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
+33 -42
View File
@@ -9,17 +9,20 @@ class_name DialogueLabel extends RichTextLabel
## Emitted for each letter typed out.
signal spoke(letter: String, letter_index: int, speed: float)
## Emitted when typing paused for a `[wait]`
signal paused_typing(duration: float)
## Emitted when the player skips the typing of dialogue.
signal skipped_typing()
## Emitted when typing starts
signal started_typing()
## Emitted when typing finishes.
signal finished_typing()
## [Deprecated] No longer emitted.
signal paused_typing(duration: float)
# The action to press to skip typing.
## The action to press to skip typing.
@export var skip_action: StringName = &"ui_cancel"
## The speed with which the text types out.
@@ -44,23 +47,23 @@ var _already_mutated_indices: PackedInt32Array = []
## The current line of dialogue.
var dialogue_line:
set(next_dialogue_line):
dialogue_line = next_dialogue_line
custom_minimum_size = Vector2.ZERO
text = ""
text = dialogue_line.text
set(value):
if value != dialogue_line:
dialogue_line = value
_update_text()
get:
return dialogue_line
## Whether the label is currently typing itself out.
var is_typing: bool = false:
set(value):
var is_finished: bool = is_typing != value and value == false
is_typing = value
var is_finished: bool = _is_typing != value and value == false and visible_characters == get_total_character_count()
_is_typing = value
if is_finished:
finished_typing.emit()
get:
return is_typing
return _is_typing and not _is_awaiting_mutation
var _is_typing: bool = false
var _last_wait_index: int = -1
var _last_mutation_index: int = -1
@@ -69,7 +72,7 @@ var _is_awaiting_mutation: bool = false
func _process(delta: float) -> void:
if self.is_typing:
if _is_typing:
# Type out text
if visible_ratio < 1:
# See if we are waiting
@@ -81,21 +84,18 @@ func _process(delta: float) -> void:
else:
# Make sure any mutations at the end of the line get run
_mutate_inline_mutations(get_total_character_count())
self.is_typing = false
is_typing = false
func _unhandled_input(event: InputEvent) -> void:
# Note: this will no longer be reached if using Dialogue Manager > 2.32.2. To make skip handling
# simpler (so all of mouse/keyboard/joypad are together) it is now the responsibility of the
# dialogue balloon.
if self.is_typing and visible_ratio < 1 and InputMap.has_action(skip_action) and event.is_action_pressed(skip_action):
get_viewport().set_input_as_handled()
skip_typing()
## Sets the label's text from the current dialogue line. Override if you want
## to do something more interesting in your subclass.
func _update_text() -> void:
text = dialogue_line.text
## Start typing out the text
func type_out() -> void:
text = dialogue_line.text
_update_text()
visible_characters = 0
visible_ratio = 0
_waiting_seconds = 0
@@ -103,24 +103,25 @@ func type_out() -> void:
_last_mutation_index = -1
_already_mutated_indices.clear()
self.is_typing = true
is_typing = true
started_typing.emit()
# Allow typing listeners a chance to connect
await get_tree().process_frame
if get_total_character_count() == 0:
self.is_typing = false
is_typing = false
elif seconds_per_step == 0:
_mutate_remaining_mutations()
visible_characters = get_total_character_count()
self.is_typing = false
is_typing = false
## Stop typing out the text and jump right to the end
func skip_typing() -> void:
_mutate_remaining_mutations()
visible_characters = get_total_character_count()
self.is_typing = false
is_typing = false
skipped_typing.emit()
@@ -136,17 +137,11 @@ func _type_next(delta: float, seconds_needed: float) -> void:
_mutate_inline_mutations(visible_characters)
if _is_awaiting_mutation: return
var additional_waiting_seconds: float = _get_pause(visible_characters)
# Pause on characters like "."
if _should_auto_pause():
additional_waiting_seconds += seconds_per_pause_step
# Pause at literal [wait] directives
if _last_wait_index != visible_characters and additional_waiting_seconds > 0:
var waiting_seconds: float = seconds_per_pause_step if _should_auto_pause() else 0
if _last_wait_index != visible_characters and waiting_seconds > 0:
_last_wait_index = visible_characters
_waiting_seconds += additional_waiting_seconds
paused_typing.emit(_get_pause(visible_characters))
_waiting_seconds += waiting_seconds
else:
visible_characters += 1
if visible_characters <= get_total_character_count():
@@ -159,11 +154,6 @@ func _type_next(delta: float, seconds_needed: float) -> void:
_type_next(delta, seconds_needed)
# Get the pause for the current typing position if there is one
func _get_pause(at_index: int) -> float:
return dialogue_line.pauses.get(at_index, 0)
# Get the speed for the current typing position
func _get_speed(at_index: int) -> float:
var speed: float = 1
@@ -187,12 +177,13 @@ func _mutate_inline_mutations(index: int) -> void:
if inline_mutation[0] > index:
return
if inline_mutation[0] == index and not _already_mutated_indices.has(index):
_already_mutated_indices.append(index)
_is_awaiting_mutation = true
# The DialogueManager can't be referenced directly here so we need to get it by its path
await Engine.get_singleton("DialogueManager").mutate(inline_mutation[1], dialogue_line.extra_game_states, true)
await Engine.get_singleton("DialogueManager")._mutate(inline_mutation[1], dialogue_line.extra_game_states, true)
_is_awaiting_mutation = false
_already_mutated_indices.append(index)
# Determine if the current autopause character at the cursor should qualify to pause typing.
func _should_auto_pause() -> bool: