265 lines
8.8 KiB
GDScript
265 lines
8.8 KiB
GDScript
extends Control
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@onready var panel_container = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer
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@onready var margin_container = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer/MarginContainer
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@onready var patient_file = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer/MarginContainer/FileContainer/PatientFile
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@onready var patient_file_title = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer/MarginContainer/FileContainer/HBoxContainer/PatientFileTitle
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@onready var patient_recording = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer/MarginContainer/RecordingContainer/Recording
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@onready var patient_recording_title = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer/MarginContainer/RecordingContainer/HBoxContainer/RecordTitle
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@onready var face_zoom = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/FaceZoom
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@onready var alone_controls = $Background/HBoxContainer/MarginContainer/VBoxContainer/ControlsMarginContainer/Alone
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@onready var patient_controls = $Background/HBoxContainer/MarginContainer/VBoxContainer/ControlsMarginContainer/Patient
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@onready var patient_texture = $Background/HBoxContainer/Desk/PatientTextureRect
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@onready var dialogue_resource: Resource
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@onready var balloon: Node
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@onready var patient_emotions : Dictionary
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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#Connecting signals
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alone_controls.get_node("PatientFile").pressed.connect(self._patient_file)
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alone_controls.get_node("Guidebook").pressed.connect(self._guidebook)
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alone_controls.get_node("CallNextPatient").pressed.connect(self._call_next_patient)
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patient_controls.get_node("PatientFile").pressed.connect(self._patient_file)
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patient_controls.get_node("Guidebook").pressed.connect(self._guidebook)
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patient_controls.get_node("PatientRecording").pressed.connect(self._patient_recording)
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patient_controls.get_node("Examine").pressed.connect(self._examine)
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#Hiding everything
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self.hide()
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for node in margin_container.get_children():
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node.hide()
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panel_container.hide()
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face_zoom.hide()
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patient_controls.hide()
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patient_texture.hide()
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func gameplay_loop(patient_id):
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new_patient(patient_id)
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func new_patient(patient_id):
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#Connecting Signals
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patient_controls.get_node("Containment").pressed.connect(self._on_containment_pressed)
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patient_controls.get_node("PsychWard").pressed.connect(self._on_psych_ward_pressed)
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#Loading Patient Files
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var file_path: String = "res://Dialogues/Patients/patient_" + patient_id + "_file.txt"
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var file = FileAccess.open(file_path, FileAccess.READ)
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var file_content = file.get_as_text()
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patient_file.text = file_content
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patient_file_title.text = "\nPATIENT FILE #" + patient_id
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file.close()
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#Loading Patient Recording
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patient_recording.text = ""
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patient_recording_title.text = "\nPATIENT RECORDING #" + patient_id
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#Loading Patient Texture
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file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_full.png"
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patient_texture.texture = load(file_path)
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#Loading Face Emotions
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var face: Resource
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var emotion_branch: Dictionary
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for emotion in ["neutral", "smiling", "angry", "scared", "sad"]:
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file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_" + emotion + ".png"
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face = load(file_path)
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if face != null:
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emotion_branch = {emotion: face}
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patient_emotions.merge(emotion_branch)
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#Loading Default Face
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face_zoom.texture = patient_emotions["neutral"]
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#Loading Dialogue Resource
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var dialogue_resource_path = "res://Dialogues/Patients/patient_" + patient_id + ".dialogue"
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dialogue_resource = load(dialogue_resource_path)
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func _patient_file():
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for node in margin_container.get_children():
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node.hide()
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panel_container.show()
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face_zoom.hide()
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margin_container.get_node("FileContainer").show()
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func _guidebook():
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for node in margin_container.get_children():
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node.hide()
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panel_container.show()
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face_zoom.hide()
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margin_container.get_node("Rules").show()
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func _call_next_patient():
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#Hiding and Showing appropriate scenes
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var scenes_to_hide = [alone_controls, panel_container] + margin_container.get_children()
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var scenes_to_show = [patient_controls,patient_texture,face_zoom]
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TransitionScreen.transition("big", scenes_to_hide, scenes_to_show)
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await TransitionScreen.transition_finished
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#Starting Dialogue
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start_balloon("start")
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func _patient_recording():
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for node in margin_container.get_children():
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node.hide()
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panel_container.show()
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face_zoom.hide()
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margin_container.get_node("RecordingContainer").show()
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func _recording_text(dialogue_line):
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var line = dialogue_line.text
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var character = dialogue_line.character
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var character_colour : String
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patient_recording.append_text("\n\n")
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#Adjusting Character Colour
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if character != "":
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if character == "You":
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character_colour = "[color=darkgreen]"
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else :
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character_colour = "[color=darkred]"
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patient_recording.append_text(character_colour + character + "[/color]\n")
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patient_recording.append_text(line)
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func _examine():
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for node in margin_container.get_children():
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node.hide()
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panel_container.hide()
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face_zoom.show()
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func _change_emotion(dialogue_line) -> void:
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var line_tag = dialogue_line.tags
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if line_tag.is_empty() == false:
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var new_emotion = line_tag[0]
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print("Emotion changed to ", new_emotion)
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face_zoom.texture = patient_emotions[new_emotion]
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func _on_containment_pressed():
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#Asking for Confirmation
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UI.confirmation_text.text = "[center]Do you really want to send this patient to [color=darkred]Containment[/color] ?[/center]"
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UI.confirmation_yes.pressed.connect(send_to_containment, CONNECT_ONE_SHOT)
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UI.confirmation_no.pressed.connect(func(): UI.confirmation_yes.disconnect("pressed", send_to_containment))
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UI.confirmation_dialog.show()
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TransitionScreen.mask.visible = true
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func _on_psych_ward_pressed():
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#Asking for Confirmation
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UI.confirmation_text.text = "[center]Do you really want to send this patient to the [color=darkgreen]Psych Ward[/color] ?[/center]"
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UI.confirmation_yes.pressed.connect(send_to_psych_ward, CONNECT_ONE_SHOT)
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UI.confirmation_no.pressed.connect(func(): UI.confirmation_yes.disconnect("pressed", send_to_psych_ward))
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UI.confirmation_dialog.show()
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TransitionScreen.mask.visible = true
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func send_to_containment():
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#Disconnecting signals
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var containment_node = patient_controls.get_node("Containment")
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var psych_ward_node = patient_controls.get_node("PsychWard")
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if containment_node.is_connected("pressed", _on_containment_pressed):
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containment_node.disconnect("pressed", _on_containment_pressed)
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if psych_ward_node.is_connected("pressed", _on_psych_ward_pressed):
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psych_ward_node.disconnect("pressed", _on_psych_ward_pressed)
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start_balloon("containment")
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await DialogueManager.dialogue_ended
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clear_patient()
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func send_to_psych_ward():
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#Disconnecting signals to prevent changing choice
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var containment_node = patient_controls.get_node("Containment")
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var psych_ward_node = patient_controls.get_node("PsychWard")
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if containment_node.is_connected("pressed", _on_containment_pressed):
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containment_node.disconnect("pressed", _on_containment_pressed)
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if psych_ward_node.is_connected("pressed", _on_psych_ward_pressed):
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psych_ward_node.disconnect("pressed", _on_psych_ward_pressed)
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start_balloon("psych_ward")
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await DialogueManager.dialogue_ended
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clear_patient()
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func start_balloon(start_title: String):
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#Freeing Previous Balloon and Disconnecting DialogueManager signals
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if is_instance_valid(balloon):
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balloon.queue_free()
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if DialogueManager.is_connected("got_dialogue", _change_emotion):
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DialogueManager.disconnect("got_dialogue", _change_emotion)
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if DialogueManager.is_connected("got_dialogue", _recording_text):
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DialogueManager.disconnect("got_dialogue", _recording_text)
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#Instantiating a custom balloon
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var Balloon: Resource = load("res://Dialogues/balloon_small.tscn")
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balloon = Balloon.instantiate()
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get_tree().current_scene.add_child(balloon)
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#Starting Dialogue and connecting DialogueManager signals
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DialogueManager.got_dialogue.connect(_change_emotion)
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DialogueManager.got_dialogue.connect(_recording_text)
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balloon.start(dialogue_resource, start_title)
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func clear_patient():
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#Hiding and Showing appropriate scenes
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var scenes_to_hide = [patient_controls, patient_texture, face_zoom] + margin_container.get_children()
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var scenes_to_show = [alone_controls, panel_container]
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TransitionScreen.transition("big", scenes_to_hide, scenes_to_show)
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await TransitionScreen.transition_finished
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new_patient("564")
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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