fix: warnings removed, scrolling behaviour intent perhaps fixed
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parent
38a5a49e67
commit
454839f20a
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@ -19,14 +19,14 @@ var max_lines: float = 0
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set(value):
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set(value):
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progress = value
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progress = value
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if is_node_ready() and not all_text_revealed:
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if is_node_ready() and not all_text_revealed:
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var start_index = 0
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var start_index := 0
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if progress >= substring_sizes.size() or progress < 0:
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if progress >= substring_sizes.size() or progress < 0:
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label.visible_ratio = 1
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label.visible_ratio = 1
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elif progress > 0:
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elif progress > 0:
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for i in range(min(progress, substring_sizes.size()-1) as int) if progress > 0 else range(substring_sizes.size()-1):
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for i in range(min(progress, substring_sizes.size()-1) as int) if progress > 0 else range(substring_sizes.size()-1):
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start_index += substring_sizes[i]
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start_index += substring_sizes[i]
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label.visible_characters = start_index + substring_sizes[min(progress as int, substring_sizes.size()-1)] * fmod(progress, 1)
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label.visible_characters = start_index + int(substring_sizes[min(progress as int, substring_sizes.size()-1)] * fmod(progress, 1))
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else:
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else:
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label.visible_ratio = 0
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label.visible_ratio = 0
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@ -94,14 +94,14 @@ func _rebuild():
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max_lines = float(label.get_line_count())
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max_lines = float(label.get_line_count())
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func try_scroll():
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func try_scroll():
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var forward_target: int
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var forward_target: float
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#print_debug( "max lines: " + str(max_lines))
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#print( "max lines: " + str(max_lines))
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#print_debug( "current lines: " + str(label.get_character_line(label.visible_characters)))
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#print( "current lines: " + str(label.get_character_line(label.visible_characters)))
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var visible_ratio: float = float(label.get_character_line(label.visible_characters)) / max_lines
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var visible_ratio: float = float(label.get_character_line(label.visible_characters)) / max_lines
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#print_debug("Tried scrolling with ratio of %f. Comparing %f against %f" % [visible_ratio, label.size.y * visible_ratio - scroll_container.scroll_vertical, scroll_container.size.y * 0.9])
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#print("Tried scrolling with ratio of %f. Comparing %f against %f" % [visible_ratio, label.size.y * visible_ratio - scroll_container.scroll_vertical, scroll_container.size.y * 0.9])
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if label.size.y * visible_ratio + scroll_container.scroll_vertical > scroll_container.size.y * 0.9:
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if label.size.y * visible_ratio + scroll_container.scroll_vertical > scroll_container.size.y * 0.9:
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if scroll_container.scroll_vertical + scroll_container.size.y * 0.9 < label.size.y:
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if scroll_container.scroll_vertical + scroll_container.size.y * 0.9 < label.size.y:
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@ -109,7 +109,7 @@ func try_scroll():
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else:
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else:
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forward_target = label.size.y - scroll_container.size.y
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forward_target = label.size.y - scroll_container.size.y
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if scroll_target != null:
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if scroll_target != null:
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var tween: Tween = get_tree().create_tween()
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#var tween: Tween = get_tree().create_tween()
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##tween.set_trans()
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##tween.set_trans()
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scroll_target = forward_target
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scroll_target = forward_target
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@ -150,18 +150,18 @@ func play_scene():
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finished.emit()
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finished.emit()
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func _unhandled_input(event: InputEvent) -> void:
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func _unhandled_input(event: InputEvent) -> void:
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var just_revealed_text = false
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var just_revealed_text := false
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if event is InputEventMouseButton:
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
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scroll_target += 40
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scroll_target += 40
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if not all_text_revealed: just_revealed_text
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if not all_text_revealed:
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all_text_revealed = true
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just_revealed_text = true
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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if event.button_index == MOUSE_BUTTON_WHEEL_UP:
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scroll_target -= 40
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scroll_target -= 40
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if not all_text_revealed: just_revealed_text
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if not all_text_revealed:
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just_revealed_text = true
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if just_revealed_text and animation_complete:
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all_text_revealed = true
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all_text_revealed = true
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if just_revealed_text:
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if animation_complete: all_text_revealed = true
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var scroll_target: float = 0:
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var scroll_target: float = 0:
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set(value):
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set(value):
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@ -170,7 +170,7 @@ func _process(delta: float) -> void:
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# FIXME: maybe change this to has stage?
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# FIXME: maybe change this to has stage?
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if visible and not Engine.is_editor_hint():
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if visible and not Engine.is_editor_hint():
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if scroll_container.scroll_vertical != scroll_target:
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if scroll_container.scroll_vertical != scroll_target:
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scroll_container.scroll_vertical += (scroll_target-scroll_container.scroll_vertical)*delta*6
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scroll_container.scroll_vertical += int((scroll_target-scroll_container.scroll_vertical)*delta*6)
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var intro_triggered:= false
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var intro_triggered:= false
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func trigger_intro():
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func trigger_intro():
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@ -1735,7 +1735,7 @@ func _ready():
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camera = get_tree().root.get_viewport().get_camera_3d()
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camera = get_tree().root.get_viewport().get_camera_3d()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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func _process(_delta):
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self.global_transform = camera.global_transform
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self.global_transform = camera.global_transform
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"
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"
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@ -266,7 +266,7 @@ func _input(event:InputEvent):
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else:
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else:
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crouch_toggled = true
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crouch_toggled = true
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func play_scene(id: int, _repeat):
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func play_scene(_id: int, _repeat: bool):
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pass
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pass
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#if id == Scenes.id.YOUTH_DRAEVEN:
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#if id == Scenes.id.YOUTH_DRAEVEN:
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# var rotation_tween := create_tween()
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# var rotation_tween := create_tween()
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