Initial commit of Escoria-Reloaded. Still a lot of missing stuff.
This commit is contained in:
74
addons/escoria-core/game/scenes/dialogs/dialog_player.gd
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74
addons/escoria-core/game/scenes/dialogs/dialog_player.gd
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tool
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extends ResourcePreloader
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class_name ESCDialogsPlayer
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func get_class():
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return "ESCDialogsPlayer"
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# This scene is in charge of ALL dialogs management :
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# - characters sayings
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# - player dialog options panel display/hiding and choices
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var path_to_dialog_scenes : String
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var is_speaking = false
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var dialog_ui = null
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var dialog_chooser_ui = null
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func _ready():
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if !Engine.is_editor_hint():
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escoria.register_object(self)
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preload_resources(ProjectSettings.get_setting("escoria/ui/dialogs_folder"))
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func preload_resources(path : String):
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path_to_dialog_scenes = path
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var dialog_folder := Directory.new()
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if !path_to_dialog_scenes.empty() and dialog_folder.open(path_to_dialog_scenes) == OK:
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dialog_folder.list_dir_begin()
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var file_name = dialog_folder.get_next()
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while file_name != "":
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if !dialog_folder.current_is_dir() and file_name.get_extension() == "tscn":
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var extension = "." + file_name.get_extension()
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var basename = file_name.replace(extension, "")
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if !has_resource(basename):
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var file_path = dialog_folder.get_current_dir() + "/" + file_name
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var dialog_scene = load(file_path)
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if dialog_scene != null:
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add_resource(basename, dialog_scene)
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file_name = dialog_folder.get_next()
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else:
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escoria.report_errors("dialog_player.gd:preload_resources()", ["An error occurred when trying to access the path: {_}.".format(path)])
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func say(character : String, params : Dictionary):
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is_speaking = true
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dialog_ui = get_resource(params.ui).instance()
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get_parent().add_child(dialog_ui)
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dialog_ui.say(character, params)
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func finish_fast():
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dialog_ui.finish_fast()
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# Options:
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# type: (default value "default") the type of dialog menu to use. All types are in the "dd_player" scene.
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# avatar: (default value "default") the avatar to use in the dialog ui.
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# timeout: (default value 0) timeout to select an option. After the time has passed, the "timeout_option" will be selected automatically. If the value is 0, there's no timeout.
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# timeout_option: (default value 0) option selected when timeout is reached.
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func start_dialog_choices(answers : Array, options : Array):
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if answers.empty():
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escoria.report_errors("dialog_player.gd:start_dialog_choices()", ["Received answers array was empty."])
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dialog_chooser_ui = get_resource("text_dialog_choice").instance()
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get_parent().add_child(dialog_chooser_ui)
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dialog_chooser_ui.set_answers(answers)
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func play_dialog_option_chosen(level_to_run : Array):
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# escoria.esc_runner.finished(context)
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var ev_level = level_to_run
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var ev = esctypes.ESCEvent.new("dialog_choice_done", ev_level, [])
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escoria.esc_runner.add_level(ev, false)
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dialog_chooser_ui.hide()
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# stop()
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10
addons/escoria-core/game/scenes/dialogs/dialog_player.tscn
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10
addons/escoria-core/game/scenes/dialogs/dialog_player.tscn
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[gd_scene load_steps=5 format=2]
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[ext_resource path="res://game/ui/commons/dialogs/dialog_label.tscn" type="PackedScene" id=1]
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[ext_resource path="res://game/ui/commons/dialogs/text_dialog_choice.tscn" type="PackedScene" id=2]
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[ext_resource path="res://addons/escoria-core/game/scenes/dialogs/dialog_player.gd" type="Script" id=3]
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[ext_resource path="res://game/ui/commons/dialogs/dialog_box_inset.tscn" type="PackedScene" id=4]
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[node name="dialog_player" type="ResourcePreloader"]
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resources = [ PoolStringArray( "dialog_box_inset", "dialog_label", "text_dialog_choice" ), [ ExtResource( 4 ), ExtResource( 1 ), ExtResource( 2 ) ] ]
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script = ExtResource( 3 )
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