SupaLidlGame/addons/dialogue_manager/DialogueManager.cs

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C#
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using Godot;
using Godot.Collections;
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using System;
using System.Reflection;
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using System.Threading.Tasks;
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#nullable enable
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namespace DialogueManagerRuntime
{
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public enum TranslationSource
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{
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None,
Guess,
CSV,
PO
}
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public partial class DialogueManager : Node
{
public delegate void PassedTitleEventHandler(string title);
public delegate void GotDialogueEventHandler(DialogueLine dialogueLine);
public delegate void MutatedEventHandler(Dictionary mutation);
public delegate void DialogueEndedEventHandler(Resource dialogueResource);
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public static PassedTitleEventHandler? PassedTitle;
public static GotDialogueEventHandler? GotDialogue;
public static MutatedEventHandler? Mutated;
public static DialogueEndedEventHandler? DialogueEnded;
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[Signal] public delegate void ResolvedEventHandler(Variant value);
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private static GodotObject? instance;
public static GodotObject Instance
{
get
{
if (instance == null)
{
instance = Engine.GetSingleton("DialogueManager");
}
return instance;
}
}
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public static Godot.Collections.Array GameStates
{
get => (Godot.Collections.Array)Instance.Get("game_states");
set => Instance.Set("game_states", value);
}
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public static bool IncludeSingletons
{
get => (bool)Instance.Get("include_singletons");
set => Instance.Set("include_singletons", value);
}
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public static bool IncludeClasses
{
get => (bool)Instance.Get("include_classes");
set => Instance.Set("include_classes", value);
}
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public static TranslationSource TranslationSource
{
get => (TranslationSource)(int)Instance.Get("translation_source");
set => Instance.Set("translation_source", (int)value);
}
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public static Func<Node> GetCurrentScene
{
set => Instance.Set("get_current_scene", Callable.From(value));
}
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public void Prepare()
{
Instance.Connect("passed_title", Callable.From((string title) => PassedTitle?.Invoke(title)));
Instance.Connect("got_dialogue", Callable.From((RefCounted line) => GotDialogue?.Invoke(new DialogueLine(line))));
Instance.Connect("mutated", Callable.From((Dictionary mutation) => Mutated?.Invoke(mutation)));
Instance.Connect("dialogue_ended", Callable.From((Resource dialogueResource) => DialogueEnded?.Invoke(dialogueResource)));
}
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public static async Task<GodotObject> GetSingleton()
{
if (instance != null) return instance;
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var tree = Engine.GetMainLoop();
int x = 0;
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// Try and find the singleton for a few seconds
while (!Engine.HasSingleton("DialogueManager") && x < 300)
{
await tree.ToSignal(tree, SceneTree.SignalName.ProcessFrame);
x++;
}
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// If it times out something is wrong
if (x >= 300)
{
throw new Exception("The DialogueManager singleton is missing.");
}
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instance = Engine.GetSingleton("DialogueManager");
return instance;
}
public static async Task<DialogueLine?> GetNextDialogueLine(Resource dialogueResource, string key = "", Array<Variant>? extraGameStates = null)
{
Instance.Call("_bridge_get_next_dialogue_line", dialogueResource, key, extraGameStates ?? new Array<Variant>());
var result = await Instance.ToSignal(Instance, "bridge_get_next_dialogue_line_completed");
if ((RefCounted)result[0] == null) return null;
return new DialogueLine((RefCounted)result[0]);
}
public static CanvasLayer ShowExampleDialogueBalloon(Resource dialogueResource, string key = "", Array<Variant>? extraGameStates = null)
{
return (CanvasLayer)Instance.Call("show_example_dialogue_balloon", dialogueResource, key, extraGameStates ?? new Array<Variant>());
}
public static Node ShowDialogueBalloonScene(string balloonScene, Resource dialogueResource, string key = "", Array<Variant>? extraGameStates = null)
{
return (Node)Instance.Call("show_dialogue_balloon_scene", balloonScene, dialogueResource, key, extraGameStates ?? new Array<Variant>());
}
public static Node ShowDialogueBalloonScene(PackedScene balloonScene, Resource dialogueResource, string key = "", Array<Variant>? extraGameStates = null)
{
return (Node)Instance.Call("show_dialogue_balloon_scene", balloonScene, dialogueResource, key, extraGameStates ?? new Array<Variant>());
}
public static Node ShowDialogueBalloonScene(Node balloonScene, Resource dialogueResource, string key = "", Array<Variant>? extraGameStates = null)
{
return (Node)Instance.Call("show_dialogue_balloon_scene", balloonScene, dialogueResource, key, extraGameStates ?? new Array<Variant>());
}
public static Node ShowDialogueBalloon(Resource dialogueResource, string key = "", Array<Variant>? extraGameStates = null)
{
return (Node)Instance.Call("show_dialogue_balloon", dialogueResource, key, extraGameStates ?? new Array<Variant>());
}
public static async void Mutate(Dictionary mutation, Array<Variant>? extraGameStates = null, bool isInlineMutation = false)
{
Instance.Call("_bridge_mutate", mutation, extraGameStates ?? new Array<Variant>(), isInlineMutation);
await Instance.ToSignal(Instance, "bridge_mutated");
}
public bool ThingHasMethod(GodotObject thing, string method)
{
MethodInfo? info = thing.GetType().GetMethod(method, BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public);
return info != null;
}
public async void ResolveThingMethod(GodotObject thing, string method, Array<Variant> args)
{
MethodInfo? info = thing.GetType().GetMethod(method, BindingFlags.Instance | BindingFlags.Static | BindingFlags.Public);
if (info == null) return;
#nullable disable
// Convert the method args to something reflection can handle
ParameterInfo[] argTypes = info.GetParameters();
object[] _args = new object[argTypes.Length];
for (int i = 0; i < argTypes.Length; i++)
{
if (i < args.Count && args[i].Obj != null)
{
_args[i] = Convert.ChangeType(args[i].Obj, argTypes[i].ParameterType);
}
else if (argTypes[i].DefaultValue != null)
{
_args[i] = argTypes[i].DefaultValue;
}
}
// Add a single frame wait in case the method returns before signals can listen
await ToSignal(Engine.GetMainLoop(), SceneTree.SignalName.ProcessFrame);
if (info.ReturnType == typeof(Task))
{
await (Task)info.Invoke(thing, _args);
EmitSignal(SignalName.Resolved, null);
}
else
{
var value = (Variant)info.Invoke(thing, _args);
EmitSignal(SignalName.Resolved, value);
}
}
#nullable enable
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}
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public partial class DialogueLine : RefCounted
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{
private string id = "";
public string Id
{
get => id;
set => id = value;
}
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private string type = "dialogue";
public string Type
{
get => type;
set => type = value;
}
private string next_id = "";
public string NextId
{
get => next_id;
set => next_id = value;
}
private string character = "";
public string Character
{
get => character;
set => character = value;
}
private string text = "";
public string Text
{
get => text;
set => text = value;
}
private string translation_key = "";
public string TranslationKey
{
get => translation_key;
set => translation_key = value;
}
private Array<DialogueResponse> responses = new Array<DialogueResponse>();
public Array<DialogueResponse> Responses
{
get => responses;
}
private string? time = null;
public string? Time
{
get => time;
}
private Dictionary pauses = new Dictionary();
public Dictionary Pauses
{
get => pauses;
}
private Dictionary speeds = new Dictionary();
public Dictionary Speeds
{
get => speeds;
}
private Array<Godot.Collections.Array> inline_mutations = new Array<Godot.Collections.Array>();
public Array<Godot.Collections.Array> InlineMutations
{
get => inline_mutations;
}
private Array<Variant> extra_game_states = new Array<Variant>();
private Array<string> tags = new Array<string>();
public Array<string> Tags
{
get => tags;
}
public DialogueLine(RefCounted data)
{
type = (string)data.Get("type");
next_id = (string)data.Get("next_id");
character = (string)data.Get("character");
text = (string)data.Get("text");
translation_key = (string)data.Get("translation_key");
pauses = (Dictionary)data.Get("pauses");
speeds = (Dictionary)data.Get("speeds");
inline_mutations = (Array<Godot.Collections.Array>)data.Get("inline_mutations");
time = (string)data.Get("time");
tags = (Array<string>)data.Get("tags");
foreach (var response in (Array<RefCounted>)data.Get("responses"))
{
responses.Add(new DialogueResponse(response));
}
}
public string GetTagValue(string tagName)
{
string wrapped = $"{tagName}=";
foreach (var tag in tags)
{
if (tag.StartsWith(wrapped))
{
return tag.Substring(wrapped.Length);
}
}
return "";
}
public override string ToString()
{
switch (type)
{
case "dialogue":
return $"<DialogueLine character=\"{character}\" text=\"{text}\">";
case "mutation":
return "<DialogueLine mutation>";
default:
return "";
}
}
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}
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public partial class DialogueResponse : RefCounted
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{
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private string next_id = "";
public string NextId
{
get => next_id;
set => next_id = value;
}
private bool is_allowed = true;
public bool IsAllowed
{
get => is_allowed;
set => is_allowed = value;
}
private string text = "";
public string Text
{
get => text;
set => text = value;
}
private string translation_key = "";
public string TranslationKey
{
get => translation_key;
set => translation_key = value;
}
private Array<string> tags = new Array<string>();
public Array<string> Tags
{
get => tags;
}
public DialogueResponse(RefCounted data)
{
next_id = (string)data.Get("next_id");
is_allowed = (bool)data.Get("is_allowed");
text = (string)data.Get("text");
translation_key = (string)data.Get("translation_key");
tags = (Array<string>)data.Get("tags");
}
public string GetTagValue(string tagName)
{
string wrapped = $"{tagName}=";
foreach (var tag in tags)
{
if (tag.StartsWith(wrapped))
{
return tag.Substring(wrapped.Length);
}
}
return "";
}
public override string ToString()
{
return $"<DialogueResponse text=\"{text}\"";
}
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}
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}