@tool extends DialogicLayoutLayer ## This layer's scene file contains following nodes: ## - a dialog_text node ## - a name_label node ## - a next_indicator node ## - a type_sound node ## ## As well as custom: ## - animations ## - auto-advance progress indicator ## ## If you want to customize this layer, here is a little rundown of this layer: ## The Layer Settings are divided into the `@export_group`s below. ## They get applied in [method _apply_export_overrides]. ## Each `@export_group` has its own method to apply the settings to the scene. ## If you want to change a specific part inside the scene, you can simply ## remove or add # (commenting) to the method line. enum Alignments {LEFT, CENTER, RIGHT} enum AnimationsIn {NONE, POP_IN, FADE_UP} enum AnimationsOut {NONE, POP_OUT, FADE_DOWN} enum AnimationsNewText {NONE, WIGGLE} @export_group("Text") @export_subgroup("Alignment & Size") @export var text_alignment: Alignments= Alignments.LEFT @export var text_use_global_size: bool = true @export var text_size: int = 15 @export_subgroup("Color") @export var text_use_global_color: bool = true @export var text_custom_color: Color = Color.WHITE @export_subgroup('Font') @export var text_use_global_font: bool = true @export_file('*.ttf', '*.tres') var normal_font: String = "" @export_file('*.ttf', '*.tres') var bold_font: String = "" @export_file('*.ttf', '*.tres') var italics_font: String = "" @export_file('*.ttf', '*.tres') var bold_italics_font: String = "" @export_group("Box") @export_subgroup("Panel") @export_file("*.tres") var box_panel: String = this_folder.path_join("vn_textbox_default_panel.tres") @export_subgroup("Color") @export var box_color_use_global: bool = true @export var box_color_custom: Color = Color.BLACK @export_subgroup("Size & Position") @export var box_size: Vector2 = Vector2(550, 110) @export var box_margin_bottom: int = 15 @export_subgroup("Animation") @export var box_animation_in: AnimationsIn = AnimationsIn.FADE_UP @export var box_animation_out: AnimationsOut = AnimationsOut.FADE_DOWN @export var box_animation_new_text: AnimationsNewText = AnimationsNewText.NONE @export_group("Name Label") @export_subgroup('Color') @export var name_label_use_global_color: bool= true @export var name_label_use_character_color: bool = true @export var name_label_custom_color: Color = Color.WHITE @export_subgroup('Font') @export var name_label_use_global_font: bool = true @export_file('*.ttf', '*.tres') var name_label_font: String = "" @export var name_label_use_global_font_size: bool = true @export var name_label_custom_font_size: int = 15 @export_subgroup('Box') @export_file("*.tres") var name_label_box_panel: String = this_folder.path_join("vn_textbox_name_label_panel.tres") @export var name_label_box_use_global_color: bool = true @export var name_label_box_modulate: Color = box_color_custom @export_subgroup('Alignment') @export var name_label_alignment: Alignments = Alignments.LEFT @export var name_label_box_offset: Vector2 = Vector2.ZERO @export_group("Indicators") @export_subgroup("Next Indicator") @export var next_indicator_enabled: bool = true @export var next_indicator_show_on_questions: bool = true @export var next_indicator_show_on_autoadvance: bool = false @export_enum('bounce', 'blink', 'none') var next_indicator_animation: int = 0 @export_file("*.png","*.svg","*.tres") var next_indicator_texture: String = '' @export var next_indicator_size: Vector2 = Vector2(25,25) @export_subgroup("Autoadvance") @export var autoadvance_progressbar: bool = true @export_group('Sounds') @export_subgroup('Typing Sounds') @export var typing_sounds_enabled: bool = true @export var typing_sounds_mode: DialogicNode_TypeSounds.Modes = DialogicNode_TypeSounds.Modes.INTERRUPT @export_dir var typing_sounds_sounds_folder: String = "res://addons/dialogic/Example Assets/sound-effects/" @export_file("*.wav", "*.ogg", "*.mp3") var typing_sounds_end_sound: String = "" @export_range(1, 999, 1) var typing_sounds_every_nths_character: int = 1 @export_range(0.01, 4, 0.01) var typing_sounds_pitch: float = 1.0 @export_range(0.0, 3.0) var typing_sounds_pitch_variance: float = 0.0 @export_range(-80, 24, 0.01) var typing_sounds_volume: float = -10 @export_range(0.0, 10) var typing_sounds_volume_variance: float = 0.0 @export var typing_sounds_ignore_characters: String = " .,!?" func _apply_export_overrides() -> void: if !is_inside_tree(): await ready ## FONT SETTINGS _apply_text_settings() ## BOX SETTINGS _apply_box_settings() ## BOX ANIMATIONS _apply_box_animations_settings() ## NAME LABEL SETTINGS _apply_name_label_settings() ## NEXT INDICATOR SETTINGS _apply_indicator_settings() ## OTHER var progress_bar: ProgressBar = %AutoAdvanceProgressbar progress_bar.set(&'enabled', autoadvance_progressbar) #### SOUNDS ## TYPING SOUNDS _apply_sounds_settings() ## Applies all text box settings to the scene. ## Except the box animations. func _apply_box_settings() -> void: var dialog_text_panel: PanelContainer = %DialogTextPanel if ResourceLoader.exists(box_panel): dialog_text_panel.add_theme_stylebox_override(&'panel', load(box_panel) as StyleBox) if box_color_use_global: dialog_text_panel.self_modulate = get_global_setting(&'bg_color', box_color_custom) else: dialog_text_panel.self_modulate = box_color_custom var sizer: Control = %Sizer sizer.size = box_size sizer.position = box_size * Vector2(-0.5, -1)+Vector2(0, -box_margin_bottom) ## Applies box animations settings to the scene. func _apply_box_animations_settings() -> void: var animations: AnimationPlayer = %Animations animations.set(&'animation_in', box_animation_in) animations.set(&'animation_out', box_animation_out) animations.set(&'animation_new_text', box_animation_new_text) ## Applies all name label settings to the scene. func _apply_name_label_settings() -> void: var name_label: DialogicNode_NameLabel = %DialogicNode_NameLabel if name_label_use_global_font_size: name_label.add_theme_font_size_override(&"font_size", get_global_setting(&'font_size', name_label_custom_font_size) as int) else: name_label.add_theme_font_size_override(&"font_size", name_label_custom_font_size) if name_label_use_global_font and get_global_setting(&'font', false): name_label.add_theme_font_override(&'font', load(get_global_setting(&'font', '') as String) as Font) elif not name_label_font.is_empty(): name_label.add_theme_font_override(&'font', load(name_label_font) as Font) if name_label_use_global_color: name_label.add_theme_color_override(&"font_color", get_global_setting(&'font_color', name_label_custom_color) as Color) else: name_label.add_theme_color_override(&"font_color", name_label_custom_color) name_label.use_character_color = name_label_use_character_color var name_label_panel: PanelContainer = %NameLabelPanel if ResourceLoader.exists(name_label_box_panel): name_label_panel.add_theme_stylebox_override(&'panel', load(name_label_box_panel) as StyleBox) else: name_label_panel.add_theme_stylebox_override(&'panel', load(this_folder.path_join("vn_textbox_name_label_panel.tres")) as StyleBox) if name_label_box_use_global_color: name_label_panel.self_modulate = get_global_setting(&'bg_color', name_label_box_modulate) else: name_label_panel.self_modulate = name_label_box_modulate var dialog_text_panel: PanelContainer = %DialogTextPanel name_label_panel.position = name_label_box_offset+Vector2(0, -40) name_label_panel.position -= Vector2( dialog_text_panel.get_theme_stylebox(&'panel', &'PanelContainer').content_margin_left, dialog_text_panel.get_theme_stylebox(&'panel', &'PanelContainer').content_margin_top) name_label_panel.anchor_left = name_label_alignment/2.0 name_label_panel.anchor_right = name_label_alignment/2.0 name_label_panel.grow_horizontal = [1, 2, 0][name_label_alignment] ## Applies all text settings to the scene. func _apply_text_settings() -> void: var dialog_text: DialogicNode_DialogText = %DialogicNode_DialogText dialog_text.alignment = text_alignment as DialogicNode_DialogText.Alignment if text_use_global_size: text_size = get_global_setting(&'font_size', text_size) dialog_text.add_theme_font_size_override(&"normal_font_size", text_size) dialog_text.add_theme_font_size_override(&"bold_font_size", text_size) dialog_text.add_theme_font_size_override(&"italics_font_size", text_size) dialog_text.add_theme_font_size_override(&"bold_italics_font_size", text_size) if text_use_global_color: dialog_text.add_theme_color_override(&"default_color", get_global_setting(&'font_color', text_custom_color) as Color) else: dialog_text.add_theme_color_override(&"default_color", text_custom_color) if text_use_global_font and get_global_setting(&'font', false): dialog_text.add_theme_font_override(&"normal_font", load(get_global_setting(&'font', '') as String) as Font) elif !normal_font.is_empty(): dialog_text.add_theme_font_override(&"normal_font", load(normal_font) as Font) if !bold_font.is_empty(): dialog_text.add_theme_font_override(&"bold_font", load(bold_font) as Font) if !italics_font.is_empty(): dialog_text.add_theme_font_override(&"italics_font", load(italics_font) as Font) if !bold_italics_font.is_empty(): dialog_text.add_theme_font_override(&"bold_italics_font", load(bold_italics_font) as Font) ## Applies all indicator settings to the scene. func _apply_indicator_settings() -> void: var next_indicator: DialogicNode_NextIndicator = %NextIndicator next_indicator.enabled = next_indicator_enabled if next_indicator_enabled: next_indicator.animation = next_indicator_animation as DialogicNode_NextIndicator.Animations if ResourceLoader.exists(next_indicator_texture): next_indicator.texture = load(next_indicator_texture) next_indicator.show_on_questions = next_indicator_show_on_questions next_indicator.show_on_autoadvance = next_indicator_show_on_autoadvance next_indicator.texture_size = next_indicator_size ## Applies all sound settings to the scene. func _apply_sounds_settings() -> void: var type_sounds: DialogicNode_TypeSounds = %DialogicNode_TypeSounds type_sounds.enabled = typing_sounds_enabled type_sounds.mode = typing_sounds_mode if not typing_sounds_sounds_folder.is_empty(): type_sounds.sounds = DialogicNode_TypeSounds.load_sounds_from_path(typing_sounds_sounds_folder) else: type_sounds.sounds.clear() if not typing_sounds_end_sound.is_empty(): type_sounds.end_sound = load(typing_sounds_end_sound) else: type_sounds.end_sound = null type_sounds.play_every_character = typing_sounds_every_nths_character type_sounds.base_pitch = typing_sounds_pitch type_sounds.base_volume = typing_sounds_volume type_sounds.pitch_variance = typing_sounds_pitch_variance type_sounds.volume_variance = typing_sounds_volume_variance type_sounds.ignore_characters = typing_sounds_ignore_characters