feat: Made dialogs pluggable (#424)

Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
Dennis Ploeger
2021-10-27 08:34:13 +02:00
committed by GitHub
parent 29dffbcf32
commit 57ce7fbcae
26 changed files with 633 additions and 305 deletions

View File

@@ -20,6 +20,8 @@ jobs:
repo: "godot-escoria/escoria-ui-9verbs"
- dir: "addons/escoria-core"
repo: "godot-escoria/escoria-game-template"
- dir: "addons/escoria-dialog-simple"
repo: "godot-escoria/escoria-dialog-simple"
name: "Fanout ${{ matrix.parts.dir }} to ${{ matrix.parts.repo }}"
runs-on: "ubuntu-latest"
env:

View File

@@ -62,6 +62,8 @@ func run(command_params: Array) -> int:
)
escoria.event_manager.interrupt_running_event()
if escoria.dialog_player:
escoria.dialog_player.interrupt()
if !command_params[1]:
escoria.main.scene_transition.transition(

View File

@@ -1,6 +1,6 @@
# `say object text [type] [avatar]`
# `say player text [type]`
#
# Runs the specified string as a dialog said by the object. Blocks execution
# Runs the specified string as a dialog said by the player. Blocks execution
# until the dialog finishes playing.
#
# The text supports translation keys by prepending the key and separating
@@ -11,8 +11,6 @@
# Optional parameters:
#
# * "type" determines the type of dialog UI to use. Default value is "default"
# * "avatar" determines the avatar to use for the dialog. Default value is
# "default"
#
# @ESC
extends ESCBaseCommand
@@ -23,42 +21,41 @@ class_name SayCommand
func configure() -> ESCCommandArgumentDescriptor:
return ESCCommandArgumentDescriptor.new(
2,
[TYPE_STRING, TYPE_STRING, TYPE_STRING, TYPE_STRING],
[TYPE_STRING, TYPE_STRING, TYPE_STRING],
[
null,
null,
ProjectSettings.get_setting("escoria/ui/default_dialog_scene")\
.get_file().get_basename(),
"default"
ProjectSettings.get_setting("escoria/ui/default_dialog_type")
]
)
# Validate wether the given arguments match the command descriptor
func validate(arguments: Array):
if not escoria.object_manager.objects.has(arguments[0]):
escoria.logger.report_errors(
"anim: invalid object",
[
"Object with global id %s not found." % arguments[0]
]
)
return false
if ProjectSettings.get_setting("escoria/ui/default_dialog_type") == "" \
and arguments[2] == "":
escoria.logger.report_errors(
"say()",
[
"Project setting 'escoria/ui/default_dialog_type' is not set.",
"Please set a default dialog type."
]
)
return .validate(arguments)
# Run the command
func run(command_params: Array) -> int:
var dict: Dictionary
var dialog_scene_name = ProjectSettings.get_setting(
"escoria/ui/default_dialog_scene"
)
if dialog_scene_name.empty():
escoria.logger.report_errors(
"say()",
[
"Project setting 'escoria/ui/default_dialog_scene' is not set.",
"Please set a default dialog scene."
]
)
return ESCExecution.RC_ERROR
var file = dialog_scene_name.get_file()
var extension = dialog_scene_name.get_extension()
dialog_scene_name = file.rstrip("." + extension)
# Manage specific dialog scene
if command_params.size() > 2:
dialog_scene_name = command_params[2]
escoria.current_state = escoria.GAME_STATE.DIALOG
@@ -74,9 +71,9 @@ func run(command_params: Array) -> int:
escoria.dialog_player.say(
command_params[0],
dialog_scene_name,
command_params[2],
command_params[1]
)
yield(escoria.dialog_player, "dialog_line_finished")
yield(escoria.dialog_player, "say_finished")
escoria.current_state = escoria.GAME_STATE.DEFAULT
return ESCExecution.RC_OK

View File

@@ -53,7 +53,7 @@ var resource_cache: ESCResourceCache
var room_terrain
# Dialog player instantiator. This instance is called directly for dialogs.
var dialog_player: ESCDialogsPlayer
var dialog_player: ESCDialogPlayer
# Inventory scene
var inventory

View File

@@ -0,0 +1,63 @@
# A base class for dialog plugins to work with Escoria
extends Control
class_name ESCDialogManager
# Emitted when the say function has completed showing the text
signal say_finished
# Emitted when the player has chosen an option
signal option_chosen(option)
# Check wether a specific type is supported by the
# dialog plugin
#
# #### Parameters
# - type: required type
# *Returns* Wether the type is supported or not
func has_type(type: String) -> bool:
return false
# Check wether a specific chooser type is supported by the
# dialog plugin
#
# #### Parameters
# - type: required chooser type
# *Returns* Wether the type is supported or not
func has_chooser_type(type: String) -> bool:
return false
# Output a text said by the item specified by the global id. Emit
# `say_finished` after finishing displaying the text.
#
# #### Parameters
# - dialog_player: Node of the dialog player in the UI
# - global_id: Global id of the item that is speaking
# - text: Text to say, optional prefixed by a translation key separated
# by a ":"
# - type: Type of dialog box to use
func say(dialog_player: Node, global_id: String, text: String, type: String):
pass
# Present an option chooser to the player and sends the signal
# `option_chosen` with the chosen dialog option
#
# #### Parameters
# - dialog_player: Node of the dialog player in the UI
# - dialog: Information about the dialog to display
func choose(dialog_player: Node, dialog: ESCDialog):
pass
# Trigger running the dialog faster
func speedup():
pass
# The say command has been interrupted, cancel the dialog display
func interrupt():
pass

View File

@@ -1,5 +1,5 @@
# Base class for all dialog options implementations
extends Node
extends Control
class_name ESCDialogOptionsChooser

View File

@@ -1,6 +1,6 @@
# Escoria dialog player
extends ResourcePreloader
class_name ESCDialogsPlayer
extends Node
class_name ESCDialogPlayer
# Emitted when an answer as chosem
@@ -10,38 +10,25 @@ class_name ESCDialogsPlayer
# - option: The dialog option that was chosen
signal option_chosen(option)
# Emitted when a dialog line was finished
signal dialog_line_finished
# Emitted when a say command finished
signal say_finished
# Wether the player is currently speaking
var is_speaking = false
var is_speaking: bool = false
# Reference to the dialog UI
var _dialog_ui = null
# Reference to the dialog chooser UI
var _dialog_chooser_ui: ESCDialogOptionsChooser = null
# Reference to the currently playing dialog manager
var _dialog_manager: ESCDialogManager = null
# Register the dialog player and load the dialog resources
func _ready():
if !Engine.is_editor_hint():
escoria.dialog_player = self
_dialog_chooser_ui = ResourceLoader.load(
ProjectSettings.get_setting("escoria/ui/dialogs_chooser")
).instance()
assert(_dialog_chooser_ui is ESCDialogOptionsChooser)
_dialog_chooser_ui.connect(
"option_chosen",
self,
"play_dialog_option_chosen"
)
get_parent().call_deferred("add_child", _dialog_chooser_ui)
# Trigger the finish fast function on the dialog ui
# Trigger the speedup function in the dialog manager
#
# #### Parameters
#
@@ -49,9 +36,17 @@ func _ready():
func _input(event):
if event is InputEventMouseButton and \
event.pressed:
finish_fast()
speedup()
# Find the matching voice output file for the given key
#
# #### Parameters
#
# - key: Text key provided
# - start: Starting folder to search for voices
#
# *Returns* The path to the matching voice file
func _get_voice_file(key: String, start: String = "") -> String:
if start == "":
start = ProjectSettings.get("escoria/sound/speech_folder")
@@ -77,40 +72,54 @@ func _get_voice_file(key: String, start: String = "") -> String:
return ""
# A short one line dialog
# Make a character say a text
#
# #### Parameters
#
# - character: Character that is talking
# - ui: UI to use for the dialog
# - line: Line to say
func say(character: String, ui: String, line: String) -> void:
# - type: UI to use for the dialog
# - text: Text to say
func say(character: String, type: String, text: String) -> void:
is_speaking = true
_dialog_ui = get_resource(ui).instance()
get_parent().add_child(_dialog_ui)
var _key_line = line.split(":")
if _key_line.size() == 1:
line = _key_line[0]
elif _key_line.size() >= 2:
var _speech_resource = _get_voice_file(_key_line[0])
for _manager_class in ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
):
if ResourceLoader.exists(_manager_class):
var _manager: ESCDialogManager = load(_manager_class).new()
if _manager.has_type(type):
_dialog_manager = _manager
if _dialog_manager == null:
escoria.logger.report_errors(
"esc_dialog_player.gd: Unknown type",
[
"No dialog manager supports the type %s" % type
]
)
var _key_text = text.split(":")
if _key_text.size() == 1:
text = _key_text[0]
elif _key_text.size() >= 2:
var _speech_resource = _get_voice_file(_key_text[0])
if _speech_resource != "":
(
escoria.object_manager.get_object("_speech").node\
as ESCSpeechPlayer
).set_state(_speech_resource)
line = tr(_key_line[0])
_dialog_ui.say(character, line)
yield(_dialog_ui, "dialog_line_finished")
text = tr(_key_text[0])
_dialog_manager.say(self, character, text, type)
yield(_dialog_manager, "say_finished")
is_speaking = false
emit_signal("dialog_line_finished")
emit_signal("say_finished")
# Called when a dialog line is skipped
func finish_fast() -> void:
if is_speaking and\
escoria.inputs_manager.input_mode != escoria.inputs_manager.INPUT_NONE:
_dialog_ui.finish_fast()
func speedup() -> void:
if is_speaking and escoria.inputs_manager.input_mode != \
escoria.inputs_manager.INPUT_NONE and \
_dialog_manager != null:
_dialog_manager.speedup()
# Display a list of choices
@@ -118,22 +127,37 @@ func finish_fast() -> void:
# #### Parameters
#
# - dialog: The dialog to start
func start_dialog_choices(dialog: ESCDialog):
func start_dialog_choices(dialog: ESCDialog, type: String = "simple"):
if dialog.options.empty():
escoria.logger.report_errors(
"dialog_player.gd:start_dialog_choices()",
["Received answers array was empty."]
)
_dialog_chooser_ui.set_dialog(dialog)
_dialog_chooser_ui.show_chooser()
# Called when an option was chosen and emits the option_chosen signal
#
# #### Parameters
#
# - option: Option, that was chosen.
func play_dialog_option_chosen(option: ESCDialogOption):
var _dialog_chooser_ui: ESCDialogManager = null
for _manager_class in ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
):
if ResourceLoader.exists(_manager_class):
var _manager: ESCDialogManager = load(_manager_class).new()
if _manager.has_chooser_type(type):
_dialog_chooser_ui = _manager
if _dialog_chooser_ui == null:
escoria.logger.report_errors(
"esc_dialog_player.gd: Unknown chooser type",
[
"No dialog manager supports the chooser type %s" % type
]
)
_dialog_chooser_ui.choose(self, dialog)
var option = yield(_dialog_chooser_ui, "option_chosen")
emit_signal("option_chosen", option)
_dialog_chooser_ui.hide_chooser()
# Interrupt the currently running dialog
func interrupt():
if _dialog_manager != null:
_dialog_manager.interrupt()

View File

@@ -1,10 +0,0 @@
[gd_scene load_steps=5 format=2]
[ext_resource path="res://addons/escoria-core/ui_library/dialogs/floating_dialog_player.tscn" type="PackedScene" id=1]
[ext_resource path="res://addons/escoria-core/ui_library/dialogs/text_dialog_chooser.tscn" type="PackedScene" id=2]
[ext_resource path="res://addons/escoria-core/game/scenes/dialogs/esc_dialog_player.gd" type="Script" id=3]
[ext_resource path="res://addons/escoria-core/ui_library/dialogs/avatar_dialog_player.tscn" type="PackedScene" id=4]
[node name="dialog_player" type="ResourcePreloader"]
resources = [ PoolStringArray( "avatar_dialog_player", "floating_dialog_player", "text_dialog_choice" ), [ ExtResource( 4 ), ExtResource( 1 ), ExtResource( 2 ) ] ]
script = ExtResource( 3 )

View File

@@ -34,25 +34,13 @@ func set_escoria_ui_settings():
if !ProjectSettings.has_setting("escoria/ui/tooltip_follows_mouse"):
ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", true)
if !ProjectSettings.has_setting("escoria/ui/dialogs_chooser"):
ProjectSettings.set_setting("escoria/ui/dialogs_chooser", "")
var dialogs_chooser_property_info = {
"name": "escoria/ui/dialogs_chooser",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_FILE,
"hint_string": "*.tscn, *.scn"
_register_setting(
"escoria/ui/default_dialog_type",
"",
{
"type": TYPE_STRING
}
ProjectSettings.add_property_info(dialogs_chooser_property_info)
if !ProjectSettings.has_setting("escoria/ui/default_dialog_scene"):
ProjectSettings.set_setting("escoria/ui/default_dialog_scene", "")
var default_dialog_scene_property_info = {
"name": "escoria/ui/default_dialog_scene",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_FILE,
"hint_string": "*.tscn, *.scn"
}
ProjectSettings.add_property_info(default_dialog_scene_property_info)
)
if !ProjectSettings.has_setting("escoria/ui/game_scene"):
ProjectSettings.set_setting("escoria/ui/game_scene", "")
@@ -109,6 +97,13 @@ func set_escoria_ui_settings():
"type": TYPE_VECTOR2
})
_register_setting(
"escoria/ui/dialog_managers",
[],
{
"type": TYPE_STRING_ARRAY
}
)
# Prepare the settings in the Escoria main category
func set_escoria_main_settings():
@@ -277,32 +272,47 @@ func set_escoria_sound_settings():
}
ProjectSettings.add_property_info(speech_data_property_info)
if !ProjectSettings.has_setting("escoria/sound/speech_enabled"):
ProjectSettings.set_setting("escoria/sound/speech_enabled", 1)
var speech_enabled_property_info = {
"name": "escoria/sound/speech_enabled",
_register_setting(
"escoria/sound/speech_enabled",
1,
{
"type": TYPE_BOOL
}
ProjectSettings.add_property_info(speech_enabled_property_info)
if !ProjectSettings.has_setting("escoria/sound/speech_folder"):
ProjectSettings.set_setting(
"escoria/sound/speech_folder",
"res://speech"
)
ProjectSettings.add_property_info({
"name": "escoria/sound/speech_folder",
)
_register_setting(
"escoria/sound/speech_folder",
"res://speech",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
})
if !ProjectSettings.has_setting("escoria/sound/speech_extension"):
ProjectSettings.set_setting(
"escoria/sound/speech_extension",
"ogg"
)
ProjectSettings.add_property_info({
"name": "escoria/sound/speech_extension",
}
)
_register_setting(
"escoria/sound/speech_extension",
"ogg",
{
"type": TYPE_STRING
})
}
)
# Register a new project setting if it hasn't been defined already
#
# #### Parameters
#
# - name: Name of the project setting
# - default: Default value
# - info: Property info for the setting
func _register_setting(name: String, default, info: Dictionary):
if not ProjectSettings.has_setting(name):
ProjectSettings.set_setting(
name,
default
)
info.name = name
ProjectSettings.add_property_info(info)
# Prepare the settings in the Escoria platform category and may need special

View File

@@ -1,111 +0,0 @@
# A dialog GUI showing a dialog box and character portraits
extends Popup
# Signal emitted when a dialog line has started
signal dialog_line_started
# Signal emitted when a dialog line has finished
signal dialog_line_finished
# The currently speaking character
export(String) var current_character setget set_current_character
# The text speed per character for normal display
export(float, 0.0, 0.3) var text_speed_per_character = 0.1
# The text speed per character if the dialog line is skipped
export(float) var fast_text_speed_per_character = 0.25
# The time to wait before the dialog is finished
export(float) var max_time_to_text_disappear = 1.0
# The node holding the avatar
onready var avatar_node = $Panel/MarginContainer/HSplitContainer/VBoxContainer\
/avatar
# The node holding the player name
onready var name_node = $Panel/MarginContainer/HSplitContainer/VBoxContainer\
/name
# The node showing the text
onready var text_node = $Panel/MarginContainer/HSplitContainer/text
# The tween node for text animations
onready var tween = text_node.get_node("Tween")
# Build up the UI
func _ready():
var centered_position_on_screen = Vector2(
ProjectSettings.get_setting("display/window/size/width") / 2,
ProjectSettings.get_setting("display/window/size/height") / 2
) - rect_size / 2
rect_position = centered_position_on_screen
text_node.bbcode_enabled = true
$Panel/MarginContainer/HSplitContainer/text/Tween.connect(
"tween_completed",
self,
"_on_dialog_line_typed"
)
# Switch the current character
#
# #### Parameters
# - name: The name of the current character
func set_current_character(name: String):
# TODO: Make this configurable in #47
var avatar = "res://game/dialog_avatars/%s.tres" % name
if ResourceLoader.exists(avatar):
$Panel/MarginContainer/HSplitContainer/VBoxContainer/avatar.texture = \
ResourceLoader.load(avatar)
current_character = name
# Make a character say something
#
# #### Parameters
# - character: The global id of the character speaking
# - line: Line to say
func say(character: String, line: String) :
popup_centered()
emit_signal("dialog_line_started")
set_current_character(character)
text_node.bbcode_text = tr(line)
text_node.percent_visible = 0.0
var time_show_full_text = text_speed_per_character * len(line)
tween.interpolate_property(text_node, "percent_visible",
0.0, 1.0, time_show_full_text,
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
# Called by the dialog player when the
func finish_fast():
tween.stop(text_node)
tween.interpolate_property(text_node, "percent_visible",
text_node.percent_visible, 1.0, fast_text_speed_per_character,
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
# The dialog line was printed, start the waiting time and then finish
# the dialog
func _on_dialog_line_typed(object, key):
text_node.visible_characters = -1
$Timer.start(max_time_to_text_disappear)
$Timer.connect("timeout", self, "_on_dialog_finished")
# Ending the dialog
func _on_dialog_finished():
emit_signal("dialog_line_finished")
queue_free()

View File

@@ -4,7 +4,6 @@ extends ESCDialogOptionsChooser
export(Color, RGB) var color_normal = Color(1.0,1.0,1.0,1.0)
export(Color, RGB) var color_hover = Color(165.0,42.0,42.0, 1.0)
export(Font) var font
# Hide the chooser at the start just to be safe
@@ -34,7 +33,6 @@ func show_chooser():
_option_node.flat = true
_option_node.add_color_override("font_color", color_normal)
_option_node.add_color_override("font_color_hover", color_hover)
_option_node.add_font_override("font", font)
_vbox.add_child(_option_node)
_option_node.connect("pressed", self, "_on_answer_selected", [option])

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=4 format=2]
[ext_resource path="res://addons/escoria-core/ui_library/dialogs/text_dialog_chooser.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-dialog-simple/chooser/simple.gd" type="Script" id=1]
[sub_resource type="Gradient" id=1]
colors = PoolColorArray( 1, 0, 0, 1, 1, 0, 0, 1 )
@@ -8,8 +8,13 @@ colors = PoolColorArray( 1, 0, 0, 1, 1, 0, 0, 1 )
[sub_resource type="GradientTexture" id=2]
gradient = SubResource( 1 )
[node name="text_dialog_choice" type="Node"]
[node name="text_dialog_choice" type="Control"]
anchor_right = 1.0
anchor_bottom = 1.0
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="MarginContainer" type="MarginContainer" parent="."]
margin_left = 20.0

View File

@@ -0,0 +1,88 @@
# A simple dialog manager for Escoria
extends ESCDialogManager
class_name ESCDialogSimple
# The currently running player
var _type_player: Node = null
# Reference to the dialog player
var _dialog_player: Node = null
# Check wether a specific type is supported by the
# dialog plugin
#
# #### Parameters
# - type: required type
# *Returns* Wether the type is supported or not
func has_type(type: String) -> bool:
return true if type in ["floating", "avatar"] else false
# Check wether a specific chooser type is supported by the
# dialog plugin
#
# #### Parameters
# - type: required chooser type
# *Returns* Wether the type is supported or not
func has_chooser_type(type: String) -> bool:
return true if type == "simple" else false
# Output a text said by the item specified by the global id. Emit
# `say_finished` after finishing displaying the text.
#
# #### Parameters
# - dialog_player: Node of the dialog player in the UI
# - global_id: Global id of the item that is speaking
# - text: Text to say, optional prefixed by a translation key separated
# by a ":"
# - type: Type of dialog box to use
func say(dialog_player: Node, global_id: String, text: String, type: String):
_dialog_player = dialog_player
if type == "floating":
_type_player = preload(\
"res://addons/escoria-dialog-simple/types/floating.tscn"\
).instance()
else:
_type_player = preload(\
"res://addons/escoria-dialog-simple/types/avatar.tscn"\
).instance()
_dialog_player.add_child(_type_player)
_type_player.say(global_id, text)
yield(_type_player, "say_finished")
if _dialog_player.get_children().has(_type_player):
_dialog_player.remove_child(_type_player)
emit_signal("say_finished")
# Present an option chooser to the player and sends the signal
# `option_chosen` with the chosen dialog option
#
# #### Parameters
# - dialog_player: Node of the dialog player in the UI
# - dialog: Information about the dialog to display
func choose(dialog_player: Node, dialog: ESCDialog):
var chooser = preload(\
"res://addons/escoria-dialog-simple/chooser/simple.tscn"\
).instance()
dialog_player.add_child(chooser)
chooser.set_dialog(dialog)
chooser.show_chooser()
var option = yield(chooser, "option_chosen")
dialog_player.remove_child(chooser)
emit_signal("option_chosen", option)
# Trigger running the dialog faster
func speedup():
if _type_player != null:
_type_player.speedup()
# The say command has been interrupted, cancel the dialog display
func interrupt():
if _dialog_player.get_children().has(_type_player):
_dialog_player.remove_child(_type_player)
emit_signal("say_finished")

View File

@@ -0,0 +1,7 @@
[plugin]
name="Escoria Simple Dialogs"
description="Very basic dialogs for Escoria based games"
author="Escoria project"
version="0.1.0"
script="plugin.gd"

View File

@@ -0,0 +1,92 @@
# A simple dialog manager for Escoria
tool
extends EditorPlugin
const MANAGER_CLASS="res://addons/escoria-dialog-simple/esc_dialog_simple.gd"
# Register ourselves after setup
func _enter_tree() -> void:
call_deferred("_register")
# Unregister ourselves
func _exit_tree() -> void:
_unregister()
# Add ourselves to the list of dialog managers
func _register():
_unregister()
var dialog_managers: Array = ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
)
dialog_managers.push_back(MANAGER_CLASS)
ProjectSettings.set_setting(
"escoria/ui/dialog_managers",
dialog_managers
)
_register_setting(
"escoria/dialog_simple/avatars_path",
"",
{
"type": TYPE_STRING,
"hint": PROPERTY_HINT_DIR
}
)
_register_setting(
"escoria/dialog_simple/text_speed_per_character",
0.1,
{
"type": TYPE_REAL
}
)
_register_setting(
"escoria/dialog_simple/fast_text_speed_per_character",
0.25,
{
"type": TYPE_REAL
}
)
_register_setting(
"escoria/dialog_simple/max_time_to_disappear",
1.0,
{
"type": TYPE_REAL
}
)
# Remove ourselves from the list of dialog managers
func _unregister():
var dialog_managers = ProjectSettings.get_setting(
"escoria/ui/dialog_managers"
)
dialog_managers.erase(MANAGER_CLASS)
ProjectSettings.set_setting(
"escoria/ui/dialog_managers",
dialog_managers
)
# Register a new project setting if it hasn't been defined already
#
# #### Parameters
#
# - name: Name of the project setting
# - default: Default value
# - info: Property info for the setting
func _register_setting(name: String, default, info: Dictionary):
if not ProjectSettings.has_setting(name):
ProjectSettings.set_setting(
name,
default
)
info.name = name
ProjectSettings.add_property_info(info)

View File

@@ -0,0 +1,109 @@
# A dialog GUI showing a dialog box and character portraits
extends Popup
# Signal emitted when text has been said
signal say_finished
# The text speed per character for normal display
var _text_speed_per_character
# The text speed per character if the dialog line is skipped
var _fast_text_speed_per_character
# The time to wait before the dialog is finished
var _max_time_to_text_disappear
# Wether the current dialog is speeding up
var _is_speeding_up: bool = false
# The node holding the avatar
onready var avatar_node = $Panel/MarginContainer/HSplitContainer/VBoxContainer\
/avatar
# The node showing the text
onready var text_node = $Panel/MarginContainer/HSplitContainer/text
# The tween node for text animations
onready var tween = $Panel/MarginContainer/HSplitContainer/text/Tween
# Build up the UI
func _ready():
_text_speed_per_character = ProjectSettings.get_setting(
"escoria/dialog_simple/text_speed_per_character"
)
_fast_text_speed_per_character = ProjectSettings.get_setting(
"escoria/dialog_simple/fast_text_speed_per_character"
)
_max_time_to_text_disappear = ProjectSettings.get_setting(
"escoria/dialog_simple/max_time_to_disappear"
)
text_node.bbcode_enabled = true
tween.connect(
"tween_completed",
self,
"_on_dialog_line_typed"
)
# Switch the current character
#
# #### Parameters
# - name: The name of the current character
func set_current_character(name: String):
var avatar = "%s/%s.tres" % [
ProjectSettings.get_setting("escoria/dialog_simple/avatars_path"),
name
]
if ResourceLoader.exists(avatar):
avatar_node.texture = ResourceLoader.load(avatar)
# Make a character say something
#
# #### Parameters
# - character: The global id of the character speaking
# - line: Line to say
func say(character: String, line: String):
_is_speeding_up = false
popup_centered()
set_current_character(character)
text_node.bbcode_text = tr(line)
text_node.percent_visible = 0.0
var time_show_full_text = _text_speed_per_character * len(line)
tween.interpolate_property(text_node, "percent_visible",
0.0, 1.0, time_show_full_text,
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
# Called by the dialog player when the
func speedup():
if not _is_speeding_up:
_is_speeding_up = true
tween.remove_all()
tween.interpolate_property(text_node, "percent_visible",
text_node.percent_visible, 1.0, _fast_text_speed_per_character,
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
# The dialog line was printed, start the waiting time and then finish
# the dialog
func _on_dialog_line_typed(object, key):
text_node.visible_characters = -1
$Timer.start(_max_time_to_text_disappear)
$Timer.connect("timeout", self, "_on_dialog_finished")
# Ending the dialog
func _on_dialog_finished():
emit_signal("say_finished")
queue_free()

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/ui_library/dialogs/avatar_dialog_player.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-dialog-simple/types/avatar.gd" type="Script" id=1]
[node name="dialog_box" type="Popup"]
anchor_right = 1.0
@@ -53,12 +53,6 @@ size_flags_horizontal = 3
size_flags_vertical = 3
expand = true
[node name="name" type="Label" parent="Panel/MarginContainer/HSplitContainer/VBoxContainer"]
margin_top = 112.0
margin_right = 88.0
margin_bottom = 126.0
valign = 1
[node name="text" type="RichTextLabel" parent="Panel/MarginContainer/HSplitContainer"]
margin_left = 123.0
margin_right = 458.0

View File

@@ -2,36 +2,45 @@
extends RichTextLabel
# Signal emitted when a dialog line has started
signal dialog_line_started
# Signal emitted when a dialog line has finished
signal dialog_line_finished
# Signal emitted when text has been said
signal say_finished
# The text speed per character for normal display
export(float, 0.0, 0.3) var text_speed_per_character = 0.1
var _text_speed_per_character
# The text speed per character if the dialog line is skipped
export(float) var fast_text_speed_per_character = 0.25
var _fast_text_speed_per_character
# The time to wait before the dialog is finished
export(float) var max_time_to_text_disappear = 2.0
var _max_time_to_text_disappear
# Current character speaking, to keep track of reference for animation purposes
var current_character
var _current_character
# Wether the current dialog is speeding up
var _is_speeding_up: bool = false
# Tween node for text animation
onready var tween = $Tween
onready var tween: Tween = $Tween
# The node showing the text
onready var text_node = self
onready var text_node: RichTextLabel = self
# Enable bbcode and catch the signal when a tween completed
func _ready():
_text_speed_per_character = ProjectSettings.get_setting(
"escoria/dialog_simple/text_speed_per_character"
)
_fast_text_speed_per_character = ProjectSettings.get_setting(
"escoria/dialog_simple/fast_text_speed_per_character"
)
_max_time_to_text_disappear = ProjectSettings.get_setting(
"escoria/dialog_simple/max_time_to_disappear"
)
bbcode_enabled = true
$Tween.connect("tween_completed", self, "_on_dialog_line_typed")
@@ -44,24 +53,24 @@ func _ready():
func say(character: String, line: String) :
show()
emit_signal("dialog_line_started")
_is_speeding_up = false
# Position the RichTextLabel on the character's dialog position, if any.
current_character = escoria.object_manager.get_object(character).node
rect_position = current_character.get_node("dialog_position").get_global_transform_with_canvas().origin
_current_character = escoria.object_manager.get_object(character).node
rect_position = _current_character.get_node("dialog_position").get_global_transform_with_canvas().origin
rect_position.x -= rect_size.x / 2
current_character.start_talking()
_current_character.start_talking()
# Set text color to color set in the actor
var text_color = current_character.dialog_color
var text_color = _current_character.dialog_color
var text_color_html = text_color.to_html(false)
text_node.bbcode_text = "[center][color=#" + text_color_html + "]" \
.format([text_color_html]) + tr(line) + "[/color][center]"
text_node.percent_visible = 0.0
var time_show_full_text = text_speed_per_character * len(line)
var time_show_full_text = _text_speed_per_character * len(line)
tween.interpolate_property(text_node, "percent_visible",
0.0, 1.0, time_show_full_text,
@@ -70,25 +79,27 @@ func say(character: String, line: String) :
# Called by the dialog player when the
func finish_fast():
tween.stop(text_node)
tween.interpolate_property(text_node, "percent_visible",
text_node.percent_visible, 1.0, fast_text_speed_per_character,
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
func speedup():
if not _is_speeding_up:
_is_speeding_up = true
tween.remove_all()
tween.interpolate_property(text_node, "percent_visible",
text_node.percent_visible, 1.0, _fast_text_speed_per_character,
Tween.TRANS_LINEAR, Tween.EASE_IN_OUT)
tween.start()
# The dialog line was printed, start the waiting time and then finish
# the dialog
func _on_dialog_line_typed(object, key):
text_node.visible_characters = -1
$Timer.start(max_time_to_text_disappear)
$Timer.start(_max_time_to_text_disappear)
$Timer.connect("timeout", self, "_on_dialog_finished")
# Ending the dialog
func _on_dialog_finished():
current_character.stop_talking()
emit_signal("dialog_line_finished")
escoria.dialog_player.is_speaking = false
queue_free()
# Make the speaking item animation stop talking, if it is still alive
if is_instance_valid(_current_character) and _current_character != null:
_current_character.stop_talking()
emit_signal("say_finished")

View File

@@ -1,6 +1,6 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://addons/escoria-core/ui_library/dialogs/floating_dialog_player.gd" type="Script" id=2]
[ext_resource path="res://addons/escoria-dialog-simple/types/floating.gd" type="Script" id=1]
[node name="dialog_label" type="RichTextLabel"]
margin_right = 643.0
@@ -9,7 +9,7 @@ bbcode_enabled = true
bbcode_text = "[center]Here be some text.[/center]"
text = "Here be some text."
fit_content_height = true
script = ExtResource( 2 )
script = ExtResource( 1 )
__meta__ = {
"_edit_use_anchors_": false
}

View File

@@ -3,7 +3,7 @@
[ext_resource path="res://addons/escoria-ui-9verbs/tooltip/action_target_tooltip.tscn" type="PackedScene" id=1]
[ext_resource path="res://addons/escoria-ui-9verbs/inventory/inventory_ui.tscn" type="PackedScene" id=2]
[ext_resource path="res://addons/escoria-ui-9verbs/verbs_menu.tscn" type="PackedScene" id=3]
[ext_resource path="res://addons/escoria-core/game/scenes/dialogs/esc_dialog_player.tscn" type="PackedScene" id=4]
[ext_resource path="res://addons/escoria-core/game/scenes/dialogs/esc_dialog_player.gd" type="Script" id=4]
[ext_resource path="res://addons/escoria-ui-9verbs/game.gd" type="Script" id=5]
[ext_resource path="res://addons/escoria-core/game/scenes/camera_player/camera.tscn" type="PackedScene" id=6]
[ext_resource path="res://addons/escoria-ui-9verbs/tooltip/tooltip_action_target.gd" type="Script" id=8]
@@ -137,7 +137,12 @@ size_flags_vertical = 3
[node name="dialog_layer" type="CanvasLayer" parent="ui"]
layer = 3
[node name="dialog_player" parent="ui/dialog_layer" instance=ExtResource( 4 )]
[node name="ESCDialogsPlayer" type="Control" parent="ui/dialog_layer"]
theme = ExtResource( 10 )
script = ExtResource( 4 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="hover_stack" type="Label" parent="ui"]
margin_left = 1085.0

View File

@@ -1,7 +1,7 @@
[gd_scene load_steps=9 format=2]
[ext_resource path="res://addons/escoria-ui-simplemouse/inventory/inventory_ui.tscn" type="PackedScene" id=1]
[ext_resource path="res://addons/escoria-core/game/scenes/dialogs/esc_dialog_player.tscn" type="PackedScene" id=2]
[ext_resource path="res://addons/escoria-core/game/scenes/dialogs/esc_dialog_player.gd" type="Script" id=2]
[ext_resource path="res://addons/escoria-core/game/scenes/camera_player/camera.tscn" type="PackedScene" id=3]
[ext_resource path="res://addons/escoria-ui-simplemouse/verbs_mouseicons.tscn" type="PackedScene" id=4]
[ext_resource path="res://addons/escoria-ui-simplemouse/game.gd" type="Script" id=5]
@@ -72,7 +72,12 @@ theme = ExtResource( 9 )
[node name="dialog_layer" type="CanvasLayer" parent="."]
layer = 3
[node name="dialog_player" parent="dialog_layer" instance=ExtResource( 2 )]
[node name="ESCDialogsPlayer" type="Control" parent="dialog_layer"]
theme = ExtResource( 9 )
script = ExtResource( 2 )
__meta__ = {
"_edit_use_anchors_": false
}
[node name="tooltip_layer" type="CanvasLayer" parent="."]
layer = 2

View File

@@ -20,13 +20,14 @@ animations = [ {
extents = Vector2( 40.4907, 142.11 )
[node name="worker" type="Area2D"]
pause_mode = 1
script = ExtResource( 1 )
global_id = "worker"
esc_script = "res://game/rooms/room6/esc/worker.esc"
is_movable = true
tooltip_name = "Worker"
default_action = "look"
dialog_color = Color( 0.196078, 0, 1, 1 )
dialog_color = Color( 0.501961, 0.882353, 1, 1 )
animations = ExtResource( 2 )
[node name="sprite" type="AnimatedSprite" parent="."]

View File

@@ -0,0 +1,5 @@
:trigger_in
:trigger_out
say player "About to leave..."

View File

@@ -1,13 +1,13 @@
:look
> [eq dialog_popup_advance 0]
say player ROOM1_look_wall_item_1:"I don't know what that stuff is." avatar_dialog_player
say player ROOM1_look_wall_item_1:"I don't know what that stuff is." avatar
set_global dialog_popup_advance 1
stop
> [eq dialog_popup_advance 1]
say player ROOM1_look_wall_item_2:"I REALLY don't know what that stuff is." avatar_dialog_player
say player ROOM1_look_wall_item_2:"I REALLY don't know what that stuff is." avatar
set_global dialog_popup_advance 2
stop
> [eq dialog_popup_advance 2]
say player ROOM1_look_wall_item_3:"No, SERIOUSLY, I have no idea what that is!" avatar_dialog_player
say player ROOM1_look_wall_item_3:"No, SERIOUSLY, I have no idea what that is!" avatar
say player ROOM1_look_wall_item_4:"Please stop asking me that!" avatar_dialog_player
stop

View File

@@ -1,9 +1,10 @@
[gd_scene load_steps=9 format=2]
[gd_scene load_steps=10 format=2]
[ext_resource path="res://game/rooms/room01/walkable_area.tscn" type="PackedScene" id=1]
[ext_resource path="res://game/rooms/room01/background.tscn" type="PackedScene" id=2]
[ext_resource path="res://game/fonts/caslonantique.tres" type="DynamicFont" id=3]
[ext_resource path="res://game/characters/mark/mark.tscn" type="PackedScene" id=4]
[ext_resource path="res://addons/escoria-core/game/core-scripts/esc_item.gd" type="Script" id=5]
[ext_resource path="res://addons/escoria-core/game/core-scripts/esc_room.gd" type="Script" id=6]
[ext_resource path="res://addons/escoria-core/game/core-scripts/esc_location.gd" type="Script" id=7]
[ext_resource path="res://game/rooms/room01/r_door.tscn" type="PackedScene" id=8]
@@ -91,6 +92,19 @@ __meta__ = {
"_editor_description_": ""
}
[node name="trigger_talk" type="Area2D" parent="Hotspots"]
pause_mode = 1
script = ExtResource( 5 )
global_id = "trigger_talk"
esc_script = "res://game/rooms/room01/esc/trigger.esc"
is_trigger = true
player_orients_on_arrival = false
dialog_color = Color( 1, 1, 1, 1 )
animations = null
[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Hotspots/trigger_talk"]
polygon = PoolVector2Array( 1020.6, 348.369, 1155.87, 515.233, 1249.67, 445.131, 1114.4, 347.382 )
[node name="player_start" type="Position2D" parent="."]
position = Vector2( 172.471, 434.487 )
script = ExtResource( 7 )

View File

@@ -154,21 +154,31 @@ _global_script_classes=[ {
"language": "GDScript",
"path": "res://addons/escoria-core/game/core-scripts/esc/types/esc_dialog.gd"
}, {
"base": "Control",
"class": "ESCDialogManager",
"language": "GDScript",
"path": "res://addons/escoria-core/game/scenes/dialogs/esc_dialog_manager.gd"
}, {
"base": "ESCStatement",
"class": "ESCDialogOption",
"language": "GDScript",
"path": "res://addons/escoria-core/game/core-scripts/esc/types/esc_dialog_option.gd"
}, {
"base": "Node",
"base": "Control",
"class": "ESCDialogOptionsChooser",
"language": "GDScript",
"path": "res://addons/escoria-core/game/scenes/dialogs/esc_dialog_options_chooser.gd"
}, {
"base": "ResourcePreloader",
"class": "ESCDialogsPlayer",
"base": "Node",
"class": "ESCDialogPlayer",
"language": "GDScript",
"path": "res://addons/escoria-core/game/scenes/dialogs/esc_dialog_player.gd"
}, {
"base": "ESCDialogManager",
"class": "ESCDialogSimple",
"language": "GDScript",
"path": "res://addons/escoria-dialog-simple/esc_dialog_simple.gd"
}, {
"base": "Resource",
"class": "ESCDirectionAngle",
"language": "GDScript",
@@ -544,9 +554,11 @@ _global_script_class_icons={
"ESCCondition": "",
"ESCController": "",
"ESCDialog": "",
"ESCDialogManager": "",
"ESCDialogOption": "",
"ESCDialogOptionsChooser": "",
"ESCDialogsPlayer": "",
"ESCDialogPlayer": "",
"ESCDialogSimple": "",
"ESCDirectionAngle": "",
"ESCEvent": "",
"ESCEventManager": "",
@@ -649,7 +661,7 @@ search_in_file_extensions=PoolStringArray( "gd", "shader", "esc" )
[editor_plugins]
enabled=PoolStringArray( "res://addons/escoria-core/plugin.cfg", "res://addons/escoria-ui-9verbs/plugin.cfg" )
enabled=PoolStringArray( "res://addons/escoria-core/plugin.cfg", "res://addons/escoria-dialog-simple/plugin.cfg", "res://addons/escoria-ui-9verbs/plugin.cfg" )
[escoria]
@@ -659,7 +671,6 @@ debug/terminate_on_warnings=false
debug/terminate_on_errors=true
debug/development_lang="en"
ui/tooltip_follows_mouse=false
ui/default_dialog_scene="res://addons/escoria-core/ui_library/dialogs/floating_dialog_player.tscn"
main/text_lang="fr_FR"
main/voice_lang="fr_FR"
sound/music_volume=1
@@ -685,12 +696,18 @@ ui/transition_paths=[ "res://addons/escoria-core/game/scenes/transitions/shaders
ui/inventory_item_size=Vector2( 72, 72 )
debug/enable_room_selector=true
debug/room_selector_room_dir="res://game/rooms"
ui/dialog_managers=[ "res://addons/escoria-dialog-simple/esc_dialog_simple.gd" ]
ui/default_dialog_type="floating"
dialog_simple/avatars_path="res://game/dialog_avatars"
dialog_simple/text_speed_per_character=0.1
dialog_simple/fast_text_speed_per_character=0.25
dialog_simple/max_time_to_disappear=1.0
[input]
esc_show_debug_prompt={
"deadzone": 0.5,
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777245,"physical_scancode":0,"unicode":0,"echo":false,"script":null)
"events": [ Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":0,"alt":false,"shift":false,"control":false,"meta":false,"command":false,"pressed":false,"scancode":16777245,"unicode":0,"echo":false,"script":null)
]
}
switch_action_verb={