extends Control @onready var panel_container = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer @onready var margin_container = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer/MarginContainer @onready var patient_file = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer/MarginContainer/FileContainer/PatientFile @onready var patient_file_title = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer/MarginContainer/FileContainer/HBoxContainer/PatientFileTitle @onready var patient_recording = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer/MarginContainer/RecordingContainer/Recording @onready var patient_recording_title = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/PanelContainer/MarginContainer/RecordingContainer/HBoxContainer/RecordTitle @onready var face_zoom = $Background/HBoxContainer/MarginContainer/VBoxContainer/FaceMarginContainer/FaceZoom @onready var alone_controls = $Background/HBoxContainer/MarginContainer/VBoxContainer/ControlsMarginContainer/Alone @onready var patient_controls = $Background/HBoxContainer/MarginContainer/VBoxContainer/ControlsMarginContainer/Patient @onready var end_of_day_controls = $Background/HBoxContainer/MarginContainer/VBoxContainer/ControlsMarginContainer/EndOfDay @onready var patient_texture = $Background/HBoxContainer/Desk/PatientTextureRect @onready var patient_dialogue_resource: Resource @onready var end_of_day_dialogue_resource = load("res://Dialogues/end_of_day.dialogue") @onready var balloon: Node @onready var patient_emotions : Dictionary signal recovery_pressed # Called when the node enters the scene tree for the first time. func _ready() -> void: #Connecting signals alone_controls.get_node("PatientFile").pressed.connect(self._on_patient_file_pressed) alone_controls.get_node("Guidebook").pressed.connect(self._on_guidebook_pressed) alone_controls.get_node("CallNextPatient").pressed.connect(self._on_call_next_patient_pressed) patient_controls.get_node("PatientFile").pressed.connect(self._on_patient_file_pressed) patient_controls.get_node("Guidebook").pressed.connect(self._on_guidebook_pressed) patient_controls.get_node("PatientRecording").pressed.connect(self._on_patient_recording_pressed) patient_controls.get_node("Examine").pressed.connect(self._on_examine_pressed) patient_controls.get_node("Containment").pressed.connect(self._on_containment_pressed) patient_controls.get_node("PsychWard").pressed.connect(self._on_psych_ward_pressed) end_of_day_controls.get_node("Recovery").pressed.connect(self._on_recovery_pressed) #Hiding everything self.hide() #Hiding Top Right Panel panel_container.hide() for node in margin_container.get_children(): node.hide() face_zoom.hide() #Hiding Bottom Right Panel alone_controls.hide() patient_controls.hide() end_of_day_controls.hide() #Hiding Patient patient_texture.hide() #Sets Up New Patient func new_patient(patient_id): #Loading Patient Files var file_path: String = "res://Dialogues/Patients/patient_" + patient_id + "_file.txt" var file = FileAccess.open(file_path, FileAccess.READ) var file_content = file.get_as_text() patient_file.text = file_content patient_file_title.text = "\nPATIENT FILE #" + patient_id file.close() #Loading Patient Recording patient_recording.text = "" patient_recording_title.text = "\nPATIENT RECORDING #" + patient_id #Loading Patient Texture file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_full.png" patient_texture.texture = load(file_path) #Loading Face Emotions var face: Resource var emotion_branch: Dictionary for emotion in ["neutral", "smiling", "angry", "scared", "sad"]: file_path = "res://Art/Patients/patient_" + patient_id + "/patient_" + patient_id + "_" + emotion + ".png" face = load(file_path) if face != null: emotion_branch = {emotion: face} patient_emotions.merge(emotion_branch) #Loading Default Face face_zoom.texture = patient_emotions["neutral"] #Loading Dialogue Resource var dialogue_resource_path = "res://Dialogues/Patients/patient_" + patient_id + ".dialogue" patient_dialogue_resource = load(dialogue_resource_path) func _on_patient_file_pressed(): for node in margin_container.get_children(): node.hide() panel_container.show() face_zoom.hide() margin_container.get_node("FileContainer").show() func _on_guidebook_pressed(): for node in margin_container.get_children(): node.hide() panel_container.show() face_zoom.hide() margin_container.get_node("Rules").show() func _on_call_next_patient_pressed(): #Hiding and Showing appropriate scenes var scenes_to_hide = [alone_controls, panel_container] + margin_container.get_children() var scenes_to_show = [patient_controls,patient_texture,face_zoom] TransitionScreen.transition("big", scenes_to_hide, scenes_to_show) await TransitionScreen.transition_finished #Starting Dialogue start_balloon(patient_dialogue_resource, "start") func _on_patient_recording_pressed(): for node in margin_container.get_children(): node.hide() panel_container.show() face_zoom.hide() margin_container.get_node("RecordingContainer").show() func _recording_text(dialogue_line): var line = dialogue_line.text var character = dialogue_line.character var character_colour : String patient_recording.append_text("\n\n") #Adjusting Character Colour if character != "": if character == "You": character_colour = "[color=darkgreen]" else : character_colour = "[color=darkred]" patient_recording.append_text(character_colour + character + "[/color]\n") patient_recording.append_text(line) func _on_examine_pressed(): for node in margin_container.get_children(): node.hide() panel_container.hide() face_zoom.show() func _change_emotion(dialogue_line) -> void: var line_tag = dialogue_line.tags if line_tag.is_empty() == false: var new_emotion = line_tag[0] print("Emotion changed to ", new_emotion) face_zoom.texture = patient_emotions[new_emotion] func _on_containment_pressed(): var lambda = func(): clear_patient("containment") var choice_text = "[center]Do you really want to send this patient to [color=darkred]Containment[/color] ?[/center]" UI.ask_confirmation(lambda, Callable(), choice_text) func _on_psych_ward_pressed(): var lambda = func(): clear_patient("psych_ward") var choice_text = "[center]Do you really want to send this patient to the [color=darkgreen]Psych Ward[/color] ?[/center]" UI.ask_confirmation(lambda, Callable(), choice_text) func start_balloon(dialogue_resource: Resource, start_title: String): #Freeing Previous Balloon and Disconnecting DialogueManager signals clean_balloon() #Instantiating a custom balloon var Balloon: Resource = load("res://Dialogues/balloon_small.tscn") balloon = Balloon.instantiate() get_tree().current_scene.add_child(balloon) #Starting Dialogue and connecting DialogueManager signals DialogueManager.got_dialogue.connect(_change_emotion) DialogueManager.got_dialogue.connect(_recording_text) balloon.start(dialogue_resource, start_title) func clear_patient(choice:String): #Hiding Patient Controls and showing Patient Face patient_controls.hide() _on_examine_pressed() #Final Patient Dialogue start_balloon(patient_dialogue_resource, choice) await DialogueManager.dialogue_ended #Transitioning var scenes_to_hide = [patient_controls, patient_texture, face_zoom, panel_container] + margin_container.get_children() var scenes_to_show:Array[Node] Globals.patient_count += 1 if Globals.patient_count < Globals.daily_patient_limit: scenes_to_show.append(alone_controls) else: scenes_to_show.append(end_of_day_controls) TransitionScreen.transition("big", scenes_to_hide, scenes_to_show) await TransitionScreen.transition_finished if Globals.patient_count < Globals.daily_patient_limit: #Setting Up Next Patient new_patient("564") else: Globals.patient_count = 1 #Starting End of Day Dialogue var start_title = "end_of_day_" + str(Globals.day_count) start_balloon(end_of_day_dialogue_resource, start_title) func _on_recovery_pressed(): clean_balloon() recovery_pressed.emit() func clean_balloon(): #Freeing Previous Balloon and Disconnecting DialogueManager signals if is_instance_valid(balloon): balloon.queue_free() if DialogueManager.is_connected("got_dialogue", _change_emotion): DialogueManager.disconnect("got_dialogue", _change_emotion) if DialogueManager.is_connected("got_dialogue", _recording_text): DialogueManager.disconnect("got_dialogue", _recording_text) # Called every frame. 'delta' is the elapsed time since the previous frame. func _process(delta: float) -> void: pass