231 lines
7.9 KiB
GDScript
231 lines
7.9 KiB
GDScript
@icon("./assets/icon.svg")
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@tool
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## A RichTextLabel specifically for use with [b]Dialogue Manager[/b] dialogue.
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class_name DialogueLabel extends RichTextLabel
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## Emitted for each letter typed out.
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signal spoke(letter: String, letter_index: int, speed: float)
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## Emitted when typing paused for a `[wait]`
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signal paused_typing(duration: float)
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## Emitted when the player skips the typing of dialogue.
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signal skipped_typing()
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## Emitted when typing finishes.
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signal finished_typing()
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# The action to press to skip typing.
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@export var skip_action: StringName = &"ui_cancel"
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## The speed with which the text types out.
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@export var seconds_per_step: float = 0.02
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## Automatically have a brief pause when these characters are encountered.
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@export var pause_at_characters: String = ".?!"
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## Don't auto pause if the character after the pause is one of these.
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@export var skip_pause_at_character_if_followed_by: String = ")\""
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## Don't auto pause after these abbreviations (only if "." is in `pause_at_characters`).[br]
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## Abbreviations are limitted to 5 characters in length [br]
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## Does not support multi-period abbreviations (ex. "p.m.")
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@export var skip_pause_at_abbreviations: PackedStringArray = ["Mr", "Mrs", "Ms", "Dr", "etc", "eg", "ex"]
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## The amount of time to pause when exposing a character present in `pause_at_characters`.
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@export var seconds_per_pause_step: float = 0.3
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var _already_mutated_indices: PackedInt32Array = []
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## The current line of dialogue.
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var dialogue_line:
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set(next_dialogue_line):
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dialogue_line = next_dialogue_line
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custom_minimum_size = Vector2.ZERO
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text = dialogue_line.text
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get:
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return dialogue_line
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## Whether the label is currently typing itself out.
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var is_typing: bool = false:
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set(value):
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var is_finished: bool = is_typing != value and value == false
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is_typing = value
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if is_finished:
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finished_typing.emit()
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get:
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return is_typing
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var _last_wait_index: int = -1
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var _last_mutation_index: int = -1
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var _waiting_seconds: float = 0
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var _is_awaiting_mutation: bool = false
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func _process(delta: float) -> void:
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if self.is_typing:
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# Type out text
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if visible_ratio < 1:
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# See if we are waiting
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if _waiting_seconds > 0:
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_waiting_seconds = _waiting_seconds - delta
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# If we are no longer waiting then keep typing
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if _waiting_seconds <= 0:
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_type_next(delta, _waiting_seconds)
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else:
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# Make sure any mutations at the end of the line get run
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_mutate_inline_mutations(get_total_character_count())
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self.is_typing = false
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func _unhandled_input(event: InputEvent) -> void:
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# Note: this will no longer be reached if using Dialogue Manager > 2.32.2. To make skip handling
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# simpler (so all of mouse/keyboard/joypad are together) it is now the responsibility of the
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# dialogue balloon.
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if self.is_typing and visible_ratio < 1 and InputMap.has_action(skip_action) and event.is_action_pressed(skip_action):
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get_viewport().set_input_as_handled()
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skip_typing()
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## Start typing out the text
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func type_out() -> void:
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text = dialogue_line.text
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visible_characters = 0
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visible_ratio = 0
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_waiting_seconds = 0
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_last_wait_index = -1
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_last_mutation_index = -1
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_already_mutated_indices.clear()
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self.is_typing = true
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# Allow typing listeners a chance to connect
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await get_tree().process_frame
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if get_total_character_count() == 0:
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self.is_typing = false
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elif seconds_per_step == 0:
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_mutate_remaining_mutations()
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visible_characters = get_total_character_count()
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self.is_typing = false
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## Stop typing out the text and jump right to the end
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func skip_typing() -> void:
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_mutate_remaining_mutations()
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visible_characters = get_total_character_count()
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self.is_typing = false
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skipped_typing.emit()
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# Type out the next character(s)
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func _type_next(delta: float, seconds_needed: float) -> void:
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if _is_awaiting_mutation: return
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if visible_characters == get_total_character_count():
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return
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if _last_mutation_index != visible_characters:
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_last_mutation_index = visible_characters
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_mutate_inline_mutations(visible_characters)
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if _is_awaiting_mutation: return
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var additional_waiting_seconds: float = _get_pause(visible_characters)
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# Pause on characters like "."
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if _should_auto_pause():
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additional_waiting_seconds += seconds_per_pause_step
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# Pause at literal [wait] directives
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if _last_wait_index != visible_characters and additional_waiting_seconds > 0:
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_last_wait_index = visible_characters
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_waiting_seconds += additional_waiting_seconds
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paused_typing.emit(_get_pause(visible_characters))
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else:
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visible_characters += 1
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if visible_characters <= get_total_character_count():
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spoke.emit(get_parsed_text()[visible_characters - 1], visible_characters - 1, _get_speed(visible_characters))
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# See if there's time to type out some more in this frame
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seconds_needed += seconds_per_step * (1.0 / _get_speed(visible_characters))
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if seconds_needed > delta:
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_waiting_seconds += seconds_needed
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else:
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_type_next(delta, seconds_needed)
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# Get the pause for the current typing position if there is one
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func _get_pause(at_index: int) -> float:
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return dialogue_line.pauses.get(at_index, 0)
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# Get the speed for the current typing position
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func _get_speed(at_index: int) -> float:
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var speed: float = 1
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for index in dialogue_line.speeds:
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if index > at_index:
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return speed
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speed = dialogue_line.speeds[index]
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return speed
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# Run any inline mutations that haven't been run yet
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func _mutate_remaining_mutations() -> void:
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for i in range(visible_characters, get_total_character_count() + 1):
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_mutate_inline_mutations(i)
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# Run any mutations at the current typing position
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func _mutate_inline_mutations(index: int) -> void:
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for inline_mutation in dialogue_line.inline_mutations:
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# inline mutations are an array of arrays in the form of [character index, resolvable function]
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if inline_mutation[0] > index:
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return
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if inline_mutation[0] == index and not _already_mutated_indices.has(index):
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_already_mutated_indices.append(index)
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_is_awaiting_mutation = true
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# The DialogueManager can't be referenced directly here so we need to get it by its path
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await Engine.get_singleton("DialogueManager").mutate(inline_mutation[1], dialogue_line.extra_game_states, true)
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_is_awaiting_mutation = false
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# Determine if the current autopause character at the cursor should qualify to pause typing.
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func _should_auto_pause() -> bool:
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if visible_characters == 0: return false
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var parsed_text: String = get_parsed_text()
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# Avoid outofbounds when the label auto-translates and the text changes to one shorter while typing out
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# Note: visible characters can be larger than parsed_text after a translation event
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if visible_characters >= parsed_text.length(): return false
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# Ignore pause characters if they are next to a non-pause character
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if parsed_text[visible_characters] in skip_pause_at_character_if_followed_by.split():
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return false
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# Ignore "." if it's between two numbers
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if visible_characters > 3 and parsed_text[visible_characters - 1] == ".":
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var possible_number: String = parsed_text.substr(visible_characters - 2, 3)
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if str(float(possible_number)) == possible_number:
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return false
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# Ignore "." if it's used in an abbreviation
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# Note: does NOT support multi-period abbreviations (ex. p.m.)
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if "." in pause_at_characters and parsed_text[visible_characters - 1] == ".":
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for abbreviation in skip_pause_at_abbreviations:
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if visible_characters >= abbreviation.length():
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var previous_characters: String = parsed_text.substr(visible_characters - abbreviation.length() - 1, abbreviation.length())
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if previous_characters == abbreviation:
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return false
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# Ignore two non-"." characters next to each other
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var other_pause_characters: PackedStringArray = pause_at_characters.replace(".", "").split()
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if visible_characters > 1 and parsed_text[visible_characters - 1] in other_pause_characters and parsed_text[visible_characters] in other_pause_characters:
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return false
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return parsed_text[visible_characters - 1] in pause_at_characters.split()
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