Add initial implementation of Dialogue Manager; include core scripts, scenes, and resources
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addons/dialogue_manager/dialogue_line.gd
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addons/dialogue_manager/dialogue_line.gd
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## A line of dialogue returned from [code]DialogueManager[/code].
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class_name DialogueLine extends RefCounted
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## The ID of this line
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var id: String
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## The internal type of this dialogue object. One of [code]TYPE_DIALOGUE[/code] or [code]TYPE_MUTATION[/code]
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var type: String = DMConstants.TYPE_DIALOGUE
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## The next line ID after this line.
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var next_id: String = ""
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## The character name that is saying this line.
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var character: String = ""
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## A dictionary of variable replacements fo the character name. Generally for internal use only.
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var character_replacements: Array[Dictionary] = []
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## The dialogue being spoken.
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var text: String = ""
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## A dictionary of replacements for the text. Generally for internal use only.
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var text_replacements: Array[Dictionary] = []
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## The key to use for translating this line.
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var translation_key: String = ""
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## A map for when and for how long to pause while typing out the dialogue text.
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var pauses: Dictionary = {}
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## A map for speed changes when typing out the dialogue text.
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var speeds: Dictionary = {}
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## A map of any mutations to run while typing out the dialogue text.
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var inline_mutations: Array[Array] = []
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## A list of responses attached to this line of dialogue.
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var responses: Array = []
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## A list of lines that are spoken simultaneously with this one.
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var concurrent_lines: Array[DialogueLine] = []
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## A list of any extra game states to check when resolving variables and mutations.
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var extra_game_states: Array = []
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## How long to show this line before advancing to the next. Either a float (of seconds), [code]"auto"[/code], or [code]null[/code].
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var time: String = ""
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## Any #tags that were included in the line
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var tags: PackedStringArray = []
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## The mutation details if this is a mutation line (where [code]type == TYPE_MUTATION[/code]).
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var mutation: Dictionary = {}
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## The conditions to check before including this line in the flow of dialogue. If failed the line will be skipped over.
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var conditions: Dictionary = {}
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func _init(data: Dictionary = {}) -> void:
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if data.size() > 0:
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id = data.id
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next_id = data.next_id
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type = data.type
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extra_game_states = data.get("extra_game_states", [])
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match type:
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DMConstants.TYPE_DIALOGUE:
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character = data.character
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character_replacements = data.get("character_replacements", [] as Array[Dictionary])
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text = data.text
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text_replacements = data.get("text_replacements", [] as Array[Dictionary])
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translation_key = data.get("translation_key", data.text)
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pauses = data.get("pauses", {})
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speeds = data.get("speeds", {})
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inline_mutations = data.get("inline_mutations", [] as Array[Array])
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time = data.get("time", "")
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tags = data.get("tags", [])
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concurrent_lines = data.get("concurrent_lines", [] as Array[DialogueLine])
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DMConstants.TYPE_MUTATION:
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mutation = data.mutation
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func _to_string() -> String:
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match type:
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DMConstants.TYPE_DIALOGUE:
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return "<DialogueLine character=\"%s\" text=\"%s\">" % [character, text]
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DMConstants.TYPE_MUTATION:
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return "<DialogueLine mutation>"
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return ""
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func get_tag_value(tag_name: String) -> String:
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var wrapped := "%s=" % tag_name
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for t in tags:
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if t.begins_with(wrapped):
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return t.replace(wrapped, "").strip_edges()
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return ""
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