Files
Dawn-Godot/ui/component/DialogueChoiceBox.gd
T
2026-06-12 13:57:22 -05:00

98 lines
2.8 KiB
GDScript

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
modulate.a = 0.0
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
if size.y == 0:
return
var worldPos:Vector3 = _entity.global_position + Vector3(0, 2.5, 0)
if camera.is_position_behind(worldPos):
modulate.a = 0.0
return
modulate.a = 1.0
var screenPos:Vector2 = camera.unproject_position(worldPos)
var viewportSize:Vector2 = get_viewport().get_visible_rect().size
position.x = clamp(screenPos.x - size.x * 0.5, 0.0, viewportSize.x - size.x)
var yAbove:float = screenPos.y - size.y
if yAbove >= 0.0:
position.y = yAbove
else:
position.y = clamp(screenPos.y + 10.0, 0.0, viewportSize.y - size.y)