Add addons

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Joey Yakimowich-Payne 2023-01-03 16:53:53 -07:00
commit 3367bad24f
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extends DialogicSubsystem
## Subsystem that manages showing and activating of choices.
## Used to block choices from being clicked for a couple of seconds (if delay is set in settings).
var choice_blocker = Timer.new()
func _ready():
choice_blocker.one_shot = true
DialogicUtil.update_timer_process_callback(choice_blocker)
add_child(choice_blocker)
####################################################################################################
## STATE
####################################################################################################
func clear_game_state():
hide_all_choices()
####################################################################################################
## MAIN METHODS
####################################################################################################
## Hides all choice buttons.
func hide_all_choices() -> void:
for node in get_tree().get_nodes_in_group('dialogic_choice_button'):
node.hide()
if node.is_connected('button_up', self.choice_selected):
node.disconnect('button_up', self.choice_selected)
## Lists all current choices and shows buttons.
func show_current_choices() -> void:
hide_all_choices()
var button_idx = 1
for choice_index in get_current_choice_indexes():
var choice_event = dialogic.current_timeline_events[choice_index]
# check if condition is false
if not choice_event.condition.is_empty() and not dialogic.execute_condition(choice_event.condition):
if choice_event.else_action == DialogicChoiceEvent.ElseActions.Default:
choice_event.else_action = DialogicUtil.get_project_setting('dialogic/choices/def_false_behaviour', 0)
# check what to do in this case
if choice_event.else_action == DialogicChoiceEvent.ElseActions.Disable:
if !choice_event.disabled_text.is_empty():
show_choice(button_idx, choice_event.get_property_translated('disabled_text'), false, choice_index)
else:
show_choice(button_idx, choice_event.get_property_translated('text'), false, choice_index)
button_idx += 1
# else just show it
else:
show_choice(button_idx, choice_event.get_property_translated('text'), true, choice_index)
button_idx += 1
if typeof(DialogicUtil.get_project_setting('dialogic/choices/delay')) != TYPE_FLOAT:
choice_blocker.start(DialogicUtil.get_project_setting('dialogic/choices/delay', 0.2).to_float())
else:
choice_blocker.start(DialogicUtil.get_project_setting('dialogic/choices/delay', 0.2))
## Adds a button with the given text that leads to the given event.
func show_choice(button_index:int, text:String, enabled:bool, event_index:int) -> void:
var idx = 1
for node in get_tree().get_nodes_in_group('dialogic_choice_button'):
if !node.get_parent().is_visible_in_tree():
continue
if (node.choice_index == button_index) or (idx == button_index and node.choice_index == -1):
node.show()
if dialogic.has_subsystem('VAR'):
node.text = dialogic.VAR.parse_variables(text)
else:
node.text = text
if idx == 1 and DialogicUtil.get_project_setting('dialogic/choices/autofocus_first', true):
node.grab_focus()
if DialogicUtil.get_project_setting('dialogic/choices/hotkey_behaviour', 0) == 1 and idx < 10:
var shortcut = Shortcut.new()
var input_key = InputEventKey.new()
input_key.scancode = OS.find_keycode_from_string(str(idx))
shortcut.shortcut = input_key
node.shortcut = shortcut
node.disabled = not enabled
node.button_up.connect(choice_selected.bind(event_index))
if node.choice_index > 0:
idx = node.choice_index
idx += 1
####################################################################################################
## HELPERS
####################################################################################################
func choice_selected(event_index:int) -> void:
if Dialogic.paused or not choice_blocker.is_stopped():
return
hide_all_choices()
dialogic.current_state = dialogic.states.IDLE
dialogic.handle_event(event_index)
## QUESTION/CHOICES
func is_question(index:int) -> bool:
if dialogic.current_timeline_events[index] is DialogicTextEvent:
if len(dialogic.current_timeline_events)-1 != index:
if dialogic.current_timeline_events[index+1] is DialogicChoiceEvent:
return true
return false
func get_current_choice_indexes() -> Array:
var choices = []
var evt_idx = dialogic.current_event_idx
var ignore = 0
while true:
evt_idx += 1
if evt_idx >= len(dialogic.current_timeline_events):
break
if dialogic.current_timeline_events[evt_idx] is DialogicChoiceEvent:
if ignore == 0:
choices.append(evt_idx)
ignore += 1
elif dialogic.current_timeline_events[evt_idx].can_contain_events:
ignore += 1
else:
if ignore == 0:
break
if dialogic.current_timeline_events[evt_idx] is DialogicEndBranchEvent:
ignore -= 1
return choices