SupaLidlGame/addons/dialogue_manager/dialogue_response.gd

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## A response to a line of dialogue, usualy attached to a [code]DialogueLine[/code].
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class_name DialogueResponse extends RefCounted
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const _DialogueConstants = preload("./constants.gd")
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## The ID of this response
var id: String
## The internal type of this dialogue object, always set to [code]TYPE_RESPONSE[/code].
var type: String = _DialogueConstants.TYPE_RESPONSE
## The next line ID to use if this response is selected by the player.
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var next_id: String = ""
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## [code]true[/code] if the condition of this line was met.
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var is_allowed: bool = true
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## A character (depending on the "characters in responses" behaviour setting).
var character: String = ""
## A dictionary of varialbe replaces for the character name. Generally for internal use only.
var character_replacements: Array[Dictionary] = []
## The prompt for this response.
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var text: String = ""
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## A dictionary of variable replaces for the text. Generally for internal use only.
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var text_replacements: Array[Dictionary] = []
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## Any #tags
var tags: PackedStringArray = []
## The key to use for translating the text.
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var translation_key: String = ""
func _init(data: Dictionary = {}) -> void:
if data.size() > 0:
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id = data.id
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type = data.type
next_id = data.next_id
is_allowed = data.is_allowed
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character = data.character
character_replacements = data.character_replacements
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text = data.text
text_replacements = data.text_replacements
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tags = data.tags
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translation_key = data.translation_key
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func _to_string() -> String:
return "<DialogueResponse text=\"%s\">" % text
func get_tag_value(tag_name: String) -> String:
var wrapped := "%s=" % tag_name
for t in tags:
if t.begins_with(wrapped):
return t.replace(wrapped, "").strip_edges()
return ""