class_name DialogueChoiceBox extends PanelContainer const SCENE:PackedScene = preload("res://ui/component/DialogueChoiceBox.tscn") const MAX_WIDTH:float = 120.0 signal chosen(response:DialogueResponse) var _responses:Array[DialogueResponse] = [] var _entity:Entity = null var _selectedIndex:int = 0 var _hasLetGoOfInteract:bool = true @onready var _list:VBoxContainer = $VBoxContainer/List func _ready() -> void: size.x = MAX_WIDTH visible = false func setup(responses:Array[DialogueResponse], entity:Entity) -> void: _entity = entity _responses = responses.filter(func(r): return r.is_allowed) _selectedIndex = 0 _hasLetGoOfInteract = !Input.is_action_pressed("interact") for child in _list.get_children(): child.queue_free() for response in _responses: var label:Label = Label.new() label.text = response.text label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART _list.add_child(label) size.x = MAX_WIDTH visible = true _updateSelection() func _process(_delta:float) -> void: if not visible: return _updateWorldPosition() _processInput() func _processInput() -> void: if Input.is_action_just_released("interact"): _hasLetGoOfInteract = true if Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("move_forward"): _selectedIndex = max(0, _selectedIndex - 1) _updateSelection() if Input.is_action_just_pressed("ui_down") or Input.is_action_just_pressed("move_back"): _selectedIndex = min(_responses.size() - 1, _selectedIndex + 1) _updateSelection() if _hasLetGoOfInteract and Input.is_action_just_pressed("interact"): _confirm() func _confirm() -> void: if _responses.is_empty(): return var response:DialogueResponse = _responses[_selectedIndex] chosen.emit(response) visible = false queue_free() func _updateSelection() -> void: var children:Array = _list.get_children() for i in children.size(): var label:Label = children[i] if i == _selectedIndex: label.add_theme_color_override("font_color", Color.YELLOW) else: label.remove_theme_color_override("font_color") func _updateWorldPosition() -> void: if _entity == null: return var camera:Camera3D = get_viewport().get_camera_3d() if camera == null: return var worldPos:Vector3 = _entity.global_position + Vector3(0, 2.5, 0) var screenPos:Vector2 = camera.unproject_position(worldPos) var viewportSize:Vector2 = get_viewport().get_visible_rect().size position = screenPos - Vector2(size.x * 0.5, size.y) position.x = clamp(position.x, 0.0, viewportSize.x - size.x) position.y = clamp(position.y, 0.0, viewportSize.y - size.y)