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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)
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