This contains the source code documentation of the class subsystem_Portraits.
subsystem_Portraits
Inherits: DialogicSubsystem
Subsystem that manages portraits and portrait positions.
Properties
| Name | Type | Default |
|---|---|---|
| default_portrait_scene | PackedScene | load(...) |
Methods
| Returns | Method |
|---|---|
| void | clear_game_state ( _clear_flag: int = 0 ) |
| void | load_game_state ( _load_flag: int = 0 ) |
| void | pause ( ) |
| void | resume ( ) |
| DialogicPortrait | get_character_portrait ( character: DialogicCharacter ) |
| bool | z_sort_portrait_containers ( con1: DialogicNode_PortraitContainer, con2: DialogicNode_PortraitContainer ) |
| String | get_valid_portrait ( character: DialogicCharacter, portrait: String ) |
| Node | join_character ( character: DialogicCharacter, portrait: String, position_id: String, mirrored: bool = false, z_index: int = 0, extra_data: String = "", animation_name: String = "", animation_length: float = 0.0, animation_wait: bool = false ) |
| Node | add_character ( character: DialogicCharacter, container: DialogicNode_PortraitContainer, portrait: String, position_id: String ) |
| void | change_character_portrait ( character: DialogicCharacter, portrait: String, fade_animation: String = "", fade_length: float = -1.0 ) |
| void | change_character_mirror ( character: DialogicCharacter, mirrored: bool = false, force: bool = false ) |
| void | change_character_z_index ( character: DialogicCharacter, z_index: int, update_zindex: bool = true ) |
| void | change_character_extradata ( character: DialogicCharacter, extra_data: String = "" ) |
| DialogicAnimation | animate_character ( character: DialogicCharacter, animation_path: String, length: float, repeats: int = 1, is_reversed: bool = false ) |
| void | move_character ( character: DialogicCharacter, position_id: String, time: float = 0.0, easing: int = 2, trans: int = 1 ) |
| void | leave_character ( character: DialogicCharacter, animation_name: String = "", animation_length: float = 0.0, animation_wait: bool = false ) |
| void | leave_all_characters ( animation_name: String = "", animation_length: float = 0.0, animation_wait: bool = false ) |
| Node | get_character_node ( character: DialogicCharacter ) |
| void | remove_character ( character: DialogicCharacter ) |
| bool | is_character_joined ( character: DialogicCharacter ) |
| DialogicCharacter[] | get_joined_characters ( ) |
| Dictionary | get_character_info ( character: DialogicCharacter ) |
| void | change_speaker ( speaker: DialogicCharacter = null, portrait: String = "" ) |
| void | text_effect_portrait ( _text_node: Control, _skipped: bool, argument: String ) |
| void | text_effect_extradata ( _text_node: Control, _skipped: bool, argument: String ) |
Signals
signal character_joined ( info: Dictionary )
No description available.
signal character_left ( info: Dictionary )
No description available.
signal character_portrait_changed ( info: Dictionary )
No description available.
signal character_moved ( info: Dictionary )
No description available.
Property Descriptions
var default_portrait_scene = load(...)
The default portrait scene.
Method Descriptions
func clear_game_state ( _clear_flag: int = 0 ) ⇒ void
No description available.
func load_game_state ( _load_flag: int = 0 ) ⇒ void
No description available.
No description available.
No description available.
func get_character_portrait ( character: DialogicCharacter ) ⇒ DialogicPortrait
Checks if [para, character] has joined the scene, if so, returns its active node. The difference between an active and inactive nodes is whether the node is the latest node. If a portrait is fading/animating from portrait A and B, both will exist in the scene, but only the new portrait is active, even if it is not fully visible yet.
func z_sort_portrait_containers ( con1: DialogicNode_PortraitContainer, con2: DialogicNode_PortraitContainer ) ⇒ bool
No description available.
func get_valid_portrait ( character: DialogicCharacter, portrait: String ) ⇒ String
Checks multiple cases to return a valid portrait to use.
func join_character ( character: DialogicCharacter, portrait: String, position_id: String, mirrored: bool = false, z_index: int = 0, extra_data: String = "", animation_name: String = "", animation_length: float = 0.0, animation_wait: bool = false ) ⇒ Node
Adds a character at a position and sets it's portrait. If the character is already joined it will only update, portrait, position, etc.
func add_character ( character: DialogicCharacter, container: DialogicNode_PortraitContainer, portrait: String, position_id: String ) ⇒ Node
No description available.
func change_character_portrait ( character: DialogicCharacter, portrait: String, fade_animation: String = "", fade_length: float = -1.0 ) ⇒ void
Changes the portrait of a character. Only works with joined characters.
func change_character_mirror ( character: DialogicCharacter, mirrored: bool = false, force: bool = false ) ⇒ void
Changes the mirror of the given character. Only works with joined characters
func change_character_z_index ( character: DialogicCharacter, z_index: int, update_zindex: bool = true ) ⇒ void
Changes the z_index of a character. Only works with joined characters
func change_character_extradata ( character: DialogicCharacter, extra_data: String = "" ) ⇒ void
Changes the extra data on the given character. Only works with joined characters
func animate_character ( character: DialogicCharacter, animation_path: String, length: float, repeats: int = 1, is_reversed: bool = false ) ⇒ DialogicAnimation
Starts the given animation on the given character. Only works with joined characters
func move_character ( character: DialogicCharacter, position_id: String, time: float = 0.0, easing: int = 2, trans: int = 1 ) ⇒ void
Moves the given character to the given position. Only works with joined characters
func leave_character ( character: DialogicCharacter, animation_name: String = "", animation_length: float = 0.0, animation_wait: bool = false ) ⇒ void
Removes a character with a given animation or the default animation.
func leave_all_characters ( animation_name: String = "", animation_length: float = 0.0, animation_wait: bool = false ) ⇒ void
Removes all joined characters with a given animation or the default animation.
func get_character_node ( character: DialogicCharacter ) ⇒ Node
Finds the character node for a character. Return null if the character is not part of the scene.
func remove_character ( character: DialogicCharacter ) ⇒ void
Removes the given characters portrait. Only works with joined characters.
func is_character_joined ( character: DialogicCharacter ) ⇒ bool
Returns true if the given character is currently joined.
func get_joined_characters ( ) ⇒ DialogicCharacter[]
Returns a list of the joined charcters (as resources)
func get_character_info ( character: DialogicCharacter ) ⇒ Dictionary
Returns a dictionary with info on a given character. Keys can be [joined, character, node (for the portrait node), position_id] Only joined is included (and false) for not joined characters
func change_speaker ( speaker: DialogicCharacter = null, portrait: String = "" ) ⇒ void
Updates all portrait containers set to SPEAKER.
func text_effect_portrait ( _text_node: Control, _skipped: bool, argument: String ) ⇒ void
Called from the [portrait=something] text effect.
func text_effect_extradata ( _text_node: Control, _skipped: bool, argument: String ) ⇒ void
Called from the [extra_data=something] text effect.