Add initial implementation of Dialogue Manager; include core scripts, scenes, and resources
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223
addons/dialogue_manager/example_balloon/ExampleBalloon.cs
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223
addons/dialogue_manager/example_balloon/ExampleBalloon.cs
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using Godot;
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using Godot.Collections;
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namespace DialogueManagerRuntime
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{
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public partial class ExampleBalloon : CanvasLayer
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{
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[Export] public string NextAction = "ui_accept";
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[Export] public string SkipAction = "ui_cancel";
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Control balloon;
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RichTextLabel characterLabel;
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RichTextLabel dialogueLabel;
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VBoxContainer responsesMenu;
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Resource resource;
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Array<Variant> temporaryGameStates = new Array<Variant>();
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bool isWaitingForInput = false;
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bool willHideBalloon = false;
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DialogueLine dialogueLine;
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DialogueLine DialogueLine
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{
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get => dialogueLine;
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set
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{
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if (value == null)
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{
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QueueFree();
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return;
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}
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dialogueLine = value;
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ApplyDialogueLine();
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}
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}
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Timer MutationCooldown = new Timer();
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public override void _Ready()
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{
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balloon = GetNode<Control>("%Balloon");
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characterLabel = GetNode<RichTextLabel>("%CharacterLabel");
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dialogueLabel = GetNode<RichTextLabel>("%DialogueLabel");
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responsesMenu = GetNode<VBoxContainer>("%ResponsesMenu");
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balloon.Hide();
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balloon.GuiInput += (@event) =>
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{
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if ((bool)dialogueLabel.Get("is_typing"))
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{
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bool mouseWasClicked = @event is InputEventMouseButton && (@event as InputEventMouseButton).ButtonIndex == MouseButton.Left && @event.IsPressed();
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bool skipButtonWasPressed = @event.IsActionPressed(SkipAction);
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if (mouseWasClicked || skipButtonWasPressed)
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{
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GetViewport().SetInputAsHandled();
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dialogueLabel.Call("skip_typing");
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return;
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}
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}
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if (!isWaitingForInput) return;
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if (dialogueLine.Responses.Count > 0) return;
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GetViewport().SetInputAsHandled();
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if (@event is InputEventMouseButton && @event.IsPressed() && (@event as InputEventMouseButton).ButtonIndex == MouseButton.Left)
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{
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Next(dialogueLine.NextId);
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}
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else if (@event.IsActionPressed(NextAction) && GetViewport().GuiGetFocusOwner() == balloon)
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{
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Next(dialogueLine.NextId);
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}
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};
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if (string.IsNullOrEmpty((string)responsesMenu.Get("next_action")))
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{
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responsesMenu.Set("next_action", NextAction);
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}
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responsesMenu.Connect("response_selected", Callable.From((DialogueResponse response) =>
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{
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Next(response.NextId);
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}));
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// Hide the balloon when a mutation is running
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MutationCooldown.Timeout += () =>
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{
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if (willHideBalloon)
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{
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willHideBalloon = false;
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balloon.Hide();
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}
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};
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AddChild(MutationCooldown);
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DialogueManager.Mutated += OnMutated;
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}
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public override void _ExitTree()
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{
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DialogueManager.Mutated -= OnMutated;
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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// Only the balloon is allowed to handle input while it's showing
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GetViewport().SetInputAsHandled();
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}
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public override async void _Notification(int what)
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{
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// Detect a change of locale and update the current dialogue line to show the new language
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if (what == NotificationTranslationChanged && IsInstanceValid(dialogueLabel))
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{
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float visibleRatio = dialogueLabel.VisibleRatio;
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DialogueLine = await DialogueManager.GetNextDialogueLine(resource, DialogueLine.Id, temporaryGameStates);
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if (visibleRatio < 1.0f)
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{
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dialogueLabel.Call("skip_typing");
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}
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}
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}
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public async void Start(Resource dialogueResource, string title, Array<Variant> extraGameStates = null)
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{
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temporaryGameStates = new Array<Variant> { this } + (extraGameStates ?? new Array<Variant>());
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isWaitingForInput = false;
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resource = dialogueResource;
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DialogueLine = await DialogueManager.GetNextDialogueLine(resource, title, temporaryGameStates);
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}
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public async void Next(string nextId)
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{
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DialogueLine = await DialogueManager.GetNextDialogueLine(resource, nextId, temporaryGameStates);
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}
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#region Helpers
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private async void ApplyDialogueLine()
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{
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MutationCooldown.Stop();
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isWaitingForInput = false;
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balloon.FocusMode = Control.FocusModeEnum.All;
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balloon.GrabFocus();
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// Set up the character name
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characterLabel.Visible = !string.IsNullOrEmpty(dialogueLine.Character);
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characterLabel.Text = Tr(dialogueLine.Character, "dialogue");
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// Set up the dialogue
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dialogueLabel.Hide();
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dialogueLabel.Set("dialogue_line", dialogueLine);
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// Set up the responses
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responsesMenu.Hide();
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responsesMenu.Set("responses", dialogueLine.Responses);
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// Type out the text
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balloon.Show();
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willHideBalloon = false;
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dialogueLabel.Show();
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if (!string.IsNullOrEmpty(dialogueLine.Text))
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{
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dialogueLabel.Call("type_out");
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await ToSignal(dialogueLabel, "finished_typing");
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}
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// Wait for input
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if (dialogueLine.Responses.Count > 0)
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{
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balloon.FocusMode = Control.FocusModeEnum.None;
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responsesMenu.Show();
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}
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else if (!string.IsNullOrEmpty(dialogueLine.Time))
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{
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float time = 0f;
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if (!float.TryParse(dialogueLine.Time, out time))
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{
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time = dialogueLine.Text.Length * 0.02f;
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}
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await ToSignal(GetTree().CreateTimer(time), "timeout");
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Next(dialogueLine.NextId);
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}
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else
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{
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isWaitingForInput = true;
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balloon.FocusMode = Control.FocusModeEnum.All;
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balloon.GrabFocus();
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}
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}
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#endregion
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#region signals
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private void OnMutated(Dictionary _mutation)
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{
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isWaitingForInput = false;
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willHideBalloon = true;
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MutationCooldown.Start(0.1f);
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}
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#endregion
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}
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}
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