98 lines
2.8 KiB
GDScript
98 lines
2.8 KiB
GDScript
class_name DialogueChoiceBox extends PanelContainer
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const SCENE:PackedScene = preload("res://ui/component/DialogueChoiceBox.tscn")
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const MAX_WIDTH:float = 120.0
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signal chosen(response:DialogueResponse)
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var _responses:Array[DialogueResponse] = []
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var _entity:Entity = null
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var _selectedIndex:int = 0
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var _hasLetGoOfInteract:bool = true
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@onready var _list:VBoxContainer = $VBoxContainer/List
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func _ready() -> void:
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size.x = MAX_WIDTH
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visible = false
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func setup(responses:Array[DialogueResponse], entity:Entity) -> void:
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_entity = entity
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_responses = responses.filter(func(r): return r.is_allowed)
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_selectedIndex = 0
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_hasLetGoOfInteract = !Input.is_action_pressed("interact")
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for child in _list.get_children():
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child.queue_free()
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for response in _responses:
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var label:Label = Label.new()
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label.text = response.text
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label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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_list.add_child(label)
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size.x = MAX_WIDTH
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modulate.a = 0.0
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visible = true
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_updateSelection()
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func _process(_delta:float) -> void:
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if not visible:
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return
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_updateWorldPosition()
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_processInput()
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func _processInput() -> void:
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if Input.is_action_just_released("interact"):
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_hasLetGoOfInteract = true
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if Input.is_action_just_pressed("ui_up") or Input.is_action_just_pressed("move_forward"):
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_selectedIndex = max(0, _selectedIndex - 1)
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_updateSelection()
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if Input.is_action_just_pressed("ui_down") or Input.is_action_just_pressed("move_back"):
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_selectedIndex = min(_responses.size() - 1, _selectedIndex + 1)
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_updateSelection()
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if _hasLetGoOfInteract and Input.is_action_just_pressed("interact"):
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_confirm()
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func _confirm() -> void:
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if _responses.is_empty():
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return
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var response:DialogueResponse = _responses[_selectedIndex]
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chosen.emit(response)
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visible = false
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queue_free()
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func _updateSelection() -> void:
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var children:Array = _list.get_children()
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for i in children.size():
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var label:Label = children[i]
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if i == _selectedIndex:
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label.add_theme_color_override("font_color", Color.YELLOW)
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else:
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label.remove_theme_color_override("font_color")
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func _updateWorldPosition() -> void:
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if _entity == null:
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return
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var camera:Camera3D = get_viewport().get_camera_3d()
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if camera == null:
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return
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if size.y == 0:
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return
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var worldPos:Vector3 = _entity.global_position + Vector3(0, 2.5, 0)
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if camera.is_position_behind(worldPos):
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modulate.a = 0.0
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return
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modulate.a = 1.0
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var screenPos:Vector2 = camera.unproject_position(worldPos)
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var viewportSize:Vector2 = get_viewport().get_visible_rect().size
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position.x = clamp(screenPos.x - size.x * 0.5, 0.0, viewportSize.x - size.x)
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var yAbove:float = screenPos.y - size.y
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if yAbove >= 0.0:
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position.y = yAbove
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else:
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position.y = clamp(screenPos.y + 10.0, 0.0, viewportSize.y - size.y)
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