frame-of-mind/src/base-environments/youth_room/scnees/scene_player.gd

200 lines
6.0 KiB
GDScript

extends CenterContainer
signal text_finished
signal finished
signal intro
signal emit_thunder
#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: PackedStringArray = []:
set(str_array):
story_array = str_array
_rebuild()
@export var paragraph_lengths: PackedInt32Array = [1]
@export var progress: float = 0:
set(value):
progress = value
if is_node_ready() and not all_text_revealed:
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
var all_text_revealed: bool = false:
set(revealed):
var reset_progress := false
if revealed and not all_text_revealed:
var tween: Tween = get_tree().create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.tween_property(label, "visible_ratio", 1, 0.5)
elif not revealed and all_text_revealed:
reset_progress = true
all_text_revealed = revealed
if all_text_revealed: progress = -1
if reset_progress: progress = 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:
State.settings_changed.connect(func(): story_array = story_array)
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 _rebuild():
if is_node_ready():
substring_sizes = []
var p: int = 0
label.text = "[p]"
for i in range(story_array.size()):
label.text += TranslationServer.translate(story_array[i]).strip_edges() + " "
substring_sizes.append(TranslationServer.translate(story_array[i]).strip_edges().length() + 1)
if not paragraph_lengths[-1] == story_array.size()-1:
paragraph_lengths.append(story_array.size()-1)
push_warning("Paragraph lenghts of scene %s are misconfigured!" % name)
if paragraph_lengths[p] == i:
p += 1
label.text += "[/p][p][font_size=8] [/font_size][/p][p]"
substring_sizes[-1] = substring_sizes[-1] + 1
label.text += "[/p]"
max_lines = float(label.get_line_count())
func try_scroll():
var forward_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:
forward_target = scroll_container.scroll_vertical + scroll_container.size.y * 0.8
else:
forward_target = label.size.y - scroll_container.size.y
if scroll_target != null:
var tween: Tween = get_tree().create_tween()
##tween.set_trans()
scroll_target = forward_target
func play_scene():
scroll_target = 0
# FIXME: find out why this needs to be set to prevent scenes from being fully revealed
all_text_revealed = false
animation_complete = false
match State.speech_language:
2:
animation_player.queue("de")
_:
animation_player.queue("en")
if name == "draven":
await get_tree().process_frame
await get_tree().process_frame
$AnimationPlayer/Music.play()
await text_finished
if name == "draven":
trigger_intro()
animation_complete = true
all_text_revealed = true
skip_control.start_proceed_countdown()
await skip_control.proceed
animation_player.play("vanish")
await animation_player.animation_finished
finished.emit()
func _unhandled_input(event: InputEvent) -> void:
var just_revealed_text = false
if event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
scroll_target += 40
if not all_text_revealed: just_revealed_text
all_text_revealed = true
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
scroll_target -= 40
if not all_text_revealed: just_revealed_text
all_text_revealed = true
if just_revealed_text:
if animation_complete: all_text_revealed = true
var scroll_target: float = 0:
set(value):
scroll_target = clampf(value, 0, label.size.y - scroll_container.size.y+10)
func _process(delta: float) -> void:
# FIXME: maybe change this to has stage?
if visible and not Engine.is_editor_hint():
if scroll_container.scroll_vertical != scroll_target:
scroll_container.scroll_vertical += (scroll_target-scroll_container.scroll_vertical)*delta*6
var intro_triggered:= false
func trigger_intro():
if not intro_triggered:
intro.emit()
intro_triggered = true
var was_skipped = false
func skip_text():
if not all_text_revealed:
all_text_revealed = true
elif not animation_complete:
animation_player.stop(true)
was_skipped = true
text_finished.emit()
if name == "draven":
$AnimationPlayer/Music.stop()
elif name == "JuiJutsu":
_emit_thunder()
func _on_text_finished():
if not animation_complete:
text_finished.emit()
func _emit_thunder():
emit_thunder.emit()