@tool extends CenterContainer signal text_finished signal finished signal intro #TODO properly implement animation taking stage, as it should do, disabling processing when it does not have stage. var max_lines: float = 0 @export var story_array: Array[String] = []: set(array): story_array = array if is_node_ready(): label.text = "" substring_sizes = [] if Engine.is_editor_hint(): TranslationServer.set_locale("en") for string in array: label.text += TranslationServer.translate(string).replace("[/p]", "[/p][p][font_size=8] [/font_size][/p]") substring_sizes.append(TranslationServer.translate(string).replace("[/p]", ".").replace("[p]", "").length()) max_lines = float(label.get_line_count()) @export var progress: float = 0: set(value): progress = value if is_node_ready(): var start_index = 0 if progress >= substring_sizes.size() or progress < 0: label.visible_ratio = 1 elif progress > 0: for i in range(min(progress, substring_sizes.size()-1) as int) if progress > 0 else range(substring_sizes.size()-1): start_index += substring_sizes[i] label.visible_characters = start_index + substring_sizes[min(progress as int, substring_sizes.size()-1)] * fmod(progress, 1) else: label.visible_ratio = 0 @export var test_scroll: bool: set(scroll): try_scroll() @onready var label:RichTextLabel = %StoryLabel @onready var scroll_container:ScrollContainer = %StoryScroll @onready var animation_player: AnimationPlayer = %AnimationPlayer @onready var skip_control: SkipControl = %SkipControl @export var animation_complete:bool = false: set(value): animation_complete = value if value: scroll_container.vertical_scroll_mode = ScrollContainer.ScrollMode.SCROLL_MODE_AUTO progress = -1 else: scroll_container.scroll_vertical = ScrollContainer.ScrollMode.SCROLL_MODE_DISABLED animation_complete = value var substring_sizes: Array[int] func _ready() -> void: skip_control = %SkipControl if skip_control is SkipControl and not Engine.is_editor_hint(): skip_control.skip.connect(skip_text) if get_tree().root.get_child(-1) == self: play_scene() story_array = story_array progress = progress func try_scroll(): var scroll_target: int #print( "max lines: " + str(max_lines)) #print( "current lines: " + str(label.get_character_line(label.visible_characters))) var visible_ratio: float = float(label.get_character_line(label.visible_characters)) / max_lines #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]) if label.size.y * visible_ratio + scroll_container.scroll_vertical > scroll_container.size.y * 0.9: if scroll_container.scroll_vertical + scroll_container.size.y * 0.9 < label.size.y: scroll_target = scroll_container.scroll_vertical + scroll_container.size.y * 0.8 else: scroll_target = label.size.y - scroll_container.size.y if scroll_target != null: var tween: Tween = get_tree().create_tween() ##tween.set_trans() tween.tween_property(scroll_container, "scroll_vertical", scroll_target, 0.5) func play_scene(): animation_complete = false ##FIXME match State.text_language: match TranslationServer.get_locale(): "de": animation_player.queue("de") "en": animation_player.queue("en") await text_finished if name == "draven": trigger_intro() animation_complete = true skip_control.start_proceed_countdown() await skip_control.proceed animation_player.play("vanish") await animation_player.animation_finished finished.emit() var intro_triggered:= false func trigger_intro(): if not intro_triggered: intro.emit() intro_triggered = true func skip_text(): if not animation_complete: animation_player.stop(true) text_finished.emit() func _on_text_finished(): if not animation_complete: text_finished.emit()