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-rw-r--r--Dialogs/VisualNovelTextbox/animations.gd86
1 files changed, 86 insertions, 0 deletions
diff --git a/Dialogs/VisualNovelTextbox/animations.gd b/Dialogs/VisualNovelTextbox/animations.gd
new file mode 100644
index 0000000..43eca1f
--- /dev/null
+++ b/Dialogs/VisualNovelTextbox/animations.gd
@@ -0,0 +1,86 @@
+extends AnimationPlayer
+
+## A custom script/node that adds some animations to the textbox.
+
+# Careful: Sync these with the ones in the root script!
+enum AnimationsIn {NONE, POP_IN, FADE_UP}
+enum AnimationsOut {NONE, POP_OUT, FADE_DOWN}
+enum AnimationsNewText {NONE, WIGGLE}
+
+var animation_in : AnimationsIn
+var animation_out : AnimationsOut
+var animation_new_text : AnimationsNewText
+
+var full_clear : bool = true
+
+func get_text_panel() -> PanelContainer:
+ return %DialogTextPanel
+
+
+func get_dialog() -> DialogicNode_DialogText:
+ return %DialogicNode_DialogText
+
+
+func _ready() -> void:
+ var text_system : Node = DialogicUtil.autoload().get(&'Text')
+ var _error : int = 0
+ _error = text_system.connect(&'animation_textbox_hide', _on_textbox_hide)
+ _error = text_system.connect(&'animation_textbox_show', _on_textbox_show)
+ _error = text_system.connect(&'animation_textbox_new_text', _on_textbox_new_text)
+ _error = text_system.connect(&'about_to_show_text', _on_about_to_show_text)
+
+
+func _on_textbox_show() -> void:
+ if animation_in == AnimationsIn.NONE:
+ return
+ play('RESET')
+ var animation_system : Node = DialogicUtil.autoload().get(&'Animations')
+ animation_system.call(&'start_animating')
+ get_text_panel().get_parent().get_parent().set(&'modulate', Color.TRANSPARENT)
+ get_dialog().text = ""
+ match animation_in:
+ AnimationsIn.POP_IN:
+ play("textbox_pop")
+ AnimationsIn.FADE_UP:
+ play("textbox_fade_up")
+ if not is_connected(&'animation_finished', Callable(animation_system, &'animation_finished')):
+ var _error : int = connect(&'animation_finished', Callable(animation_system, &'animation_finished'), CONNECT_ONE_SHOT)
+
+
+func _on_textbox_hide() -> void:
+ if animation_out == AnimationsOut.NONE:
+ return
+ play('RESET')
+ var animation_system : Node = DialogicUtil.autoload().get(&'Animations')
+ animation_system.call(&'start_animating')
+ match animation_out:
+ AnimationsOut.POP_OUT:
+ play_backwards("textbox_pop")
+ AnimationsOut.FADE_DOWN:
+ play_backwards("textbox_fade_up")
+
+ if not is_connected(&'animation_finished', Callable(animation_system, &'animation_finished')):
+ var _error : int = connect(&'animation_finished', Callable(animation_system, &'animation_finished'), CONNECT_ONE_SHOT)
+
+
+func _on_about_to_show_text(info:Dictionary) -> void:
+ full_clear = !info.append
+
+
+func _on_textbox_new_text() -> void:
+ if DialogicUtil.autoload().Inputs.auto_skip.enabled:
+ return
+
+ if animation_new_text == AnimationsNewText.NONE:
+ return
+
+ var animation_system : Node = DialogicUtil.autoload().get(&'Animation')
+ animation_system.call(&'start_animating')
+ if full_clear:
+ get_dialog().text = ""
+ match animation_new_text:
+ AnimationsNewText.WIGGLE:
+ play("new_text")
+
+ if not is_connected(&'animation_finished', Callable(animation_system, &'animation_finished')):
+ var _error : int = connect(&'animation_finished', Callable(animation_system, &'animation_finished'), CONNECT_ONE_SHOT)