1 extends DialogicSubsystem
3 ## Subsystem that manages portraits and portrait positions.
5 signal character_joined(info:Dictionary)
6 signal character_left(info:Dictionary)
7 signal character_portrait_changed(info:Dictionary)
8 signal character_moved(info:Dictionary)
10 ## Emitted when a portrait starts animating.
11 #signal portrait_animating(character_node: Node, portrait_node: Node, animation_name: String, animation_length: float)
14 ## The default portrait scene.
15 var default_portrait_scene: PackedScene = load(get_script().resource_path.get_base_dir().path_join('default_portrait.tscn'))
19 ####################################################################################################
21 func clear_game_state(_clear_flag:=DialogicGameHandler.ClearFlags.FULL_CLEAR) -> void:
22 for character in dialogic.current_state_info.get('portraits', {}).keys():
23 remove_character(load(character))
24 dialogic.current_state_info['portraits'] = {}
27 func load_game_state(_load_flag:=LoadFlags.FULL_LOAD) -> void:
28 if not "portraits" in dialogic.current_state_info:
29 dialogic.current_state_info["portraits"] = {}
31 # Load Position Portraits
32 var portraits_info: Dictionary = dialogic.current_state_info.portraits.duplicate()
33 dialogic.current_state_info.portraits = {}
34 for character_path in portraits_info:
35 var character_info: Dictionary = portraits_info[character_path]
36 var character: DialogicCharacter = load(character_path)
37 var container := dialogic.PortraitContainers.load_position_container(character.get_character_name())
38 add_character(character, container, character_info.portrait, character_info.position_id)
39 change_character_mirror(character, character_info.get('custom_mirror', false))
40 change_character_z_index(character, character_info.get('z_index', 0))
41 change_character_extradata(character, character_info.get('extra_data', ""))
43 # Load Speaker Portrait
44 var speaker: Variant = dialogic.current_state_info.get('speaker', "")
46 dialogic.current_state_info['speaker'] = ""
47 change_speaker(load(speaker))
48 dialogic.current_state_info['speaker'] = speaker
52 for portrait in dialogic.current_state_info['portraits'].values():
53 if portrait.node.has_meta('animation_node'):
54 portrait.node.get_meta('animation_node').pause()
57 func resume() -> void:
58 for portrait in dialogic.current_state_info['portraits'].values():
59 if portrait.node.has_meta('animation_node'):
60 portrait.node.get_meta('animation_node').resume()
63 func _ready() -> void:
64 if !ProjectSettings.get_setting('dialogic/portraits/default_portrait', '').is_empty():
65 default_portrait_scene = load(ProjectSettings.get_setting('dialogic/portraits/default_portrait', ''))
69 ####################################################################################################
70 ## The following methods allow manipulating portraits.
71 ## A portrait is made up of a character node [Node2D] that instances the portrait scene as it's child.
72 ## The character node is then always the child of a portrait container.
73 ## - Position (PortraitContainer)
74 ## ---- character_node (Node2D)
75 ## --------- portrait_node (e.g. default_portrait.tscn, or a custom portrait)
77 ## Using these main methods a character can be present multiple times.
78 ## For a VN style, the "character" methods (next section) provide access based on the character.
79 ## - (That is what the character event uses)
82 ## Creates a new [character node] for the given [character], and add it to the given [portrait container].
83 func _create_character_node(character:DialogicCharacter, container:DialogicNode_PortraitContainer) -> Node:
86 var character_node := Node2D.new()
87 character_node.name = character.get_character_name()
88 character_node.set_meta('character', character)
89 container.add_child(character_node)
93 ## Changes the portrait of a specific [character node].
94 func _change_portrait(character_node: Node2D, portrait: String, fade_animation:="", fade_length := 0.5) -> Dictionary:
95 var character: DialogicCharacter = character_node.get_meta('character')
97 if portrait.is_empty():
98 portrait = character.default_portrait
100 var info := {'character':character, 'portrait':portrait, 'same_scene':false}
102 if not portrait in character.portraits.keys():
103 print_debug('[Dialogic] Change to not-existing portrait will be ignored!')
106 # Path to the scene to use.
107 var scene_path: String = character.portraits[portrait].get('scene', '')
109 var portrait_node: Node = null
110 var previous_portrait: Node = null
111 var portrait_count := character_node.get_child_count()
113 if portrait_count > 0:
114 previous_portrait = character_node.get_child(-1)
116 # Check if the scene is the same as the currently loaded scene.
117 if (not previous_portrait == null and
118 previous_portrait.get_meta('scene', '') == scene_path and
119 # Also check if the scene supports changing to the given portrait.
120 previous_portrait._should_do_portrait_update(character, portrait)):
121 portrait_node = previous_portrait
122 info['same_scene'] = true
126 if ResourceLoader.exists(scene_path):
127 var packed_scene: PackedScene = load(scene_path)
130 portrait_node = packed_scene.instantiate()
132 push_error('[Dialogic] Portrait node "' + str(scene_path) + '" for character [' + character.display_name + '] could not be loaded. Your portrait might not show up on the screen. Confirm the path is correct.')
135 portrait_node = default_portrait_scene.instantiate()
137 portrait_node.set_meta('scene', scene_path)
141 portrait_node.set_meta('portrait', portrait)
142 character_node.set_meta('portrait', portrait)
144 DialogicUtil.apply_scene_export_overrides(portrait_node, character.portraits[portrait].get('export_overrides', {}))
146 if portrait_node.has_method('_update_portrait'):
147 portrait_node._update_portrait(character, portrait)
149 if not portrait_node.is_inside_tree():
150 character_node.add_child(portrait_node)
152 _update_portrait_transform(portrait_node)
154 ## Handle Cross-Animating
155 if previous_portrait and previous_portrait != portrait_node:
156 if not fade_animation.is_empty() and fade_length > 0:
157 var fade_out := _animate_node(previous_portrait, fade_animation, fade_length, 1, true)
158 var _fade_in := _animate_node(portrait_node, fade_animation, fade_length, 1, false)
159 fade_out.finished.connect(previous_portrait.queue_free)
161 previous_portrait.queue_free()
166 ## Changes the mirroring of the given portrait.
167 ## Unless @force is false, this will take into consideration the character mirror,
168 ## portrait mirror and portrait position mirror settings.
169 func _change_portrait_mirror(character_node: Node2D, mirrored := false, force := false) -> void:
170 var latest_portrait := character_node.get_child(-1)
172 if latest_portrait.has_method('_set_mirror'):
173 var character: DialogicCharacter = character_node.get_meta('character')
174 var current_portrait_info := character.get_portrait_info(character_node.get_meta('portrait'))
175 latest_portrait._set_mirror(force or (mirrored != character.mirror != character_node.get_parent().mirrored != current_portrait_info.get('mirror', false)))
178 func _change_portrait_extradata(character_node: Node2D, extra_data := "") -> void:
179 var latest_portrait := character_node.get_child(-1)
181 if latest_portrait.has_method('_set_extra_data'):
182 latest_portrait._set_extra_data(extra_data)
185 func _update_character_transform(character_node:Node, time := 0.0) -> void:
186 for child in character_node.get_children():
187 _update_portrait_transform(child, time)
190 func _update_portrait_transform(portrait_node: Node, time:float = 0.0) -> void:
191 var character_node: Node = portrait_node.get_parent()
193 var character: DialogicCharacter = character_node.get_meta('character')
194 var portrait_info: Dictionary = character.portraits.get(portrait_node.get_meta('portrait'), {})
196 # ignore the character scale on custom portraits that have 'ignore_char_scale' set to true
197 var apply_character_scale: bool = not portrait_info.get('ignore_char_scale', false)
199 var transform: Rect2 = character_node.get_parent().get_local_portrait_transform(
200 portrait_node._get_covered_rect(),
201 (character.scale * portrait_info.get('scale', 1))*int(apply_character_scale)+portrait_info.get('scale', 1)*int(!apply_character_scale))
205 if character_node.has_meta('move_tween'):
206 if character_node.get_meta('move_tween').is_running():
207 time = character_node.get_meta('move_time')-character_node.get_meta('move_tween').get_total_elapsed_time()
208 tween = character_node.get_meta('move_tween')
211 character_node.position = transform.position
212 portrait_node.position = character.offset + portrait_info.get('offset', Vector2())
213 portrait_node.scale = transform.size
216 tween = character_node.create_tween().set_parallel().set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_SINE)
217 character_node.set_meta('move_tween', tween)
218 character_node.set_meta('move_time', time)
219 tween.tween_method(DialogicUtil.multitween.bind(character_node, "position", "base"), character_node.position, transform.position, time)
220 tween.tween_property(portrait_node, 'position',character.offset + portrait_info.get('offset', Vector2()), time)
221 tween.tween_property(portrait_node, 'scale', transform.size, time)
224 ## Animates the node with the given animation.
225 ## Is used both on the character node (most animations) and the portrait nodes (cross-fade animations)
226 func _animate_node(node: Node, animation_path: String, length: float, repeats := 1, is_reversed := false) -> DialogicAnimation:
227 if node.has_meta('animation_node') and is_instance_valid(node.get_meta('animation_node')):
228 node.get_meta('animation_node').queue_free()
230 var anim_script: Script = load(animation_path)
231 var anim_node := Node.new()
232 anim_node.set_script(anim_script)
233 anim_node = (anim_node as DialogicAnimation)
234 anim_node.node = node
235 anim_node.base_position = node.position
236 anim_node.base_scale = node.scale
237 anim_node.time = length
238 anim_node.repeats = repeats
239 anim_node.is_reversed = is_reversed
244 node.set_meta("animation_path", animation_path)
245 node.set_meta("animation_length", length)
246 node.set_meta("animation_node", anim_node)
249 #portrait_animating.emit(portrait_node.get_parent(), portrait_node, animation_path, length)
254 ## Moves the given portrait to the given container.
255 func _move_character(character_node: Node2D, transform:="", time := 0.0, easing:= Tween.EASE_IN_OUT, trans:= Tween.TRANS_SINE) -> void:
256 var tween := character_node.create_tween().set_ease(easing).set_trans(trans).set_parallel()
260 var container: DialogicNode_PortraitContainer = character_node.get_parent()
261 dialogic.PortraitContainers.move_container(container, transform, tween, time)
263 for portrait_node in character_node.get_children():
264 _update_portrait_transform(portrait_node, time)
267 ## Changes the given portraits z_index.
268 func _change_portrait_z_index(character_node: Node, z_index:int, update_zindex:= true) -> void:
270 character_node.get_parent().set_meta('z_index', z_index)
272 var sorted_children := character_node.get_parent().get_parent().get_children()
273 sorted_children.sort_custom(z_sort_portrait_containers)
275 for con in sorted_children:
276 con.get_parent().move_child(con, idx)
280 ## Checks if [para, character] has joined the scene, if so, returns its
281 ## active [DialogicPortrait] node.
283 ## The difference between an active and inactive nodes is whether the node is
284 ## the latest node. [br]
285 ## If a portrait is fading/animating from portrait A and B, both will exist
286 ## in the scene, but only the new portrait is active, even if it is not
287 ## fully visible yet.
288 func get_character_portrait(character: DialogicCharacter) -> DialogicPortrait:
289 if is_character_joined(character):
290 var portrait_node: DialogicPortrait = dialogic.current_state_info['portraits'][character.resource_path].node.get_child(-1)
296 func z_sort_portrait_containers(con1: DialogicNode_PortraitContainer, con2: DialogicNode_PortraitContainer) -> bool:
297 if con1.get_meta('z_index', 0) < con2.get_meta('z_index', 0):
303 ## Private method to remove a [param portrait_node].
304 func _remove_portrait(portrait_node: Node) -> void:
305 portrait_node.get_parent().remove_child(portrait_node)
306 portrait_node.queue_free()
309 ## Gets the default animation length for joining characters
310 ## If Auto-Skip is enabled, limits the time.
311 func _get_join_default_length() -> float:
312 var default_time: float = ProjectSettings.get_setting('dialogic/animations/join_default_length', 0.5)
314 if dialogic.Inputs.auto_skip.enabled:
315 default_time = min(default_time, dialogic.Inputs.auto_skip.time_per_event)
320 ## Gets the default animation length for leaving characters
321 ## If Auto-Skip is enabled, limits the time.
322 func _get_leave_default_length() -> float:
323 var default_time: float = ProjectSettings.get_setting('dialogic/animations/leave_default_length', 0.5)
325 if dialogic.Inputs.auto_skip.enabled:
326 default_time = min(default_time, dialogic.Inputs.auto_skip.time_per_event)
331 ## Checks multiple cases to return a valid portrait to use.
332 func get_valid_portrait(character:DialogicCharacter, portrait:String) -> String:
333 if character == null:
334 printerr('[Dialogic] Tried to use portrait "', portrait, '" on <null> character.')
335 dialogic.print_debug_moment()
338 if "{" in portrait and dialogic.has_subsystem("Expressions"):
339 var test: Variant = dialogic.Expressions.execute_string(portrait)
343 if not portrait in character.portraits:
344 if not portrait.is_empty():
345 printerr('[Dialogic] Tried to use invalid portrait "', portrait, '" on character "', DialogicResourceUtil.get_unique_identifier(character.resource_path), '". Using default portrait instead.')
346 dialogic.print_debug_moment()
347 portrait = character.default_portrait
349 if portrait.is_empty():
350 portrait = character.default_portrait
357 #region Character Methods
358 ####################################################################################################
359 ## The following methods are used to manage character portraits with the following rules:
360 ## - a character can only be present once with these methods.
361 ## Most of them will fail silently if the character isn't joined yet.
364 ## Adds a character at a position and sets it's portrait.
365 ## If the character is already joined it will only update, portrait, position, etc.
366 func join_character(character:DialogicCharacter, portrait:String, position_id:String, mirrored:= false, z_index:= 0, extra_data:= "", animation_name:= "", animation_length:= 0.0, animation_wait := false) -> Node:
367 if is_character_joined(character):
368 change_character_portrait(character, portrait)
370 if animation_name.is_empty():
371 animation_length = _get_join_default_length()
374 dialogic.current_state = DialogicGameHandler.States.ANIMATING
375 await get_tree().create_timer(animation_length).timeout
376 dialogic.current_state = DialogicGameHandler.States.IDLE
377 move_character(character, position_id, animation_length)
378 change_character_mirror(character, mirrored)
381 var container := dialogic.PortraitContainers.add_container(character.get_character_name())
382 var character_node := add_character(character, container, portrait, position_id)
383 if character_node == null:
386 dialogic.current_state_info['portraits'][character.resource_path] = {'portrait':portrait, 'node':character_node, 'position_id':position_id, 'custom_mirror':mirrored}
388 _change_portrait_mirror(character_node, mirrored)
389 _change_portrait_extradata(character_node, extra_data)
390 _change_portrait_z_index(character_node, z_index)
392 var info := {'character':character}
393 info.merge(dialogic.current_state_info['portraits'][character.resource_path])
394 character_joined.emit(info)
396 if animation_name.is_empty():
397 animation_name = ProjectSettings.get_setting('dialogic/animations/join_default', "Fade In Up")
398 animation_length = _get_join_default_length()
399 animation_wait = ProjectSettings.get_setting('dialogic/animations/join_default_wait', true)
401 animation_name = DialogicPortraitAnimationUtil.guess_animation(animation_name, DialogicPortraitAnimationUtil.AnimationType.IN)
403 if animation_name and animation_length > 0:
404 var anim: DialogicAnimation = _animate_node(character_node, animation_name, animation_length)
406 dialogic.current_state = DialogicGameHandler.States.ANIMATING
408 dialogic.current_state = DialogicGameHandler.States.IDLE
410 return character_node
413 func add_character(character:DialogicCharacter, container: DialogicNode_PortraitContainer, portrait:String, position_id:String) -> Node:
414 if is_character_joined(character):
415 printerr('[DialogicError] Cannot add a already joined character. If this is intended call _create_character_node manually.')
418 portrait = get_valid_portrait(character, portrait)
420 if portrait.is_empty():
424 printerr('[DialogicError] Cannot call add_portrait() with null character.')
427 var character_node := _create_character_node(character, container)
429 if character_node == null:
430 printerr('[Dialogic] Failed to join character to position ', position_id, ". Could not find position container.")
434 dialogic.current_state_info['portraits'][character.resource_path] = {'portrait':portrait, 'node':character_node, 'position_id':position_id}
436 _move_character(character_node, position_id)
437 _change_portrait(character_node, portrait)
439 return character_node
442 ## Changes the portrait of a character. Only works with joined characters.
443 func change_character_portrait(character: DialogicCharacter, portrait: String, fade_animation:="DEFAULT", fade_length := -1.0) -> void:
444 if not is_character_joined(character):
447 portrait = get_valid_portrait(character, portrait)
449 if dialogic.current_state_info.portraits[character.resource_path].portrait == portrait:
452 if fade_animation == "DEFAULT":
453 fade_animation = ProjectSettings.get_setting('dialogic/animations/cross_fade_default', "Fade Cross")
454 fade_length = ProjectSettings.get_setting('dialogic/animations/cross_fade_default_length', 0.5)
456 fade_animation = DialogicPortraitAnimationUtil.guess_animation(fade_animation, DialogicPortraitAnimationUtil.AnimationType.CROSSFADE)
458 var info := _change_portrait(dialogic.current_state_info.portraits[character.resource_path].node, portrait, fade_animation, fade_length)
459 dialogic.current_state_info.portraits[character.resource_path].portrait = info.portrait
460 _change_portrait_mirror(
461 dialogic.current_state_info.portraits[character.resource_path].node,
462 dialogic.current_state_info.portraits[character.resource_path].get('custom_mirror', false)
464 character_portrait_changed.emit(info)
467 ## Changes the mirror of the given character. Only works with joined characters
468 func change_character_mirror(character:DialogicCharacter, mirrored:= false, force:= false) -> void:
469 if !is_character_joined(character):
472 _change_portrait_mirror(dialogic.current_state_info.portraits[character.resource_path].node, mirrored, force)
473 dialogic.current_state_info.portraits[character.resource_path]['custom_mirror'] = mirrored
476 ## Changes the z_index of a character. Only works with joined characters
477 func change_character_z_index(character:DialogicCharacter, z_index:int, update_zindex:= true) -> void:
478 if !is_character_joined(character):
481 _change_portrait_z_index(dialogic.current_state_info.portraits[character.resource_path].node, z_index, update_zindex)
483 dialogic.current_state_info.portraits[character.resource_path]['z_index'] = z_index
486 ## Changes the extra data on the given character. Only works with joined characters
487 func change_character_extradata(character:DialogicCharacter, extra_data:="") -> void:
488 if !is_character_joined(character):
490 _change_portrait_extradata(dialogic.current_state_info.portraits[character.resource_path].node, extra_data)
491 dialogic.current_state_info.portraits[character.resource_path]['extra_data'] = extra_data
494 ## Starts the given animation on the given character. Only works with joined characters
495 func animate_character(character: DialogicCharacter, animation_path: String, length: float, repeats := 1, is_reversed := false) -> DialogicAnimation:
496 if not is_character_joined(character):
499 animation_path = DialogicPortraitAnimationUtil.guess_animation(animation_path)
501 var character_node: Node = dialogic.current_state_info.portraits[character.resource_path].node
503 return _animate_node(character_node, animation_path, length, repeats, is_reversed)
506 ## Moves the given character to the given position. Only works with joined characters
507 func move_character(character:DialogicCharacter, position_id:String, time:= 0.0, easing:=Tween.EASE_IN_OUT, trans:=Tween.TRANS_SINE) -> void:
508 if !is_character_joined(character):
511 if dialogic.current_state_info.portraits[character.resource_path].position_id == position_id:
514 _move_character(dialogic.current_state_info.portraits[character.resource_path].node, position_id, time, easing, trans)
515 dialogic.current_state_info.portraits[character.resource_path].position_id = position_id
516 character_moved.emit({'character':character, 'position_id':position_id, 'time':time})
519 ## Removes a character with a given animation or the default animation.
520 func leave_character(character: DialogicCharacter, animation_name:= "", animation_length:= 0.0, animation_wait := false) -> void:
521 if not is_character_joined(character):
524 if animation_name.is_empty():
525 animation_name = ProjectSettings.get_setting('dialogic/animations/leave_default', "Fade Out Down")
526 animation_length = _get_leave_default_length()
527 animation_wait = ProjectSettings.get_setting('dialogic/animations/leave_default_wait', true)
529 animation_name = DialogicPortraitAnimationUtil.guess_animation(animation_name, DialogicPortraitAnimationUtil.AnimationType.OUT)
531 if not animation_name.is_empty():
532 var character_node := get_character_node(character)
534 var animation := _animate_node(character_node, animation_name, animation_length, 1, true)
535 if animation_length > 0:
537 dialogic.current_state = DialogicGameHandler.States.ANIMATING
538 await animation.finished
539 dialogic.current_state = DialogicGameHandler.States.IDLE
540 remove_character(character)
542 animation.finished.connect(func(): remove_character(character))
544 remove_character(character)
547 ## Removes all joined characters with a given animation or the default animation.
548 func leave_all_characters(animation_name:="", animation_length:=0.0, animation_wait := false) -> void:
549 for character in get_joined_characters():
550 await leave_character(character, animation_name, animation_length, animation_wait)
553 ## Finds the character node for a [param character].
554 ## Return `null` if the [param character] is not part of the scene.
555 func get_character_node(character: DialogicCharacter) -> Node:
556 if is_character_joined(character):
557 if is_instance_valid(dialogic.current_state_info['portraits'][character.resource_path].node):
558 return dialogic.current_state_info['portraits'][character.resource_path].node
562 ## Removes the given characters portrait.
563 ## Only works with joined characters.
564 func remove_character(character: DialogicCharacter) -> void:
565 var character_node := get_character_node(character)
567 if is_instance_valid(character_node) and character_node is Node:
568 var container := character_node.get_parent()
569 container.get_parent().remove_child(container)
570 container.queue_free()
571 character_node.queue_free()
572 character_left.emit({'character': character})
574 dialogic.current_state_info['portraits'].erase(character.resource_path)
577 func get_current_character() -> DialogicCharacter:
578 if dialogic.current_state_info.get('speaker', null):
579 return load(dialogic.current_state_info.speaker)
584 ## Returns true if the given character is currently joined.
585 func is_character_joined(character: DialogicCharacter) -> bool:
586 if character == null or not character.resource_path in dialogic.current_state_info['portraits']:
592 ## Returns a list of the joined charcters (as resources)
593 func get_joined_characters() -> Array[DialogicCharacter]:
594 var chars: Array[DialogicCharacter] = []
596 for char_path: String in dialogic.current_state_info.get('portraits', {}).keys():
597 chars.append(load(char_path))
602 ## Returns a dictionary with info on a given character.
603 ## Keys can be [joined, character, node (for the portrait node), position_id]
604 ## Only joined is included (and false) for not joined characters
605 func get_character_info(character:DialogicCharacter) -> Dictionary:
606 if is_character_joined(character):
607 var info: Dictionary = dialogic.current_state_info['portraits'][character.resource_path]
608 info['joined'] = true
611 return {'joined':false}
616 #region SPEAKER PORTRAIT CONTAINERS
617 ####################################################################################################
619 ## Updates all portrait containers set to SPEAKER.
620 func change_speaker(speaker: DialogicCharacter = null, portrait := "") -> void:
621 for container: Node in get_tree().get_nodes_in_group('dialogic_portrait_con_speaker'):
623 var just_joined := true
624 for character_node: Node in container.get_children():
625 if not character_node.get_meta('character') == speaker:
626 var leave_animation: String = ProjectSettings.get_setting('dialogic/animations/leave_default', "Fade Out")
627 leave_animation = DialogicPortraitAnimationUtil.guess_animation(leave_animation, DialogicPortraitAnimationUtil.AnimationType.OUT)
628 var leave_animation_length := _get_leave_default_length()
630 if leave_animation and leave_animation_length:
631 var animate_out := _animate_node(character_node, leave_animation, leave_animation_length, 1, true)
632 animate_out.finished.connect(character_node.queue_free)
634 character_node.get_parent().remove_child(character_node)
635 character_node.queue_free()
639 if speaker == null or speaker.portraits.is_empty():
643 _create_character_node(speaker, container)
645 elif portrait.is_empty():
648 if portrait.is_empty():
649 portrait = speaker.default_portrait
651 var character_node := container.get_child(-1)
653 var fade_animation: String = ProjectSettings.get_setting('dialogic/animations/cross_fade_default', "Fade Cross")
654 var fade_length: float = ProjectSettings.get_setting('dialogic/animations/cross_fade_default_length', 0.5)
656 fade_animation = DialogicPortraitAnimationUtil.guess_animation(fade_animation, DialogicPortraitAnimationUtil.AnimationType.CROSSFADE)
658 if container.portrait_prefix+portrait in speaker.portraits:
659 portrait = container.portrait_prefix+portrait
661 _change_portrait(character_node, portrait, fade_animation, fade_length)
663 # if the character has no portraits _change_portrait won't actually add a child node
664 if character_node.get_child_count() == 0:
668 # Change speaker is called before the text is changed.
669 # In styles where the speaker is IN the textbox,
670 # this can mean the portrait container isn't sized correctly yet.
671 character_node.hide()
672 if not container.is_visible_in_tree():
673 await get_tree().process_frame
674 character_node.show()
675 var join_animation: String = ProjectSettings.get_setting('dialogic/animations/join_default', "Fade In Up")
676 join_animation = DialogicPortraitAnimationUtil.guess_animation(join_animation, DialogicPortraitAnimationUtil.AnimationType.IN)
677 var join_animation_length := _get_join_default_length()
679 if join_animation and join_animation_length:
680 _animate_node(character_node, join_animation, join_animation_length)
682 _change_portrait_mirror(character_node)
685 if speaker.resource_path != dialogic.current_state_info['speaker']:
686 if dialogic.current_state_info['speaker'] and is_character_joined(load(dialogic.current_state_info['speaker'])):
687 dialogic.current_state_info['portraits'][dialogic.current_state_info['speaker']].node.get_child(-1)._unhighlight()
689 if speaker and is_character_joined(speaker):
690 dialogic.current_state_info['portraits'][speaker.resource_path].node.get_child(-1)._highlight()
692 elif dialogic.current_state_info['speaker'] and is_character_joined(load(dialogic.current_state_info['speaker'])):
693 dialogic.current_state_info['portraits'][dialogic.current_state_info['speaker']].node.get_child(-1)._unhighlight()
699 ####################################################################################################
701 ## Called from the [portrait=something] text effect.
702 func text_effect_portrait(_text_node:Control, _skipped:bool, argument:String) -> void:
704 if dialogic.current_state_info.get('speaker', null):
705 change_character_portrait(load(dialogic.current_state_info.speaker), argument)
706 change_speaker(load(dialogic.current_state_info.speaker), argument)
709 ## Called from the [extra_data=something] text effect.
710 func text_effect_extradata(_text_node:Control, _skipped:bool, argument:String) -> void:
712 if dialogic.current_state_info.get('speaker', null):
713 change_character_extradata(load(dialogic.current_state_info.speaker), argument)