Files
przygody-pana-cegly/addons/dialogue_manager/compiler/resolved_goto_data.gd
Gabriel Kaszewski d786ef4c22 Complete C# rewrite with working game in Editor (#6)
* Refactor collectable components to C# and update resource scripts for consistency

* Update resource paths and refactor properties for consistency

* Refactor UI components to inherit from Control and update node paths for consistency

* Update node paths and group assignments for consistency across scenes

* Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling

* Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration

* Refactor skill components and update resource paths for consistency; enhance skill management in scenes

* Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling

* Add next level command and refactor player retrieval in GameManager; update scene files for consistency

* Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations

* Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states

* Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions

* Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
2025-08-27 01:12:26 +02:00

69 lines
2.0 KiB
GDScript
Vendored

## Data associated with a dialogue jump/goto line.
class_name DMResolvedGotoData extends RefCounted
## The title that was specified
var title: String = ""
## The target line's ID
var next_id: String = ""
## An expression to determine the target line at runtime.
var expression: Array[Dictionary] = []
## The given line text with the jump syntax removed.
var text_without_goto: String = ""
## Whether this is a jump-and-return style jump.
var is_snippet: bool = false
## A parse error if there was one.
var error: int
## The index in the string where
var index: int = 0
# An instance of the compiler [RegEx] list.
var regex: DMCompilerRegEx = DMCompilerRegEx.new()
func _init(text: String, titles: Dictionary) -> void:
if not "=> " in text and not "=>< " in text: return
if "=> " in text:
text_without_goto = text.substr(0, text.find("=> ")).strip_edges()
elif "=>< " in text:
is_snippet = true
text_without_goto = text.substr(0, text.find("=>< ")).strip_edges()
var found: RegExMatch = regex.GOTO_REGEX.search(text)
if found == null:
return
title = found.strings[found.names.goto].strip_edges()
index = found.get_start(0)
if title == "":
error = DMConstants.ERR_UNKNOWN_TITLE
return
# "=> END!" means end the conversation, ignoring any "=><" chains.
if title == "END!":
next_id = DMConstants.ID_END_CONVERSATION
# "=> END" means end the current title (and go back to the previous one if there is one
# in the stack)
elif title == "END":
next_id = DMConstants.ID_END
elif titles.has(title):
next_id = titles.get(title)
elif title.begins_with("{{"):
var expression_parser: DMExpressionParser = DMExpressionParser.new()
var title_expression: Array[Dictionary] = expression_parser.extract_replacements(title, 0)
if title_expression[0].has("error"):
error = title_expression[0].error
else:
expression = title_expression[0].expression
else:
next_id = title
error = DMConstants.ERR_UNKNOWN_TITLE
func _to_string() -> String:
return "%s =>%s %s (%s)" % [text_without_goto, "<" if is_snippet else "", title, next_id]