Add addons
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@tool
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extends DialogicCharacterEditorMainTab
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## Character editor tab that allows setting a custom style fot the character.
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func _load_character(character:DialogicCharacter) -> void:
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%StyleName.text = character.custom_info.get('style', '')
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func _save_changes(character:DialogicCharacter) -> DialogicCharacter:
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character.custom_info['style'] = %StyleName.text
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return character
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[gd_scene load_steps=2 format=3]
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[ext_resource type="Script" path="res://addons/dialogic/Events/Style/character_settings_style.gd" id="2"]
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[node name="Style" type="HBoxContainer"]
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anchors_preset = 15
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anchor_right = 1.0
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anchor_bottom = 1.0
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offset_bottom = -569.0
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grow_horizontal = 2
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grow_vertical = 2
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script = ExtResource("2")
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[node name="Label" type="Label" parent="."]
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layout_mode = 2
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offset_right = 42.0
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offset_bottom = 26.0
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size_flags_vertical = 0
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text = "Style:"
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[node name="StyleName" type="LineEdit" parent="."]
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unique_name_in_owner = true
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layout_mode = 2
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offset_left = 46.0
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offset_right = 113.0
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offset_bottom = 31.0
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size_flags_vertical = 0
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56
Sprout/addons/dialogic/Events/Style/event_style.gd
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56
Sprout/addons/dialogic/Events/Style/event_style.gd
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@tool
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class_name DialogicStyleEvent
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extends DialogicEvent
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## Event that allows changing the currently displayed style.
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### Settings
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## The name of the style to change to. Can be set on the DialogicNode_Style.
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var style_name: String = ""
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################################################################################
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## EXECUTE
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################################################################################
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func _execute() -> void:
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dialogic.Styles.change_style(style_name)
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# base style isn't overridden by character styles
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# this means after a charcter style, we can change back to the base style
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dialogic.current_state_info['base_style'] = style_name
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finish()
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################################################################################
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## INITIALIZE
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################################################################################
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func _init() -> void:
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event_name = "Change Style"
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set_default_color('Color4')
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event_category = Category.AudioVisual
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event_sorting_index = 4
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################################################################################
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## SAVING/LOADING
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################################################################################
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func get_shortcode() -> String:
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return "style"
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func get_shortcode_parameters() -> Dictionary:
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return {
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#param_name : property_info
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"name" : {"property": "style_name", "default": ""},
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}
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################################################################################
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## EDITOR REPRESENTATION
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################################################################################
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func build_event_editor():
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add_header_edit('style_name', ValueType.SinglelineText, 'Show all style nodes with name ', '(hides others)')
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BIN
Sprout/addons/dialogic/Events/Style/icon.png
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BIN
Sprout/addons/dialogic/Events/Style/icon.png
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Binary file not shown.
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After Width: | Height: | Size: 553 B |
34
Sprout/addons/dialogic/Events/Style/icon.png.import
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34
Sprout/addons/dialogic/Events/Style/icon.png.import
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[remap]
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://cnpi18qcnme4i"
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path="res://.godot/imported/icon.png-fa93dc6f9144a37a7ecefb7321f4625d.ctex"
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metadata={
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"vram_texture": false
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}
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[deps]
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source_file="res://addons/dialogic/Events/Style/icon.png"
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dest_files=["res://.godot/imported/icon.png-fa93dc6f9144a37a7ecefb7321f4625d.ctex"]
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[params]
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compress/mode=0
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compress/lossy_quality=0.7
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compress/hdr_compression=1
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compress/bptc_ldr=0
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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process/fix_alpha_border=true
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process/premult_alpha=false
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process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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14
Sprout/addons/dialogic/Events/Style/index.gd
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14
Sprout/addons/dialogic/Events/Style/index.gd
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@tool
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extends DialogicIndexer
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func _get_events() -> Array:
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return [this_folder.path_join('event_style.gd')]
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func _get_subsystems() -> Array:
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return [{'name':'Styles', 'script':this_folder.path_join('subsystem_styles.gd')}]
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func _get_character_editor_tabs() -> Array:
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return [this_folder.path_join('character_settings_style.tscn')]
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13
Sprout/addons/dialogic/Events/Style/node_style.gd
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13
Sprout/addons/dialogic/Events/Style/node_style.gd
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class_name DialogicNode_Style
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extends Control
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## Control node that is hidden and shown based on the current dialogic style.
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## The style this node belongs to.
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@export var style_name: String = 'Default'
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func _ready():
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if style_name.is_empty():
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style_name = name
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add_to_group('dialogic_styles')
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38
Sprout/addons/dialogic/Events/Style/subsystem_styles.gd
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38
Sprout/addons/dialogic/Events/Style/subsystem_styles.gd
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extends DialogicSubsystem
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## Subsystem that manages showing and hiding style nodes.
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####################################################################################################
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## STATE
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####################################################################################################
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func clear_game_state():
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change_style('')
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func load_game_state():
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change_style(dialogic.current_state_info.get('style'))
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####################################################################################################
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## MAIN METHODS
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####################################################################################################
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func change_style(style_name:String) -> void:
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var style_found: bool = false
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var last_style := ""
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dialogic.current_state_info['style'] = style_name
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for style_node in get_tree().get_nodes_in_group('dialogic_styles'):
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if style_node.style_name == style_name:
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style_node.show()
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style_found = true
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else:
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if style_node.visible:
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last_style = style_node.style_name
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style_node.hide()
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if (!style_found):
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for style_node in get_tree().get_nodes_in_group('dialogic_styles'):
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if style_node.style_name == last_style:
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style_node.show()
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