next_indicator node
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## - a type_sound node
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##
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## As well as custom:
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## - animations
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## - auto-advance progress indicator
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##
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## If you want to customize this layer, here is a little rundown of this layer:
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## The Layer Settings are divided into the `@export_group`s below.
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## They get applied in [method _apply_export_overrides].
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## Each `@export_group` has its own method to apply the settings to the scene.
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## If you want to change a specific part inside the scene, you can simply
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## remove or add # (commenting) to the method line.
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enum Alignments {LEFT, CENTER, RIGHT}
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enum AnimationsIn {NONE, POP_IN, FADE_UP}
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enum AnimationsOut {NONE, POP_OUT, FADE_DOWN}
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enum AnimationsNewText {NONE, WIGGLE}
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@export_group("Text")
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@export_subgroup("Alignment & Size")
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@export var text_alignment: Alignments= Alignments.LEFT
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@export var text_use_global_size: bool = true
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@export var text_size: int = 15
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@export_subgroup("Color")
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@export var text_use_global_color: bool = true
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@export var text_custom_color: Color = Color.WHITE
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@export_subgroup('Font')
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@export var text_use_global_font: bool = true
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@export_file('*.ttf', '*.tres') var normal_font: String = ""
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@export_file('*.ttf', '*.tres') var bold_font: String = ""
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@export_file('*.ttf', '*.tres') var italics_font: String = ""
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@export_file('*.ttf', '*.tres') var bold_italics_font: String = ""
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@export_group("Box")
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@export_subgroup("Panel")
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@export_file("*.tres") var box_panel: String = this_folder.path_join("vn_textbox_default_panel.tres")
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@export_subgroup("Color")
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@export var box_color_use_global: bool = true
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@export var box_color_custom: Color = Color.BLACK
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@export_subgroup("Size & Position")
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@export var box_size: Vector2 = Vector2(550, 110)
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@export var box_margin_bottom: int = 15
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@export_subgroup("Animation")
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@export var box_animation_in: AnimationsIn = AnimationsIn.FADE_UP
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@export var box_animation_out: AnimationsOut = AnimationsOut.FADE_DOWN
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@export var box_animation_new_text: AnimationsNewText = AnimationsNewText.NONE
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@export_group("Name Label")
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@export_subgroup('Color')
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@export var name_label_use_global_color: bool= true
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@export var name_label_use_character_color: bool = true
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@export var name_label_custom_color: Color = Color.WHITE
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@export_subgroup('Font')
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@export var name_label_use_global_font: bool = true
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@export_file('*.ttf', '*.tres') var name_label_font: String = ""
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@export var name_label_use_global_font_size: bool = true
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@export var name_label_custom_font_size: int = 15
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@export_subgroup('Box')
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@export_file("*.tres") var name_label_box_panel: String = this_folder.path_join("vn_textbox_name_label_panel.tres")
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@export var name_label_box_use_global_color: bool = true
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@export var name_label_box_modulate: Color = box_color_custom
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@export_subgroup('Alignment')
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@export var name_label_alignment: Alignments = Alignments.LEFT
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@export var name_label_box_offset: Vector2 = Vector2.ZERO
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@export_group("Indicators")
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@export_subgroup("Next Indicator")
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@export var next_indicator_enabled: bool = true
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@export var next_indicator_show_on_questions: bool = true
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@export var next_indicator_show_on_autoadvance: bool = false
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@export_enum('bounce', 'blink', 'none') var next_indicator_animation: int = 0
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@export_file("*.png","*.svg","*.tres") var next_indicator_texture: String = ''
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@export var next_indicator_size: Vector2 = Vector2(25,25)
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@export_subgroup("Autoadvance")
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@export var autoadvance_progressbar: bool = true
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@export_group('Sounds')
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@export_subgroup('Typing Sounds')
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@export var typing_sounds_enabled: bool = true
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@export var typing_sounds_mode: DialogicNode_TypeSounds.Modes = DialogicNode_TypeSounds.Modes.INTERRUPT
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@export_dir var typing_sounds_sounds_folder: String = "res://addons/dialogic/Example Assets/sound-effects/"
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@export_file("*.wav", "*.ogg", "*.mp3") var typing_sounds_end_sound: String = ""
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@export_range(1, 999, 1) var typing_sounds_every_nths_character: int = 1
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@export_range(0.01, 4, 0.01) var typing_sounds_pitch: float = 1.0
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@export_range(0.0, 3.0) var typing_sounds_pitch_variance: float = 0.0
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@export_range(-80, 24, 0.01) var typing_sounds_volume: float = -10
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@export_range(0.0, 10) var typing_sounds_volume_variance: float = 0.0
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@export var typing_sounds_ignore_characters: String = " .,!?"
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func _apply_export_overrides() -> void:
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if !is_inside_tree():
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await ready
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## FONT SETTINGS
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_apply_text_settings()
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## BOX SETTINGS
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_apply_box_settings()
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## BOX ANIMATIONS
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_apply_box_animations_settings()
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## NAME LABEL SETTINGS
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_apply_name_label_settings()
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## NEXT INDICATOR SETTINGS
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_apply_indicator_settings()
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## OTHER
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var progress_bar: ProgressBar = %AutoAdvanceProgressbar
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progress_bar.set(&'enabled', autoadvance_progressbar)
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#### SOUNDS
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## TYPING SOUNDS
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_apply_sounds_settings()
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## Applies all text box settings to the scene.
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## Except the box animations.
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func _apply_box_settings() -> void:
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var dialog_text_panel: PanelContainer = %DialogTextPanel
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if ResourceLoader.exists(box_panel):
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dialog_text_panel.add_theme_stylebox_override(&'panel', load(box_panel) as StyleBox)
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if box_color_use_global:
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dialog_text_panel.self_modulate = get_global_setting(&'bg_color', box_color_custom)
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else:
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dialog_text_panel.self_modulate = box_color_custom
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var sizer: Control = %Sizer
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sizer.size = box_size
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sizer.position = box_size * Vector2(-0.5, -1)+Vector2(0, -box_margin_bottom)
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## Applies box animations settings to the scene.
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func _apply_box_animations_settings() -> void:
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var animations: AnimationPlayer = %Animations
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animations.set(&'animation_in', box_animation_in)
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animations.set(&'animation_out', box_animation_out)
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animations.set(&'animation_new_text', box_animation_new_text)
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## Applies all name label settings to the scene.
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func _apply_name_label_settings() -> void:
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var name_label: DialogicNode_NameLabel = %DialogicNode_NameLabel
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if name_label_use_global_font_size:
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name_label.add_theme_font_size_override(&"font_size", get_global_setting(&'font_size', name_label_custom_font_size) as int)
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else:
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name_label.add_theme_font_size_override(&"font_size", name_label_custom_font_size)
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if name_label_use_global_font and get_global_setting(&'font', false):
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name_label.add_theme_font_override(&'font', load(get_global_setting(&'font', '') as String) as Font)
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elif not name_label_font.is_empty():
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name_label.add_theme_font_override(&'font', load(name_label_font) as Font)
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if name_label_use_global_color:
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name_label.add_theme_color_override(&"font_color", get_global_setting(&'font_color', name_label_custom_color) as Color)
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else:
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name_label.add_theme_color_override(&"font_color", name_label_custom_color)
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name_label.use_character_color = name_label_use_character_color
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var name_label_panel: PanelContainer = %NameLabelPanel
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if ResourceLoader.exists(name_label_box_panel):
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name_label_panel.add_theme_stylebox_override(&'panel', load(name_label_box_panel) as StyleBox)
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else:
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name_label_panel.add_theme_stylebox_override(&'panel', load(this_folder.path_join("vn_textbox_name_label_panel.tres")) as StyleBox)
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if name_label_box_use_global_color:
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name_label_panel.self_modulate = get_global_setting(&'bg_color', name_label_box_modulate)
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else:
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name_label_panel.self_modulate = name_label_box_modulate
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var dialog_text_panel: PanelContainer = %DialogTextPanel
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name_label_panel.position = name_label_box_offset+Vector2(0, -40)
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name_label_panel.position -= Vector2(
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dialog_text_panel.get_theme_stylebox(&'panel', &'PanelContainer').content_margin_left,
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dialog_text_panel.get_theme_stylebox(&'panel', &'PanelContainer').content_margin_top)
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name_label_panel.anchor_left = name_label_alignment/2.0
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name_label_panel.anchor_right = name_label_alignment/2.0
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name_label_panel.grow_horizontal = [1, 2, 0][name_label_alignment]
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## Applies all text settings to the scene.
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func _apply_text_settings() -> void:
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var dialog_text: DialogicNode_DialogText = %DialogicNode_DialogText
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dialog_text.alignment = text_alignment as DialogicNode_DialogText.Alignment
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if text_use_global_size:
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text_size = get_global_setting(&'font_size', text_size)
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dialog_text.add_theme_font_size_override(&"normal_font_size", text_size)
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dialog_text.add_theme_font_size_override(&"bold_font_size", text_size)
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dialog_text.add_theme_font_size_override(&"italics_font_size", text_size)
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dialog_text.add_theme_font_size_override(&"bold_italics_font_size", text_size)
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if text_use_global_color:
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dialog_text.add_theme_color_override(&"default_color", get_global_setting(&'font_color', text_custom_color) as Color)
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else:
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dialog_text.add_theme_color_override(&"default_color", text_custom_color)
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if text_use_global_font and get_global_setting(&'font', false):
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dialog_text.add_theme_font_override(&"normal_font", load(get_global_setting(&'font', '') as String) as Font)
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elif !normal_font.is_empty():
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dialog_text.add_theme_font_override(&"normal_font", load(normal_font) as Font)
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if !bold_font.is_empty():
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dialog_text.add_theme_font_override(&"bold_font", load(bold_font) as Font)
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if !italics_font.is_empty():
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dialog_text.add_theme_font_override(&"italics_font", load(italics_font) as Font)
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if !bold_italics_font.is_empty():
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dialog_text.add_theme_font_override(&"bold_italics_font", load(bold_italics_font) as Font)
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## Applies all indicator settings to the scene.
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func _apply_indicator_settings() -> void:
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var next_indicator: DialogicNode_NextIndicator = %NextIndicator
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next_indicator.enabled = next_indicator_enabled
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if next_indicator_enabled:
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next_indicator.animation = next_indicator_animation as DialogicNode_NextIndicator.Animations
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if ResourceLoader.exists(next_indicator_texture):
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next_indicator.texture = load(next_indicator_texture)
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next_indicator.show_on_questions = next_indicator_show_on_questions
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next_indicator.show_on_autoadvance = next_indicator_show_on_autoadvance
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next_indicator.texture_size = next_indicator_size
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## Applies all sound settings to the scene.
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func _apply_sounds_settings() -> void:
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var type_sounds: DialogicNode_TypeSounds = %DialogicNode_TypeSounds
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type_sounds.enabled = typing_sounds_enabled
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type_sounds.mode = typing_sounds_mode
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if not typing_sounds_sounds_folder.is_empty():
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type_sounds.sounds = DialogicNode_TypeSounds.load_sounds_from_path(typing_sounds_sounds_folder)
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else:
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type_sounds.sounds.clear()
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if not typing_sounds_end_sound.is_empty():
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type_sounds.end_sound = load(typing_sounds_end_sound)
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else:
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type_sounds.end_sound = null
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type_sounds.play_every_character = typing_sounds_every_nths_character
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type_sounds.base_pitch = typing_sounds_pitch
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type_sounds.base_volume = typing_sounds_volume
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type_sounds.pitch_variance = typing_sounds_pitch_variance
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type_sounds.volume_variance = typing_sounds_volume_variance
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type_sounds.ignore_characters = typing_sounds_ignore_characters
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