crabs-game/scripts/DialogueBox.gd

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GDScript3
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extends Control
class_name DialogueBox
signal end
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signal update
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export (NodePath) var name_label_path
onready var name_label = get_node(name_label_path) as RichTextLabel
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export (NodePath) var text_label_path
onready var text_label = get_node(text_label_path) as RichTextLabel
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export (NodePath) var expression_node_path
onready var expression_node = get_node(expression_node_path) as RichTextLabel
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export (NodePath) var audio_player_node_path
onready var audio_player_node = get_node(audio_player_node_path) as AudioStreamPlayer
var dialogue : Array
var index : int
var character_name : String = ""
var text : String = ""
var expression : String = ""
var waiting = false
var auto_advance = false
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func _ready():
assert(name_label != null)
assert(text_label != null)
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assert(audio_player_node != null)
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func start(_dialogue : Array):
dialogue = _dialogue
index = 0
update()
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func _input(event):
if !waiting and event.is_action_pressed("ui_accept"):
if text_label.visible_characters < text_label.text.length():
text_label.visible_characters = text_label.text.length()
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else:
next()
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func next() -> void:
index += 1
if index >= dialogue.size():
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hide()
emit_signal('end')
return
update()
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func update() -> void:
var line = dialogue[index]
# Self properties
character_name = line.get('name', '')
text = line.get('text', '')
expression = line.get('expression', '')
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# Flow
waiting = line.get('wait', false)
auto_advance = line.get('auto', false)
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# Timer
var timer = line.get('timer', 0)
if timer > 0:
waiting = true
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# Audio
var audio = line.get('audio', '')
if audio != '':
var path = "res://sounds/" + audio + ".ogg"
assert(File.new().file_exists(path))
audio_player_node.stream = load(path)
audio_player_node.play()
# UI
name_label.bbcode_text = character_name
name_label.rect_min_size.x = name_label.get_font('normal_font').get_string_size(name_label.text).x
text_label.bbcode_text = text
if text == "":
hide()
else:
show()
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emit_signal('update')
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animate_text()
if timer > 0:
yield(get_tree().create_timer(timer), 'timeout')
stop_waiting()
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func animate_text():
var animated = index
text_label.visible_characters = 0
while animated == index && text_label.visible_characters < text_label.text.length():
if text_label.text[text_label.visible_characters] == ' ':
text_label.visible_characters += 1
text_label.visible_characters += 1
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yield(get_tree().create_timer(0.05), 'timeout')
func stop_waiting():
waiting = false
if auto_advance:
next()