Files
gymkhana-actions/addons/escoria-dialog-simple/esc_dialog_simple.gd
2023-06-06 19:28:49 +02:00

214 lines
6.5 KiB
GDScript

# A simple dialog manager for Escoria
extends ESCDialogManager
# State machine that governs how the dialog manager behaves
var state_machine = preload("res://addons/escoria-dialog-simple/esc_dialog_simple_state_machine.gd").new()
# The currently running player
var _type_player: Node = null
var _preserved_type_player_type: String = ""
# Reference to the dialog player
var _dialog_player: Node = null
# Basic state tracking
var _is_saying: bool = false
# Whether to preserve the next dialog box used by `say`, or, if already
# preserving a dialog box, whether to continue using that dialog box
var _should_preserve_dialog_box: bool = false
func _ready() -> void:
add_child(state_machine)
# Check whether a specific type is supported by the
# dialog plugin
#
# #### Parameters
# - type: required type
# *Returns* Whether the type is supported or not
func has_type(type: String) -> bool:
return true if type in ["floating", "avatar"] else false
# Check whether a specific chooser type is supported by the
# dialog plugin
#
# #### Parameters
# - type: required chooser type
# *Returns* Whether the type is supported or not
func has_chooser_type(type: String) -> bool:
return true if type == "simple" else false
# Instructs the dialog manager to preserve the next dialog box used by a `say`
# command until a call to `disable_preserve_dialog_box` is made.
#
# This method should be idempotent, i.e. if called after the first time and
# prior to `disable_preserve_dialog_box` being called, the result should be the
# same.
func enable_preserve_dialog_box() -> void:
_should_preserve_dialog_box = true
# Instructs the dialog manager to no longer preserve the currently-preserved
# dialog box or to not preserve the next dialog box used by a `say` command
# (this is the default state).
#
# This method should be idempotent, i.e. if called after the first time and
# prior to `enable_preserve_dialog_box` being called, the result should be the
# same.
func disable_preserve_dialog_box() -> void:
_should_preserve_dialog_box = false
if is_instance_valid(_dialog_player) and _dialog_player.get_children().has(_type_player):
_dialog_player.remove_child(_type_player)
_preserved_type_player_type = ""
# 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
_initialize_say_states(global_id, text, type)
if _should_preserve_dialog_box:
# If the dialog box type doesn't match what's currently being reused (if anything),
# we want to remove the old one (if it exists) and then initialize and add the new dialog
# box type to the dialog player
if type != _preserved_type_player_type:
if _dialog_player.get_children().has(_type_player):
_dialog_player.remove_child(_type_player)
_init_type_player(type)
_preserved_type_player_type = type
else:
_init_type_player(type)
state_machine._change_state("say")
# yield(_type_player, "say_finished")
# if _dialog_player.get_children().has(_type_player):
# _dialog_player.remove_child(_type_player)
# emit_signal("say_finished")
func do_say(global_id: String, text: String) -> void:
# Only add_child here in order to prevent _type_player from running its _process method
# before we're ready, and only if it's necessary
if not _dialog_player.get_children().has(_type_player):
_dialog_player.add_child(_type_player)
_type_player.say(global_id, text)
func _init_type_player(type: String) -> void:
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()
_type_player.connect("say_finished", self, "_on_say_finished")
_type_player.connect("say_visible", self, "_on_say_visible")
func _initialize_say_states(global_id: String, text: String, type: String) -> void:
state_machine.states_map["say"].initialize(self, global_id, text, type)
state_machine.states_map["finish"].initialize(_dialog_player)
state_machine.states_map["say_fast"].initialize(self)
state_machine.states_map["say_finish"].initialize(self)
state_machine.states_map["visible"].initialize(self)
state_machine.states_map["interrupt"].initialize(self)
func _on_say_finished():
if not _should_preserve_dialog_box and _dialog_player.get_children().has(_type_player):
_dialog_player.remove_child(_type_player)
_is_saying = false
emit_signal("say_finished")
func _on_say_visible():
emit_signal("say_visible")
# 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
# - type: The dialog chooser type to use
func choose(dialog_player: Node, dialog: ESCDialog, type: String):
_dialog_player = dialog_player
state_machine.states_map["choices"].initialize(dialog_player, self, dialog, type)
state_machine._change_state("choices")
func do_choose(dialog_player: Node, dialog: ESCDialog, type: String = "simple"):
var chooser
if type == "simple" or type == "":
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 dialogue faster
func speedup():
if is_instance_valid(_type_player):
_type_player.speedup()
# Trigger an instant finish of the current dialog
func finish():
if is_instance_valid(_type_player):
_type_player.finish()
# The say command has been interrupted, cancel the dialog display
func interrupt():
if _dialog_player.get_children().has(_type_player):
(
escoria.object_manager.get_object(escoria.object_manager.SPEECH).node\
as ESCSpeechPlayer
).set_state("off")
if not _should_preserve_dialog_box and _dialog_player.get_children().has(_type_player):
_dialog_player.remove_child(_type_player)
emit_signal("say_finished")
# To be called if voice audio has finished.
func voice_audio_finished():
if is_instance_valid(_type_player):
_type_player.voice_audio_finished()