SupaLidlGame/addons/dialogue_manager/dialogue_label.gd

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2023-07-27 11:39:38 -07:00
extends RichTextLabel
signal spoke(letter: String, letter_index: int, speed: float)
signal paused_typing(duration: float)
signal finished_typing()
## The action to press to skip typing
@export var skip_action: String = "ui_cancel"
## The speed with which the text types out
@export var seconds_per_step: float = 0.02
## Automatically have a brief pause when these characters are encountered
@export var pause_at_characters: String = ".?!"
var dialogue_line:
set(next_dialogue_line):
dialogue_line = next_dialogue_line
custom_minimum_size = Vector2.ZERO
text = dialogue_line.text
get:
return dialogue_line
var last_wait_index: int = -1
var last_mutation_index: int = -1
var waiting_seconds: float = 0
var is_typing: bool = false:
set(value):
if is_typing != value and value == false:
finished_typing.emit()
is_typing = value
get:
return is_typing
func _process(delta: float) -> void:
if self.is_typing:
# Type out text
if visible_ratio < 1:
# See if we are waiting
if waiting_seconds > 0:
waiting_seconds = waiting_seconds - delta
# If we are no longer waiting then keep typing
if waiting_seconds <= 0:
type_next(delta, waiting_seconds)
else:
self.is_typing = false
func _unhandled_input(event: InputEvent) -> void:
if self.is_typing and visible_ratio < 1 and event.is_action_pressed(skip_action):
# Run any inline mutations that haven't been run yet
for i in range(visible_characters, get_total_character_count()):
mutate_inline_mutations(i)
visible_characters = get_total_character_count()
self.is_typing = false
finished_typing.emit()
# Start typing out the text
func type_out() -> void:
text = dialogue_line.text
visible_characters = 0
self.is_typing = true
waiting_seconds = 0
# Text isn't calculated until the next frame
await get_tree().process_frame
if get_total_character_count() == 0:
self.is_typing = false
elif seconds_per_step == 0:
# Run any inline mutations
for i in range(0, get_total_character_count()):
mutate_inline_mutations(i)
visible_characters = get_total_character_count()
self.is_typing = false
# Type out the next character(s)
func type_next(delta: float, seconds_needed: float) -> void:
if visible_characters == get_total_character_count():
return
if last_mutation_index != visible_characters:
last_mutation_index = visible_characters
mutate_inline_mutations(visible_characters)
var additional_waiting_seconds: float = get_pause(visible_characters)
# Pause on characters like "."
if visible_characters > 0 and get_parsed_text()[visible_characters - 1] in pause_at_characters.split():
additional_waiting_seconds += seconds_per_step * 15
# Pause at literal [wait] directives
if last_wait_index != visible_characters and additional_waiting_seconds > 0:
last_wait_index = visible_characters
waiting_seconds += additional_waiting_seconds
paused_typing.emit(get_pause(visible_characters))
else:
visible_characters += 1
if visible_characters <= get_total_character_count():
spoke.emit(get_parsed_text()[visible_characters - 1], visible_characters - 1, get_speed(visible_characters))
# See if there's time to type out some more in this frame
seconds_needed += seconds_per_step * (1.0 / get_speed(visible_characters))
if seconds_needed > delta:
waiting_seconds += seconds_needed
else:
type_next(delta, seconds_needed)
# Get the pause for the current typing position if there is one
func get_pause(at_index: int) -> float:
return dialogue_line.pauses.get(at_index, 0)
# Get the speed for the current typing position
func get_speed(at_index: int) -> float:
var speed: float = 1
for index in dialogue_line.speeds:
if index > at_index:
return speed
speed = dialogue_line.speeds[index]
return speed
# Run any mutations at the current typing position
func mutate_inline_mutations(index: int) -> void:
for inline_mutation in dialogue_line.inline_mutations:
# inline mutations are an array of arrays in the form of [character index, resolvable function]
if inline_mutation[0] > index:
return
if inline_mutation[0] == index:
# The DialogueManager can't be referenced directly here so we need to get it by its path
Engine.get_singleton("DialogueManager").mutate(inline_mutation[1], dialogue_line.extra_game_states, true)