class_name DialogueTextbox extends PanelContainer const SCENE:PackedScene = preload("res://ui/component/DialogueTextbox.tscn") enum AdvancementMode { PLAYER, TIMED } const LINES_PER_PAGE:int = 4 const CHARS_PER_SECOND:float = 20.0 const SPEEDUP_MULTIPLIER:float = 8.0 const PAUSE_COMMA:float = 0.15 const PAUSE_SENTENCE:float = 0.4 const PAUSE_ELLIPSIS_DOT:float = 0.3 const READING_CHARS_PER_SECOND:float = 16.0 const MAX_WIDTH:float = 120.0 signal dismissed var _entity:Entity = null var _parsedText:String = "" var _startLine:int = 0 var _linesPerPage:int = 0 var _revealTimer:float = 0.0 var _pauseTimer:float = 0.0 var _autoAdvanceTimer:float = 0.0 var _isRevealing:bool = false var _isWaitingForInput:bool = false var _hasLetGoOfInteract:bool = true var _advancementMode:AdvancementMode = AdvancementMode.PLAYER @onready var _speakerLabel:Label = $VBoxContainer/SpeakerLabel @onready var _bodyLabel:RichTextLabel = $VBoxContainer/BodyLabel @onready var _advanceIndicator:Label = $VBoxContainer/AdvanceIndicator func _ready() -> void: size.x = MAX_WIDTH visible = false var scrollbar = _bodyLabel.get_v_scroll_bar() if scrollbar: scrollbar.modulate.a = 0.0 scrollbar.mouse_filter = Control.MOUSE_FILTER_IGNORE func setup(line:DialogueLine, entity:Entity, mode:AdvancementMode = AdvancementMode.PLAYER) -> void: _entity = entity _advancementMode = mode _speakerLabel.text = entity.displayName if entity else "" _speakerLabel.visible = _speakerLabel.text != "" _bodyLabel.text = line.text _bodyLabel.visible_characters = 0 _bodyLabel.scroll_to_line(0) _startLine = 0 _linesPerPage = LINES_PER_PAGE _revealTimer = 0.0 _pauseTimer = 0.0 _autoAdvanceTimer = 0.0 _isWaitingForInput = false _hasLetGoOfInteract = !Input.is_action_pressed("interact") size.x = MAX_WIDTH visible = true _parsedText = _bodyLabel.get_parsed_text() _isRevealing = true func _process(delta:float) -> void: if not visible: return _updateWorldPosition() _advanceIndicator.visible = _isWaitingForInput if _isWaitingForInput: _advanceIndicator.modulate.a = 0.5 + 0.5 * sin(Time.get_ticks_msec() / 300.0) if _isRevealing: _processReveal(delta) return if _isWaitingForInput: _processAdvanceInput() return if _advancementMode == AdvancementMode.TIMED: _processAutoAdvance(delta) func _processReveal(delta:float) -> void: if _pauseTimer > 0.0: var speedMult:float = SPEEDUP_MULTIPLIER if Input.is_action_pressed("interact") else 1.0 _pauseTimer -= delta * speedMult return var speedMult:float = SPEEDUP_MULTIPLIER if Input.is_action_pressed("interact") else 1.0 _revealTimer += delta * speedMult while _revealTimer >= 1.0 / CHARS_PER_SECOND: _revealTimer -= 1.0 / CHARS_PER_SECOND if not _revealNextChar(): return func _revealNextChar() -> bool: var totalChars:int = len(_parsedText) if _bodyLabel.visible_characters >= totalChars: _onRevealComplete() return false _bodyLabel.visible_characters += 1 var idx:int = _bodyLabel.visible_characters - 1 # Stop if this character has wrapped onto the next page. if idx > 0: var charLine:int = _bodyLabel.get_character_line(idx) if charLine >= _startLine + _linesPerPage: _bodyLabel.visible_characters -= 1 _onPageFull() return false if idx < len(_parsedText): _pauseTimer = _getPauseForChar(idx) return true func _getPauseForChar(idx:int) -> float: var ch:String = _parsedText[idx] if ch == "," or ch == ";": return PAUSE_COMMA if ch == "." or ch == "!" or ch == "?": if ch == ".": var prevDot:bool = idx > 0 and _parsedText[idx - 1] == "." var nextDot:bool = idx < len(_parsedText) - 1 and _parsedText[idx + 1] == "." if prevDot or nextDot: return PAUSE_ELLIPSIS_DOT return PAUSE_SENTENCE return 0.0 func _onPageFull() -> void: _isRevealing = false _isWaitingForInput = true func _onRevealComplete() -> void: _isRevealing = false if _advancementMode == AdvancementMode.TIMED: _autoAdvanceTimer = len(_parsedText) / READING_CHARS_PER_SECOND else: _isWaitingForInput = true func _processAdvanceInput() -> void: if Input.is_action_just_released("interact"): _hasLetGoOfInteract = true if not _hasLetGoOfInteract: return if Input.is_action_just_pressed("interact"): _advance() func _processAutoAdvance(delta:float) -> void: _autoAdvanceTimer -= delta if _autoAdvanceTimer <= 0.0: _advance() func _advance() -> void: _advanceIndicator.visible = false _advanceIndicator.modulate.a = 1.0 var hasMorePages:bool = _startLine + _linesPerPage < _bodyLabel.get_line_count() if hasMorePages: _startLine += _linesPerPage _bodyLabel.scroll_to_line(_startLine) _isWaitingForInput = false _revealTimer = 0.0 _pauseTimer = 0.0 _isRevealing = true else: dismissed.emit() visible = false queue_free() 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 - size * 0.5 position.x = clamp(position.x, 0.0, viewportSize.x - size.x) position.y = clamp(position.y, 0.0, viewportSize.y - size.y)