mirror of
https://github.com/FunkinCrew/Funkin.git
synced 2024-11-23 16:17:53 -05:00
617 lines
16 KiB
Haxe
617 lines
16 KiB
Haxe
package funkin.play.cutscene.dialogue;
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import flixel.FlxSprite;
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import flixel.group.FlxSpriteGroup;
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import flixel.util.FlxColor;
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import flixel.tweens.FlxTween;
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import flixel.tweens.FlxEase;
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import flixel.system.FlxSound;
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import funkin.util.SortUtil;
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import flixel.util.FlxSort;
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import funkin.modding.events.ScriptEvent;
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import funkin.modding.IScriptedClass.IEventHandler;
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import funkin.play.cutscene.dialogue.DialogueBox;
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import funkin.modding.IScriptedClass.IDialogueScriptedClass;
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import funkin.modding.events.ScriptEventDispatcher;
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import funkin.play.cutscene.dialogue.ConversationData.DialogueEntryData;
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import flixel.addons.display.FlxPieDial;
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/**
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* A high-level handler for dialogue.
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*
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* This shit is great for modders but it's pretty elaborate for how much it'll actually be used, lolol. -Eric
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*/
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class Conversation extends FlxSpriteGroup implements IDialogueScriptedClass
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{
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static final CONVERSATION_SKIP_TIMER:Float = 1.5;
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var skipHeldTimer:Float = 0.0;
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/**
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* DATA
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*/
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/**
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* The ID of the associated dialogue.
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*/
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public final conversationId:String;
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/**
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* The current state of the conversation.
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*/
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var state:ConversationState = ConversationState.Start;
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/**
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* The data for the associated dialogue.
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*/
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var conversationData:ConversationData;
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/**
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* The current entry in the dialogue.
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*/
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var currentDialogueEntry:Int = 0;
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var currentDialogueEntryCount(get, null):Int;
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function get_currentDialogueEntryCount():Int
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{
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return conversationData.dialogue.length;
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}
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/**
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* The current line in the current entry in the dialogue.
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* **/
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var currentDialogueLine:Int = 0;
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var currentDialogueLineCount(get, null):Int;
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function get_currentDialogueLineCount():Int
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{
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return currentDialogueEntryData.text.length;
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}
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var currentDialogueEntryData(get, null):DialogueEntryData;
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function get_currentDialogueEntryData():DialogueEntryData
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{
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if (conversationData == null || conversationData.dialogue == null) return null;
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if (currentDialogueEntry < 0 || currentDialogueEntry >= conversationData.dialogue.length) return null;
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return conversationData.dialogue[currentDialogueEntry];
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}
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var currentDialogueLineString(get, null):String;
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function get_currentDialogueLineString():String
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{
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return currentDialogueEntryData?.text[currentDialogueLine];
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}
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/**
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* AUDIO
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*/
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var music:FlxSound;
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/**
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* GRAPHICS
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*/
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var backdrop:FlxSprite;
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var currentSpeaker:Speaker;
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var currentDialogueBox:DialogueBox;
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var skipTimer:FlxPieDial;
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public function new(conversationId:String)
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{
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super();
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this.conversationId = conversationId;
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this.conversationData = ConversationDataParser.parseConversationData(this.conversationId);
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if (conversationData == null) throw 'Could not load conversation data for conversation ID "$conversationId"';
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}
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public function onCreate(event:ScriptEvent):Void
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{
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// Reset the progress in the dialogue.
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currentDialogueEntry = 0;
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this.state = ConversationState.Start;
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this.alpha = 1.0;
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// Start the dialogue.
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_START, this, false));
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}
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function setupMusic():Void
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{
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if (conversationData.music == null) return;
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music = new FlxSound().loadEmbedded(Paths.music(conversationData.music.asset), true, true);
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music.volume = 0;
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if (conversationData.music.fadeTime > 0.0)
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{
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FlxTween.tween(music, {volume: 1.0}, conversationData.music.fadeTime, {ease: FlxEase.linear});
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}
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else
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{
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music.volume = 1.0;
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}
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FlxG.sound.list.add(music);
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music.play();
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}
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function setupBackdrop():Void
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{
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backdrop = new FlxSprite(0, 0);
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if (conversationData.backdrop == null) return;
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// Play intro
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switch (conversationData?.backdrop.type)
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{
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case SOLID:
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backdrop.makeGraphic(Std.int(FlxG.width), Std.int(FlxG.height), FlxColor.fromString(conversationData.backdrop.data.color));
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if (conversationData.backdrop.data.fadeTime > 0.0)
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{
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backdrop.alpha = 0.0;
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FlxTween.tween(backdrop, {alpha: 1.0}, conversationData.backdrop.data.fadeTime, {ease: FlxEase.linear});
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}
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else
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{
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backdrop.alpha = 1.0;
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}
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default:
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return;
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}
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backdrop.zIndex = 10;
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add(backdrop);
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refresh();
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}
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function setupSkipTimer():Void
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{
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add(skipTimer = new FlxPieDial(16, 16, 32, FlxColor.WHITE, 36, CIRCLE, true, 24));
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skipTimer.amount = 0;
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}
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public override function update(elapsed:Float):Void
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{
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super.update(elapsed);
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dispatchEvent(new UpdateScriptEvent(elapsed));
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}
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function showCurrentSpeaker():Void
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{
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var nextSpeakerId:String = currentDialogueEntryData.speaker;
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// Skip the next steps if the current speaker is already displayed.
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if (currentSpeaker != null && nextSpeakerId == currentSpeaker.speakerId) return;
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var nextSpeaker:Speaker = SpeakerDataParser.fetchSpeaker(nextSpeakerId);
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if (currentSpeaker != null)
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{
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remove(currentSpeaker);
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currentSpeaker.kill(); // Kill, don't destroy! We want to revive it later.
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currentSpeaker = null;
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}
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if (nextSpeaker == null)
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{
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if (nextSpeakerId == null)
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{
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trace('Dialogue entry has no speaker.');
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}
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else
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{
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trace('Speaker could not be retrieved.');
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}
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return;
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}
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ScriptEventDispatcher.callEvent(nextSpeaker, new ScriptEvent(ScriptEvent.CREATE, true));
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currentSpeaker = nextSpeaker;
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currentSpeaker.zIndex = 200;
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add(currentSpeaker);
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refresh();
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}
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function playSpeakerAnimation():Void
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{
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var nextSpeakerAnimation:String = currentDialogueEntryData.speakerAnimation;
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if (nextSpeakerAnimation == null) return;
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currentSpeaker.playAnimation(nextSpeakerAnimation);
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}
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public function refresh():Void
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{
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sort(SortUtil.byZIndex, FlxSort.ASCENDING);
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}
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function showCurrentDialogueBox():Void
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{
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var nextDialogueBoxId:String = currentDialogueEntryData?.box;
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// Skip the next steps if the current speaker is already displayed.
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if (currentDialogueBox != null && nextDialogueBoxId == currentDialogueBox.dialogueBoxId) return;
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if (currentDialogueBox != null)
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{
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remove(currentDialogueBox);
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currentDialogueBox.kill(); // Kill, don't destroy! We want to revive it later.
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currentDialogueBox = null;
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}
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var nextDialogueBox:DialogueBox = DialogueBoxDataParser.fetchDialogueBox(nextDialogueBoxId);
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if (nextDialogueBox == null)
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{
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trace('Dialogue box could not be retrieved.');
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return;
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}
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ScriptEventDispatcher.callEvent(nextDialogueBox, new ScriptEvent(ScriptEvent.CREATE, true));
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currentDialogueBox = nextDialogueBox;
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currentDialogueBox.zIndex = 300;
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currentDialogueBox.typingCompleteCallback = this.onTypingComplete;
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add(currentDialogueBox);
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refresh();
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}
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function playDialogueBoxAnimation():Void
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{
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var nextDialogueBoxAnimation:String = currentDialogueEntryData?.boxAnimation;
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if (nextDialogueBoxAnimation == null) return;
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currentDialogueBox.playAnimation(nextDialogueBoxAnimation);
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}
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function onTypingComplete():Void
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{
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if (this.state == ConversationState.Speaking)
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{
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this.state = ConversationState.Idle;
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}
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else
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{
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trace('[WARNING] Unexpected state transition from ${this.state}');
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this.state = ConversationState.Idle;
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}
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}
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public function startConversation():Void
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{
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_START, this, true));
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}
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/**
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* Dispatch an event to attempt to advance the conversation.
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* This is done once at the start of the conversation, and once whenever the user presses CONFIRM to advance the conversation.
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*
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* The broadcast event may be cancelled by modules or ScriptedConversations. This will prevent the conversation from actually advancing.
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* This is useful if you want to manually play an animation or something.
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*/
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public function advanceConversation():Void
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{
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switch (state)
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{
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case ConversationState.Start:
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_START, this, true));
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case ConversationState.Opening:
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_COMPLETE_LINE, this, true));
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case ConversationState.Speaking:
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_COMPLETE_LINE, this, true));
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case ConversationState.Idle:
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_LINE, this, true));
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case ConversationState.Ending:
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// Skip the outro.
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endOutro();
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default:
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// Do nothing.
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}
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}
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public function dispatchEvent(event:ScriptEvent):Void
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{
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var currentState:IEventHandler = cast FlxG.state;
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currentState.dispatchEvent(event);
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}
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/**
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* Reset the conversation back to the start.
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*/
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public function resetConversation():Void
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{
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// Reset the progress in the dialogue.
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currentDialogueEntry = 0;
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this.state = ConversationState.Start;
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advanceConversation();
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}
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public function trySkipConversation(elapsed:Float):Void
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{
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if (skipTimer == null || skipTimer.animation == null) return;
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if (elapsed < 0)
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{
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skipHeldTimer = 0.0;
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}
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else
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{
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skipHeldTimer += elapsed;
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}
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skipTimer.visible = skipHeldTimer >= 0.05;
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skipTimer.amount = Math.min(skipHeldTimer / CONVERSATION_SKIP_TIMER, 1.0);
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if (skipHeldTimer >= CONVERSATION_SKIP_TIMER)
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{
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skipConversation();
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}
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}
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/**
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* Dispatch an event to attempt to immediately end the conversation.
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*
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* The broadcast event may be cancelled by modules or ScriptedConversations. This will prevent the conversation from being cancelled.
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* This is useful if you want to prevent an animation from being skipped or something.
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*/
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public function skipConversation():Void
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{
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_SKIP, this, true));
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}
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static var outroTween:FlxTween;
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public function startOutro():Void
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{
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switch (conversationData?.outro?.type)
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{
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case FADE:
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var fadeTime:Float = conversationData?.outro.data.fadeTime ?? 1.0;
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outroTween = FlxTween.tween(this, {alpha: 0.0}, fadeTime,
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{
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type: ONESHOT, // holy shit like the game no way
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startDelay: 0,
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onComplete: (_) -> endOutro(),
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});
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FlxTween.tween(this.music, {volume: 0.0}, fadeTime);
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case NONE:
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// Immediately clean up.
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endOutro();
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default:
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// Immediately clean up.
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endOutro();
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}
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}
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public var completeCallback:Void->Void;
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public function endOutro():Void
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{
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outroTween = null;
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ScriptEventDispatcher.callEvent(this, new ScriptEvent(ScriptEvent.DESTROY, false));
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}
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/**
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* Performed as the conversation starts.
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*/
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public function onDialogueStart(event:DialogueScriptEvent):Void
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{
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propagateEvent(event);
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// Fade in the music and backdrop.
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setupMusic();
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setupBackdrop();
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setupSkipTimer();
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// Advance the conversation.
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state = ConversationState.Opening;
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showCurrentDialogueBox();
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playDialogueBoxAnimation();
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}
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/**
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* Display the next line of conversation.
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*/
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public function onDialogueLine(event:DialogueScriptEvent):Void
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{
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propagateEvent(event);
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if (event.eventCanceled) return;
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// Perform the actual logic to advance the conversation.
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currentDialogueLine += 1;
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if (currentDialogueLine >= currentDialogueLineCount)
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{
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// Open the next entry.
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currentDialogueLine = 0;
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currentDialogueEntry += 1;
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if (currentDialogueEntry >= currentDialogueEntryCount)
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{
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_END, this, false));
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}
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else
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{
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if (state == Idle)
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{
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showCurrentDialogueBox();
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playDialogueBoxAnimation();
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state = Opening;
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}
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}
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}
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else
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{
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// Continue the dialog with more lines.
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state = Speaking;
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currentDialogueBox.appendText(currentDialogueLineString);
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}
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}
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/**
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* Skip the scrolling of the next line of conversation.
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*/
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public function onDialogueCompleteLine(event:DialogueScriptEvent):Void
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{
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propagateEvent(event);
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if (event.eventCanceled) return;
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currentDialogueBox.skip();
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}
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/**
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* Skip to the end of the conversation, immediately triggering the DIALOGUE_END event.
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*/
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public function onDialogueSkip(event:DialogueScriptEvent):Void
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{
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propagateEvent(event);
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if (event.eventCanceled) return;
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dispatchEvent(new DialogueScriptEvent(ScriptEvent.DIALOGUE_END, this, false));
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}
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public function onDialogueEnd(event:DialogueScriptEvent):Void
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{
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propagateEvent(event);
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state = Ending;
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}
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// Only used for events/scripts.
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public function onUpdate(event:UpdateScriptEvent):Void
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{
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propagateEvent(event);
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if (event.eventCanceled) return;
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switch (state)
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{
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case ConversationState.Start:
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// Wait for advance() to be called and DIALOGUE_LINE to be dispatched.
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return;
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case ConversationState.Opening:
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// Backdrop animation should have started.
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// Box animations should have started.
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if (currentDialogueBox != null
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&& (currentDialogueBox.isAnimationFinished()
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|| currentDialogueBox.getCurrentAnimation() != currentDialogueEntryData?.boxAnimation))
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{
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// Box animations have finished.
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// Start playing the speaker animation.
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state = ConversationState.Speaking;
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showCurrentSpeaker();
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playSpeakerAnimation();
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currentDialogueBox.setText(currentDialogueLineString);
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}
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return;
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case ConversationState.Speaking:
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// Speaker animation should be playing.
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return;
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case ConversationState.Idle:
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// Waiting for user input via `advanceConversation()`.
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return;
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case ConversationState.Ending:
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if (outroTween == null) startOutro();
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return;
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}
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}
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public function onDestroy(event:ScriptEvent):Void
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{
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propagateEvent(event);
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if (outroTween != null) outroTween.cancel(); // Canc
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outroTween = null;
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this.alpha = 0.0;
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if (this.music != null) this.music.stop();
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this.music = null;
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this.skipTimer = null;
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if (currentSpeaker != null) currentSpeaker.kill();
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currentSpeaker = null;
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if (currentDialogueBox != null) currentDialogueBox.kill();
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currentDialogueBox = null;
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if (backdrop != null) backdrop.kill();
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backdrop = null;
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this.clear();
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if (completeCallback != null) completeCallback();
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}
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public function onScriptEvent(event:ScriptEvent):Void
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{
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propagateEvent(event);
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}
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/**
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* As this event is dispatched to the Conversation, it is also dispatched to the active speaker.
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* @param event
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*/
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function propagateEvent(event:ScriptEvent):Void
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{
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if (this.currentDialogueBox != null)
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{
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ScriptEventDispatcher.callEvent(this.currentDialogueBox, event);
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}
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if (this.currentSpeaker != null)
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{
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ScriptEventDispatcher.callEvent(this.currentSpeaker, event);
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}
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}
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public override function toString():String
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{
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return 'Conversation($conversationId)';
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}
|
|
}
|
|
|
|
// Managing things with a single enum is a lot easier than a multitude of flags.
|
|
enum ConversationState
|
|
{
|
|
/**
|
|
* State hasn't been initialized yet.
|
|
*/
|
|
Start;
|
|
|
|
/**
|
|
* A dialog is animating. If the dialog is static, this may only last for one frame.
|
|
*/
|
|
Opening;
|
|
|
|
/**
|
|
* Text is scrolling and audio is playing. Speaker portrait is probably animating too.
|
|
*/
|
|
Speaking;
|
|
|
|
/**
|
|
* Text is done scrolling and game is waiting for user to open another dialog.
|
|
*/
|
|
Idle;
|
|
|
|
/**
|
|
* Fade out and leave conversation.
|
|
*/
|
|
Ending;
|
|
}
|