Envoi sur GitHub du projet updated

This commit is contained in:
Maurane
2026-01-07 12:47:48 +01:00
parent 34e887afd2
commit 3f1863f0c1
434 changed files with 16021 additions and 5685 deletions
@@ -5,6 +5,9 @@ namespace DialogueManagerRuntime
{
public partial class ExampleBalloon : CanvasLayer
{
[Export] public Resource DialogueResource;
[Export] public string StartFromTitle = "";
[Export] public bool AutoStart = false;
[Export] public string NextAction = "ui_accept";
[Export] public string SkipAction = "ui_cancel";
@@ -13,8 +16,8 @@ namespace DialogueManagerRuntime
RichTextLabel characterLabel;
RichTextLabel dialogueLabel;
VBoxContainer responsesMenu;
Polygon2D progress;
Resource resource;
Array<Variant> temporaryGameStates = new Array<Variant>();
bool isWaitingForInput = false;
bool willHideBalloon = false;
@@ -25,21 +28,27 @@ namespace DialogueManagerRuntime
get => dialogueLine;
set
{
isWaitingForInput = false;
balloon.FocusMode = Control.FocusModeEnum.All;
balloon.GrabFocus();
// Dialogue has finished so close the balloon
if (value == null)
{
QueueFree();
if (Owner == null)
{
QueueFree();
}
else
{
Hide();
}
return;
}
dialogueLine = value;
UpdateDialogue();
ApplyDialogueLine();
}
}
Timer MutationCooldown = new Timer();
public override void _Ready()
{
@@ -47,6 +56,7 @@ namespace DialogueManagerRuntime
characterLabel = GetNode<RichTextLabel>("%CharacterLabel");
dialogueLabel = GetNode<RichTextLabel>("%DialogueLabel");
responsesMenu = GetNode<VBoxContainer>("%ResponsesMenu");
progress = GetNode<Polygon2D>("%Progress");
balloon.Hide();
@@ -88,7 +98,28 @@ namespace DialogueManagerRuntime
Next(response.NextId);
}));
// Hide the balloon when a mutation is running
MutationCooldown.Timeout += () =>
{
if (willHideBalloon)
{
willHideBalloon = false;
balloon.Hide();
}
};
AddChild(MutationCooldown);
DialogueManager.Mutated += OnMutated;
if (AutoStart)
{
if (!IsInstanceValid(DialogueResource))
{
throw new System.Exception(DialogueManager.GetErrorMessage(143));
}
Start();
}
}
@@ -111,7 +142,7 @@ namespace DialogueManagerRuntime
if (what == NotificationTranslationChanged && IsInstanceValid(dialogueLabel))
{
float visibleRatio = dialogueLabel.VisibleRatio;
DialogueLine = await DialogueManager.GetNextDialogueLine(resource, DialogueLine.Id, temporaryGameStates);
DialogueLine = await DialogueManager.GetNextDialogueLine(DialogueResource, DialogueLine.Id, temporaryGameStates);
if (visibleRatio < 1.0f)
{
dialogueLabel.Call("skip_typing");
@@ -120,36 +151,52 @@ namespace DialogueManagerRuntime
}
public async void Start(Resource dialogueResource, string title, Array<Variant> extraGameStates = null)
public override void _Process(double delta)
{
if (!IsNodeReady())
base._Process(delta);
if (IsInstanceValid(dialogueLine))
{
await ToSignal(this, SignalName.Ready);
progress.Visible = !(bool)dialogueLabel.Get("is_typing") && dialogueLine.Responses.Count == 0 && !dialogueLine.HasTag("voice");
}
}
public async void Start(Resource dialogueResource = null, string title = "", Array<Variant> extraGameStates = null)
{
temporaryGameStates = new Array<Variant> { this } + (extraGameStates ?? new Array<Variant>());
isWaitingForInput = false;
if (IsInstanceValid(dialogueResource))
{
DialogueResource = dialogueResource;
}
if (title != "")
{
StartFromTitle = title;
}
temporaryGameStates = extraGameStates ?? new Array<Variant>();
isWaitingForInput = false;
resource = dialogueResource;
DialogueLine = await DialogueManager.GetNextDialogueLine(resource, title, temporaryGameStates);
DialogueLine = await DialogueManager.GetNextDialogueLine(DialogueResource, StartFromTitle, temporaryGameStates);
Show();
}
public async void Next(string nextId)
{
DialogueLine = await DialogueManager.GetNextDialogueLine(resource, nextId, temporaryGameStates);
DialogueLine = await DialogueManager.GetNextDialogueLine(DialogueResource, nextId, temporaryGameStates);
}
#region Helpers
private async void UpdateDialogue()
private async void ApplyDialogueLine()
{
if (!IsNodeReady())
{
await ToSignal(this, SignalName.Ready);
}
MutationCooldown.Stop();
isWaitingForInput = false;
balloon.FocusMode = Control.FocusModeEnum.All;
balloon.GrabFocus();
// Set up the character name
characterLabel.Visible = !string.IsNullOrEmpty(dialogueLine.Character);
@@ -208,14 +255,7 @@ namespace DialogueManagerRuntime
{
isWaitingForInput = false;
willHideBalloon = true;
GetTree().CreateTimer(0.1f).Timeout += () =>
{
if (willHideBalloon)
{
willHideBalloon = false;
balloon.Hide();
}
};
MutationCooldown.Start(0.1f);
}
@@ -0,0 +1 @@
uid://5b3w40kwakl3
@@ -1,14 +1,25 @@
class_name DialogueManagerExampleBalloon extends CanvasLayer
#class_name DialogueManagerExampleBalloon extends CanvasLayer
## A basic dialogue balloon for use with Dialogue Manager.
extends CanvasLayer
## The dialogue resource
@export var dialogue_resource: DialogueResource
## Start from a given title when using balloon as a [Node] in a scene.
@export var start_from_title: String = ""
## If running as a [Node] in a scene then auto start the dialogue.
@export var auto_start: bool = false
## The action to use for advancing the dialogue
@export var next_action: StringName = &"ui_accept"
## The action to use to skip typing the dialogue
@export var skip_action: StringName = &"ui_cancel"
## The dialogue resource
var resource: DialogueResource
## A sound player for voice lines (if they exist).
@onready var audio_stream_player: AudioStreamPlayer = %AudioStreamPlayer
## Temporary game states
var temporary_game_states: Array = []
@@ -26,55 +37,22 @@ var _locale: String = TranslationServer.get_locale()
## The current line
var dialogue_line: DialogueLine:
set(next_dialogue_line):
is_waiting_for_input = false
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
# The dialogue has finished so close the balloon
if not next_dialogue_line:
queue_free()
return
# If the node isn't ready yet then none of the labels will be ready yet either
if not is_node_ready():
await ready
dialogue_line = next_dialogue_line
character_label.visible = not dialogue_line.character.is_empty()
character_label.text = tr(dialogue_line.character, "dialogue")
dialogue_label.hide()
dialogue_label.dialogue_line = dialogue_line
responses_menu.hide()
responses_menu.set_responses(dialogue_line.responses)
# Show our balloon
balloon.show()
will_hide_balloon = false
dialogue_label.show()
if not dialogue_line.text.is_empty():
dialogue_label.type_out()
await dialogue_label.finished_typing
# Wait for input
if dialogue_line.responses.size() > 0:
balloon.focus_mode = Control.FOCUS_NONE
responses_menu.show()
elif dialogue_line.time != "":
var time = dialogue_line.text.length() * 0.02 if dialogue_line.time == "auto" else dialogue_line.time.to_float()
await get_tree().create_timer(time).timeout
next(dialogue_line.next_id)
set(value):
if value:
dialogue_line = value
apply_dialogue_line()
else:
is_waiting_for_input = true
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
# The dialogue has finished so close the balloon
if owner == null:
queue_free()
else:
hide()
get:
return dialogue_line
## A cooldown timer for delaying the balloon hide when encountering a mutation.
var mutation_cooldown: Timer = Timer.new()
## The base balloon anchor
@onready var balloon: Control = %Balloon
@@ -87,6 +65,9 @@ var dialogue_line: DialogueLine:
## The menu of responses
@onready var responses_menu: DialogueResponsesMenu = %ResponsesMenu
## Indicator to show that player can progress dialogue.
@onready var progress: Polygon2D = %Progress
func _ready() -> void:
balloon.hide()
@@ -96,6 +77,19 @@ func _ready() -> void:
if responses_menu.next_action.is_empty():
responses_menu.next_action = next_action
mutation_cooldown.timeout.connect(_on_mutation_cooldown_timeout)
add_child(mutation_cooldown)
if auto_start:
if not is_instance_valid(dialogue_resource):
assert(false, DMConstants.get_error_message(DMConstants.ERR_MISSING_RESOURCE_FOR_AUTOSTART))
start()
func _process(delta: float) -> void:
if is_instance_valid(dialogue_line):
progress.visible = not dialogue_label.is_typing and dialogue_line.responses.size() == 0 and not dialogue_line.has_tag("voice")
func _unhandled_input(_event: InputEvent) -> void:
# Only the balloon is allowed to handle input while it's showing
@@ -107,37 +101,88 @@ func _notification(what: int) -> void:
if what == NOTIFICATION_TRANSLATION_CHANGED and _locale != TranslationServer.get_locale() and is_instance_valid(dialogue_label):
_locale = TranslationServer.get_locale()
var visible_ratio = dialogue_label.visible_ratio
self.dialogue_line = await resource.get_next_dialogue_line(dialogue_line.id)
dialogue_line = await dialogue_resource.get_next_dialogue_line(dialogue_line.id)
if visible_ratio < 1:
dialogue_label.skip_typing()
## Start some dialogue
func start(dialogue_resource: DialogueResource, title: String, extra_game_states: Array = []) -> void:
if not is_node_ready():
await ready
temporary_game_states = [self] + extra_game_states
func start(with_dialogue_resource: DialogueResource = null, title: String = "", extra_game_states: Array = []) -> void:
temporary_game_states = [self] + extra_game_states
is_waiting_for_input = false
resource = dialogue_resource
self.dialogue_line = await resource.get_next_dialogue_line(title, temporary_game_states)
if is_instance_valid(with_dialogue_resource):
dialogue_resource = with_dialogue_resource
if not title.is_empty():
start_from_title = title
dialogue_line = await dialogue_resource.get_next_dialogue_line(start_from_title, temporary_game_states)
show()
## Apply any changes to the balloon given a new [DialogueLine].
func apply_dialogue_line() -> void:
mutation_cooldown.stop()
progress.hide()
is_waiting_for_input = false
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
character_label.visible = not dialogue_line.character.is_empty()
character_label.text = tr(dialogue_line.character, "dialogue")
dialogue_label.hide()
dialogue_label.dialogue_line = dialogue_line
responses_menu.hide()
responses_menu.responses = dialogue_line.responses
# Show our balloon
balloon.show()
will_hide_balloon = false
dialogue_label.show()
if not dialogue_line.text.is_empty():
dialogue_label.type_out()
await dialogue_label.finished_typing
# Wait for next line
if dialogue_line.has_tag("voice"):
audio_stream_player.stream = load(dialogue_line.get_tag_value("voice"))
audio_stream_player.play()
await audio_stream_player.finished
next(dialogue_line.next_id)
elif dialogue_line.responses.size() > 0:
balloon.focus_mode = Control.FOCUS_NONE
responses_menu.show()
elif dialogue_line.time != "":
var time = dialogue_line.text.length() * 0.02 if dialogue_line.time == "auto" else dialogue_line.time.to_float()
await get_tree().create_timer(time).timeout
next(dialogue_line.next_id)
else:
is_waiting_for_input = true
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
## Go to the next line
func next(next_id: String) -> void:
self.dialogue_line = await resource.get_next_dialogue_line(next_id, temporary_game_states)
dialogue_line = await dialogue_resource.get_next_dialogue_line(next_id, temporary_game_states)
#region Signals
func _on_mutation_cooldown_timeout() -> void:
if will_hide_balloon:
will_hide_balloon = false
balloon.hide()
func _on_mutated(_mutation: Dictionary) -> void:
is_waiting_for_input = false
will_hide_balloon = true
get_tree().create_timer(0.1).timeout.connect(func():
if will_hide_balloon:
will_hide_balloon = false
balloon.hide()
)
if not _mutation.is_inline:
is_waiting_for_input = false
will_hide_balloon = true
mutation_cooldown.start(0.1)
func _on_balloon_gui_input(event: InputEvent) -> void:
@@ -0,0 +1 @@
uid://d1wt4ma6055l8
@@ -1,8 +1,178 @@
[gd_scene load_steps=9 format=3 uid="uid://73jm5qjy52vq"]
[ext_resource type="Script" path="res://addons/dialogue_manager/example_balloon/example_balloon.gd" id="1_36de5"]
[ext_resource type="PackedScene" uid="uid://ckvgyvclnwggo" path="res://addons/dialogue_manager/dialogue_label.tscn" id="2_a8ve6"]
[ext_resource type="Script" path="res://addons/dialogue_manager/dialogue_reponses_menu.gd" id="3_72ixx"]
[sub_resource type="GDScript" id="GDScript_i0vys"]
script/source = "class_name DialogueManagerExampleBalloon extends CanvasLayer
## A basic dialogue balloon for use with Dialogue Manager.
## The action to use for advancing the dialogue
@export var next_action: StringName = &\"ui_accept\"
## The action to use to skip typing the dialogue
@export var skip_action: StringName = &\"ui_cancel\"
## The dialogue resource
var resource: DialogueResource
## Temporary game states
var temporary_game_states: Array = []
## See if we are waiting for the player
var is_waiting_for_input: bool = false
## See if we are running a long mutation and should hide the balloon
var will_hide_balloon: bool = false
## A dictionary to store any ephemeral variables
var locals: Dictionary = {}
var _locale: String = TranslationServer.get_locale()
## The current line
var dialogue_line: DialogueLine:
set(next_dialogue_line):
is_waiting_for_input = false
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
# The dialogue has finished so close the balloon
if not next_dialogue_line:
queue_free()
return
# If the node isn't ready yet then none of the labels will be ready yet either
if not is_node_ready():
await ready
dialogue_line = next_dialogue_line
character_label.visible = not dialogue_line.character.is_empty()
character_label.text = tr(dialogue_line.character, \"dialogue\")
dialogue_label.hide()
dialogue_label.dialogue_line = dialogue_line
responses_menu.hide()
responses_menu.set_responses(dialogue_line.responses)
# Show our balloon
balloon.show()
will_hide_balloon = false
dialogue_label.show()
if not dialogue_line.text.is_empty():
dialogue_label.type_out()
await dialogue_label.finished_typing
# Wait for input
if dialogue_line.responses.size() > 0:
balloon.focus_mode = Control.FOCUS_NONE
responses_menu.show()
elif dialogue_line.time != \"\":
var time = dialogue_line.text.length() * 0.02 if dialogue_line.time == \"auto\" else dialogue_line.time.to_float()
await get_tree().create_timer(time).timeout
next(dialogue_line.next_id)
else:
is_waiting_for_input = true
balloon.focus_mode = Control.FOCUS_ALL
balloon.grab_focus()
get:
return dialogue_line
## The base balloon anchor
@onready var balloon: Control = %Balloon
## The label showing the name of the currently speaking character
@onready var character_label: RichTextLabel = %CharacterLabel
## The label showing the currently spoken dialogue
@onready var dialogue_label: DialogueLabel = %DialogueLabel
## The menu of responses
@onready var responses_menu: DialogueResponsesMenu = %ResponsesMenu
func _ready() -> void:
balloon.hide()
Engine.get_singleton(\"DialogueManager\").mutated.connect(_on_mutated)
# If the responses menu doesn't have a next action set, use this one
if responses_menu.next_action.is_empty():
responses_menu.next_action = next_action
func _unhandled_input(_event: InputEvent) -> void:
# Only the balloon is allowed to handle input while it's showing
get_viewport().set_input_as_handled()
func _notification(what: int) -> void:
## Detect a change of locale and update the current dialogue line to show the new language
if what == NOTIFICATION_TRANSLATION_CHANGED and _locale != TranslationServer.get_locale() and is_instance_valid(dialogue_label):
_locale = TranslationServer.get_locale()
var visible_ratio = dialogue_label.visible_ratio
self.dialogue_line = await resource.get_next_dialogue_line(dialogue_line.id)
if visible_ratio < 1:
dialogue_label.skip_typing()
## Start some dialogue
func start(dialogue_resource: DialogueResource, title: String, extra_game_states: Array = []) -> void:
if not is_node_ready():
await ready
temporary_game_states = [self] + extra_game_states
is_waiting_for_input = false
resource = dialogue_resource
self.dialogue_line = await resource.get_next_dialogue_line(title, temporary_game_states)
## Go to the next line
func next(next_id: String) -> void:
self.dialogue_line = await resource.get_next_dialogue_line(next_id, temporary_game_states)
#region Signals
func _on_mutated(_mutation: Dictionary) -> void:
is_waiting_for_input = false
will_hide_balloon = true
get_tree().create_timer(0.1).timeout.connect(func():
if will_hide_balloon:
will_hide_balloon = false
balloon.hide()
)
func _on_balloon_gui_input(event: InputEvent) -> void:
# See if we need to skip typing of the dialogue
if dialogue_label.is_typing:
var mouse_was_clicked: bool = event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.is_pressed()
var skip_button_was_pressed: bool = event.is_action_pressed(skip_action)
if mouse_was_clicked or skip_button_was_pressed:
get_viewport().set_input_as_handled()
dialogue_label.skip_typing()
return
if not is_waiting_for_input: return
if dialogue_line.responses.size() > 0: return
# When there are no response options the balloon itself is the clickable thing
get_viewport().set_input_as_handled()
if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
next(dialogue_line.next_id)
elif event.is_action_pressed(next_action) and get_viewport().gui_get_focus_owner() == balloon:
next(dialogue_line.next_id)
func _on_responses_menu_response_selected(response: DialogueResponse) -> void:
next(response.next_id)
#endregion
"
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_spyqn"]
bg_color = Color(0, 0, 0, 1)
@@ -63,9 +233,154 @@ MarginContainer/constants/margin_right = 30
MarginContainer/constants/margin_top = 15
Panel/styles/panel = SubResource("StyleBoxFlat_uy0d5")
[sub_resource type="GDScript" id="GDScript_v0j00"]
script/source = "@icon(\"./assets/responses_menu.svg\")
## A [Container] for dialogue responses provided by [b]Dialogue Manager[/b].
class_name DialogueResponsesMenu extends Container
## Emitted when a response is selected.
signal response_selected(response)
## Optionally specify a control to duplicate for each response
@export var response_template: Control
## The action for accepting a response (is possibly overridden by parent dialogue balloon).
@export var next_action: StringName = &\"\"
## The list of dialogue responses.
var responses: Array = []:
get:
return responses
set(value):
responses = value
# Remove any current items
for item in get_children():
if item == response_template: continue
remove_child(item)
item.queue_free()
# Add new items
if responses.size() > 0:
for response in responses:
var item: Control
if is_instance_valid(response_template):
item = response_template.duplicate(DUPLICATE_GROUPS | DUPLICATE_SCRIPTS | DUPLICATE_SIGNALS)
item.show()
else:
item = Button.new()
item.name = \"Response%d\" % get_child_count()
if not response.is_allowed:
item.name = String(item.name) + \"Disallowed\"
item.disabled = true
# If the item has a response property then use that
if \"response\" in item:
item.response = response
# Otherwise assume we can just set the text
else:
item.text = response.text
item.set_meta(\"response\", response)
add_child(item)
_configure_focus()
func _ready() -> void:
visibility_changed.connect(func():
if visible and get_menu_items().size() > 0:
get_menu_items()[0].grab_focus()
)
if is_instance_valid(response_template):
response_template.hide()
## Get the selectable items in the menu.
func get_menu_items() -> Array:
var items: Array = []
for child in get_children():
if not child.visible: continue
if \"Disallowed\" in child.name: continue
items.append(child)
return items
## [b]DEPRECATED[/b]. Do not use.
func set_responses(next_responses: Array) -> void:
self.responses = next_responses
#region Internal
# Prepare the menu for keyboard and mouse navigation.
func _configure_focus() -> void:
var items = get_menu_items()
for i in items.size():
var item: Control = items[i]
item.focus_mode = Control.FOCUS_ALL
item.focus_neighbor_left = item.get_path()
item.focus_neighbor_right = item.get_path()
if i == 0:
item.focus_neighbor_top = item.get_path()
item.focus_previous = item.get_path()
else:
item.focus_neighbor_top = items[i - 1].get_path()
item.focus_previous = items[i - 1].get_path()
if i == items.size() - 1:
item.focus_neighbor_bottom = item.get_path()
item.focus_next = item.get_path()
else:
item.focus_neighbor_bottom = items[i + 1].get_path()
item.focus_next = items[i + 1].get_path()
item.mouse_entered.connect(_on_response_mouse_entered.bind(item))
item.gui_input.connect(_on_response_gui_input.bind(item, item.get_meta(\"response\")))
items[0].grab_focus()
#endregion
#region Signals
func _on_response_mouse_entered(item: Control) -> void:
if \"Disallowed\" in item.name: return
item.grab_focus()
func _on_response_gui_input(event: InputEvent, item: Control, response) -> void:
if \"Disallowed\" in item.name: return
if event is InputEventMouseButton and event.is_pressed() and event.button_index == MOUSE_BUTTON_LEFT:
get_viewport().set_input_as_handled()
response_selected.emit(response)
elif event.is_action_pressed(&\"ui_accept\" if next_action.is_empty() else next_action) and item in get_menu_items():
get_viewport().set_input_as_handled()
response_selected.emit(response)
#endregion
"
[node name="ExampleBalloon" type="CanvasLayer"]
layer = 100
script = ExtResource("1_36de5")
script = SubResource("GDScript_i0vys")
[node name="Balloon" type="Control" parent="."]
unique_name_in_owner = true
@@ -132,7 +447,7 @@ unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 8
theme_override_constants/separation = 2
script = ExtResource("3_72ixx")
script = SubResource("GDScript_v0j00")
response_template = NodePath("ResponseExample")
[node name="ResponseExample" type="Button" parent="Balloon/Responses/ResponsesMenu"]
@@ -140,4 +455,3 @@ layout_mode = 2
text = "Response example"
[connection signal="gui_input" from="Balloon" to="." method="_on_balloon_gui_input"]
[connection signal="response_selected" from="Balloon/Responses/ResponsesMenu" to="." method="_on_responses_menu_response_selected"]
@@ -1,8 +1,8 @@
[gd_scene load_steps=10 format=3 uid="uid://13s5spsk34qu"]
[gd_scene load_steps=12 format=3 uid="uid://13s5spsk34qu"]
[ext_resource type="Script" path="res://addons/dialogue_manager/example_balloon/example_balloon.gd" id="1_s2gbs"]
[ext_resource type="Script" uid="uid://d1wt4ma6055l8" path="res://addons/dialogue_manager/example_balloon/example_balloon.gd" id="1_s2gbs"]
[ext_resource type="PackedScene" uid="uid://ckvgyvclnwggo" path="res://addons/dialogue_manager/dialogue_label.tscn" id="2_hfvdi"]
[ext_resource type="Script" path="res://addons/dialogue_manager/dialogue_reponses_menu.gd" id="3_1j1j0"]
[ext_resource type="Script" uid="uid://bb52rsfwhkxbn" path="res://addons/dialogue_manager/dialogue_responses_menu.gd" id="3_1j1j0"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_235ry"]
content_margin_left = 6.0
@@ -66,7 +66,7 @@ corner_radius_top_right = 3
corner_radius_bottom_right = 3
corner_radius_bottom_left = 3
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_uy0d5"]
[sub_resource type="StyleBoxFlat" id="StyleBoxFlat_i6nbm"]
bg_color = Color(0, 0, 0, 1)
border_width_left = 1
border_width_top = 1
@@ -87,7 +87,28 @@ MarginContainer/constants/margin_bottom = 4
MarginContainer/constants/margin_left = 8
MarginContainer/constants/margin_right = 8
MarginContainer/constants/margin_top = 4
Panel/styles/panel = SubResource("StyleBoxFlat_uy0d5")
PanelContainer/styles/panel = SubResource("StyleBoxFlat_i6nbm")
[sub_resource type="Animation" id="Animation_i6nbm"]
resource_name = "progress"
loop_mode = 1
step = 0.1
tracks/0/type = "bezier"
tracks/0/imported = false
tracks/0/enabled = true
tracks/0/path = NodePath("Progress:position:y")
tracks/0/interp = 1
tracks/0/loop_wrap = true
tracks/0/keys = {
"handle_modes": PackedInt32Array(0, 0, 0, 0, 0),
"points": PackedFloat32Array(0, -0.25, 0, 0.25, 0, 0, -0.25, 0, 0.2, -0.0157438, -1, -0.2, 0.0112069, 0.25, 0, -1, -0.25, 0, 0.25, 0, 0, -0.2, 0.00299701, 0.25, 0),
"times": PackedFloat32Array(0, 0.1, 0.5, 0.6, 1)
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_6b6c8"]
_data = {
&"progress": SubResource("Animation_i6nbm")
}
[node name="ExampleBalloon" type="CanvasLayer"]
layer = 100
@@ -103,31 +124,32 @@ grow_horizontal = 2
grow_vertical = 2
theme = SubResource("Theme_qq3yp")
[node name="Panel" type="Panel" parent="Balloon"]
[node name="MarginContainer" type="MarginContainer" parent="Balloon"]
layout_mode = 1
anchors_preset = 12
anchor_top = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = 3.0
offset_top = -62.0
offset_right = -4.0
offset_bottom = -4.0
offset_top = -71.0
grow_horizontal = 2
grow_vertical = 0
[node name="Dialogue" type="MarginContainer" parent="Balloon/Panel"]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="PanelContainer" type="PanelContainer" parent="Balloon/MarginContainer"]
clip_children = 2
layout_mode = 2
mouse_filter = 1
[node name="VBoxContainer" type="VBoxContainer" parent="Balloon/Panel/Dialogue"]
[node name="MarginContainer" type="MarginContainer" parent="Balloon/MarginContainer/PanelContainer"]
layout_mode = 2
[node name="CharacterLabel" type="RichTextLabel" parent="Balloon/Panel/Dialogue/VBoxContainer"]
[node name="HBoxContainer" type="HBoxContainer" parent="Balloon/MarginContainer/PanelContainer/MarginContainer"]
layout_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="Balloon/MarginContainer/PanelContainer/MarginContainer/HBoxContainer"]
layout_mode = 2
size_flags_horizontal = 3
[node name="CharacterLabel" type="RichTextLabel" parent="Balloon/MarginContainer/PanelContainer/MarginContainer/HBoxContainer/VBoxContainer"]
unique_name_in_owner = true
modulate = Color(1, 1, 1, 0.501961)
layout_mode = 2
@@ -137,37 +159,52 @@ text = "Character"
fit_content = true
scroll_active = false
[node name="DialogueLabel" parent="Balloon/Panel/Dialogue/VBoxContainer" instance=ExtResource("2_hfvdi")]
[node name="DialogueLabel" parent="Balloon/MarginContainer/PanelContainer/MarginContainer/HBoxContainer/VBoxContainer" instance=ExtResource("2_hfvdi")]
unique_name_in_owner = true
layout_mode = 2
size_flags_vertical = 3
text = "Dialogue..."
skip_pause_at_abbreviations = PackedStringArray("Mr", "Mrs", "Ms", "Dr", "etc", "eg", "ex")
[node name="Responses" type="MarginContainer" parent="Balloon"]
layout_mode = 1
anchors_preset = 7
anchor_left = 0.5
anchor_top = 1.0
anchor_right = 0.5
anchor_bottom = 1.0
offset_left = -124.0
offset_top = -218.0
offset_right = 125.0
offset_bottom = -50.0
grow_horizontal = 2
grow_vertical = 0
[node name="ResponsesMenu" type="VBoxContainer" parent="Balloon/Responses"]
unique_name_in_owner = true
[node name="Control" type="Control" parent="Balloon/MarginContainer/PanelContainer/MarginContainer/HBoxContainer"]
custom_minimum_size = Vector2(5, 3)
layout_mode = 2
size_flags_vertical = 8
[node name="Progress" type="Polygon2D" parent="Balloon/MarginContainer/PanelContainer/MarginContainer/HBoxContainer/Control"]
unique_name_in_owner = true
position = Vector2(0, -0.455998)
polygon = PackedVector2Array(0, 0, 2.5, 3, 5, 0)
[node name="AnimationPlayer" type="AnimationPlayer" parent="Balloon/MarginContainer/PanelContainer/MarginContainer/HBoxContainer/Control"]
libraries = {
&"": SubResource("AnimationLibrary_6b6c8")
}
autoplay = "progress"
[node name="ResponsesMenu" type="VBoxContainer" parent="Balloon"]
unique_name_in_owner = true
layout_mode = 1
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -116.5
offset_top = -9.0
offset_right = 116.5
offset_bottom = 9.0
grow_horizontal = 2
grow_vertical = 2
size_flags_vertical = 8
theme_override_constants/separation = 2
script = ExtResource("3_1j1j0")
[node name="ResponseExample" type="Button" parent="Balloon/Responses/ResponsesMenu"]
[node name="ResponseExample" type="Button" parent="Balloon/ResponsesMenu"]
layout_mode = 2
text = "Response Example"
[node name="AudioStreamPlayer" type="AudioStreamPlayer" parent="."]
unique_name_in_owner = true
[connection signal="gui_input" from="Balloon" to="." method="_on_balloon_gui_input"]
[connection signal="response_selected" from="Balloon/Responses/ResponsesMenu" to="." method="_on_responses_menu_response_selected"]
[connection signal="response_selected" from="Balloon/ResponsesMenu" to="." method="_on_responses_menu_response_selected"]