class_name ChatBox extends PanelContainer const VN_REVEAL_TIME = 0.01 const _DEFAULT_ANCHOR_TOP = 1.0 const _DEFAULT_ANCHOR_RIGHT = 1.0 const _DEFAULT_ANCHOR_BOTTOM = 1.0 const _DEFAULT_OFFSET_TOP = -58.0 var label:AdvancedRichText; var parsedOutText = "" var revealTimer:float = 0; var lineStarts:Array[int] = []; var newlineIndexes:Array[int] = []; var currentViewScrolled = true; var isSpeedupDown = false; var hasLetGoOfInteract:bool = true; var worldTarget:Node3D = null var isClosed:bool = false: get(): return !self.visible; set(value): self.visible = !value; signal chatboxClosing func _ready() -> void: label = $MarginContainer/Label isClosed = true func _setWorldLayout(hasTarget:bool) -> void: if hasTarget: anchor_left = 0.0 anchor_top = 0.0 anchor_right = 0.0 anchor_bottom = 0.0 offset_left = 0.0 offset_top = 0.0 offset_right = 0.0 offset_bottom = 0.0 custom_minimum_size = Vector2(90, 0) else: if label != null: label.fit_content = false anchor_left = 0.0 anchor_top = _DEFAULT_ANCHOR_TOP anchor_right = _DEFAULT_ANCHOR_RIGHT anchor_bottom = _DEFAULT_ANCHOR_BOTTOM offset_left = 0.0 offset_top = _DEFAULT_OFFSET_TOP offset_right = 0.0 offset_bottom = 0.0 custom_minimum_size = Vector2.ZERO func _updateWorldPosition() -> void: if worldTarget == null: return var camera:Camera3D = get_viewport().get_camera_3d() if camera == null: return var screenPos:Vector2 = camera.unproject_position(worldTarget.global_position + Vector3(0, 2.5, 0)) 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) func _process(delta: float) -> void: if isClosed: return; _updateWorldPosition() # _recalcText always resets fit_content to false; re-apply so the # PanelContainer can grow to its content height in world-space mode. if worldTarget != null and !label.fit_content: label.fit_content = true if label.getFinalText() == "": isClosed = true; return; if Input.is_action_just_released("interact") && !hasLetGoOfInteract: hasLetGoOfInteract = true; return # Have we finished displaying the current page? if label.visible_characters >= label.getCharactersDisplayedCount(): # Not finished displaying current page if (label.maxLines + label.startLine) < label.getTotalLineCount(): if Input.is_action_just_pressed("interact") && hasLetGoOfInteract: label.startLine += label.maxLines; label.visible_characters = 0; currentViewScrolled = false; return currentViewScrolled = true; else: # On last page if Input.is_action_just_released("interact") && hasLetGoOfInteract: chatboxClosing.emit(); isClosed = true; currentViewScrolled = true return; # This prevents the game trying to advance if the player is still holding # down interact. if Input.is_action_just_pressed("interact") && hasLetGoOfInteract: isSpeedupDown = true; elif Input.is_action_just_released("interact") && hasLetGoOfInteract: isSpeedupDown = false; elif !Input.is_action_pressed("interact") && hasLetGoOfInteract: isSpeedupDown = false; revealTimer += delta; if isSpeedupDown: revealTimer += delta; if revealTimer > VN_REVEAL_TIME: revealTimer = 0; label.visible_characters += 1; func setText(text:String, target:Node3D = null) -> void: worldTarget = target _setWorldLayout(worldTarget != null) # Resets scroll revealTimer = 0; currentViewScrolled = false; label.startLine = 0; label.text = text; label.visible_characters = 0; # Resets speedup and advancing hasLetGoOfInteract = !Input.is_action_pressed("interact"); isSpeedupDown = false isClosed = false; func setTextAndWait(text:String, target:Node3D = null) -> void: self.setText(text, target); await self.chatboxClosing await get_tree().process_frame