Added dialogue manager plugin

This commit is contained in:
Matthew Barbour
2026-08-30 01:15:04 -05:00
parent e90ea3a0a4
commit f983ab64ce
186 changed files with 20125 additions and 0 deletions
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using Godot;
using Godot.Collections;
using System;
namespace DialogueManagerRuntime
{
/// <summary>
/// A special <see cref="Area2D"/> node to hold information about starting dialogue.
///
/// Assuming <c>DialogueResource</c> and <c>DialogueCue</c> have been configured you can
/// call <c>Action()</c> on this node at runtime to start dialogue.
/// </summary>
[Tool, Icon("uid://ja67jst5iqyy")]
public partial class DialogueActionable2D : Area2D
{
/// <summary>
/// Emitted when this <see cref="DialogueActionable2D"/> has <c>Action()</c> called on it.
/// </summary>
[Signal] public delegate void ActionedEventHandler();
/// <summary>
/// Emitted when the dialogue resource associated with this <see cref="DialogueActionable2D"/> ends. NOTE: The
/// signal is also emitted if the same resource is used for multiple <see cref="DialogueActionable2D"/> nodes in the tree.
/// </summary>
[Signal] public delegate void DialogueEndedEventHandler();
private Resource dialogueResource = null;
/// <summary>
/// The dialogue resource to use when starting dialogue.
/// </summary>
[Export]
public Resource DialogueResource
{
get => dialogueResource;
set
{
dialogueResource = value;
if (dialogueResource == null)
{
DialogueCue = "";
}
NotifyPropertyListChanged();
}
}
/// <summary>
/// The target cue to start dialogue from.
/// </summary>
[Export] public string DialogueCue = "";
/// <summary>
/// The dialogue balloon that was last used by calling <c>Action()</c> (if there was one).
/// </summary>
public Node DialogueBalloon;
/// <summary>
/// The method used to start dialogue when <c>Action()</c> is called. Override if you need different logic.
/// </summary>
public static Func<Resource, string, Array<Variant>, Node> StartDialogue = (withDialogueResource, fromCue, extraGameStates) =>
DialogueManager.ShowDialogueBalloon(withDialogueResource, fromCue, extraGameStates);
public override void _Ready()
{
if (!Engine.IsEditorHint())
{
AddToGroup("dialogue_actionables");
// Touch the instance to make sure the DialogueManager bridge signals are connected
_ = DialogueManager.Instance;
DialogueManager.DialogueEnded += OnDialogueEnded;
}
}
public override void _ExitTree()
{
if (!Engine.IsEditorHint())
{
DialogueManager.DialogueEnded -= OnDialogueEnded;
}
}
#region Public
/// <summary>
/// Action this <see cref="DialogueActionable2D"/>. If a dialogue resource and cue have been set on this node then it will start dialogue.
/// </summary>
public void Action()
{
if (IsInstanceValid(DialogueResource) && !string.IsNullOrEmpty(DialogueCue))
{
DialogueBalloon = StartDialogue(DialogueResource, DialogueCue, new Array<Variant> { new Dictionary { { "actionable", this } }, Owner });
}
EmitSignal(SignalName.Actioned);
}
/// <summary>
/// Find the nearest <see cref="DialogueActionable2D"/> to a given position.
/// </summary>
public static DialogueActionable2D GetNearestActionableTo(Vector2 targetPosition)
{
float nearestDistance = float.PositiveInfinity;
DialogueActionable2D nearestActionable = null;
foreach (Node node in ((SceneTree)Engine.GetMainLoop()).GetNodesInGroup("dialogue_actionables"))
{
if (node is not DialogueActionable2D actionable) continue;
float distance = actionable.GlobalPosition.DistanceSquaredTo(targetPosition);
if (distance < nearestDistance)
{
nearestDistance = distance;
nearestActionable = actionable;
}
}
return nearestActionable;
}
#endregion
#region Signals
private void OnDialogueEnded(Resource endingDialogueResource)
{
if (endingDialogueResource == DialogueResource)
{
EmitSignal(SignalName.DialogueEnded);
}
}
#endregion
}
}
@@ -0,0 +1 @@
uid://d0sxb0wcim1wy
@@ -0,0 +1,141 @@
using Godot;
using Godot.Collections;
using System;
namespace DialogueManagerRuntime
{
/// <summary>
/// A special <see cref="Area3D"/> node to hold information about starting dialogue.
///
/// Assuming <c>DialogueResource</c> and <c>DialogueCue</c> have been configured you can
/// call <c>Action()</c> on this node at runtime to start dialogue.
/// </summary>
[Tool, Icon("uid://dppsuhlvbcbjc")]
public partial class DialogueActionable3D : Area3D
{
/// <summary>
/// Emitted when this <see cref="DialogueActionable3D"/> has <c>Action()</c> called on it.
/// </summary>
[Signal] public delegate void ActionedEventHandler();
/// <summary>
/// Emitted when the dialogue resource associated with this <see cref="DialogueActionable3D"/> ends. NOTE: The
/// signal is also emitted if the same resource is used for multiple <see cref="DialogueActionable3D"/> nodes in the tree.
/// </summary>
[Signal] public delegate void DialogueEndedEventHandler();
private Resource dialogueResource = null;
/// <summary>
/// The dialogue resource to use when starting dialogue.
/// </summary>
[Export]
public Resource DialogueResource
{
get => dialogueResource;
set
{
dialogueResource = value;
if (dialogueResource == null)
{
DialogueCue = "";
}
NotifyPropertyListChanged();
}
}
/// <summary>
/// The target cue to start dialogue from.
/// </summary>
[Export] public string DialogueCue = "";
/// <summary>
/// The dialogue balloon that was last used by calling <c>Action()</c> (if there was one).
/// </summary>
public Node DialogueBalloon;
/// <summary>
/// The method used to start dialogue when <c>Action()</c> is called. Override if you need different logic.
/// </summary>
public static Func<Resource, string, Array<Variant>, Node> StartDialogue = (withDialogueResource, fromCue, extraGameStates) =>
DialogueManager.ShowDialogueBalloon(withDialogueResource, fromCue, extraGameStates);
public override void _Ready()
{
if (!Engine.IsEditorHint())
{
AddToGroup("dialogue_actionables");
// Touch the instance to make sure the DialogueManager bridge signals are connected
_ = DialogueManager.Instance;
DialogueManager.DialogueEnded += OnDialogueEnded;
}
}
public override void _ExitTree()
{
if (!Engine.IsEditorHint())
{
DialogueManager.DialogueEnded -= OnDialogueEnded;
}
}
#region Public
/// <summary>
/// Action this <see cref="DialogueActionable3D"/>. If a dialogue resource and cue have been set on this node then it will start dialogue.
/// </summary>
public void Action()
{
if (IsInstanceValid(DialogueResource) && !string.IsNullOrEmpty(DialogueCue))
{
DialogueBalloon = StartDialogue(DialogueResource, DialogueCue, new Array<Variant> { new Dictionary { { "actionable", this } }, Owner });
}
EmitSignal(SignalName.Actioned);
}
/// <summary>
/// Find the nearest <see cref="DialogueActionable3D"/> to a given position.
/// </summary>
public static DialogueActionable3D GetNearestActionableTo(Vector3 targetPosition)
{
float nearestDistance = float.PositiveInfinity;
DialogueActionable3D nearestActionable = null;
foreach (Node node in ((SceneTree)Engine.GetMainLoop()).GetNodesInGroup("dialogue_actionables"))
{
if (node is not DialogueActionable3D actionable) continue;
float distance = actionable.GlobalPosition.DistanceSquaredTo(targetPosition);
if (distance < nearestDistance)
{
nearestDistance = distance;
nearestActionable = actionable;
}
}
return nearestActionable;
}
#endregion
#region Signals
private void OnDialogueEnded(Resource endingDialogueResource)
{
if (endingDialogueResource == DialogueResource)
{
EmitSignal(SignalName.DialogueEnded);
}
}
#endregion
}
}
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uid://5skdphbgu68t
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@tool
@icon("uid://ja67jst5iqyy")
## A special [Area2D] node to hold information about starting dialogue.
##
## Assuming [code]dialogue_resource[/code] and [code]cue[/code] have been configured you can
## call [code]action()[/code] on this node at runtime to start dialogue.
class_name DialogueActionable2D extends Area2D
## Emitted when this [DialogueActionable2D] has [code]action()[/code] called on it.
signal actioned()
## Emitted when the [DialogueResource] associated with this [DialogueActionable2D] ends. [b]NOTE:[/b] The
## signal is also emitted if the same resource is used for multiple [DialogueActionable2D] nodes in the tree.
signal dialogue_ended()
## The [DialogueResource] to use when starting dialogue.
@export var dialogue_resource: DialogueResource = null:
set(value):
dialogue_resource = value
if dialogue_resource == null:
dialogue_cue = ""
notify_property_list_changed()
get:
return dialogue_resource
## The target cue to start dialogue from.
@export var dialogue_cue: String = ""
## The dialogue balloon that was last used by calling [code]action()[/code] (if there was one).
var dialogue_balloon: Node
## The method used to start dialogue action [code]action()[/code] is called. Override if you need different logic.
static var start_dialogue: Callable = func(with_dialogue_resource: DialogueResource, from_cue: String, extra_game_states: Array) -> Node:
return Engine.get_singleton("DialogueManager").show_dialogue_balloon(with_dialogue_resource, from_cue, extra_game_states)
func _ready() -> void:
if not Engine.is_editor_hint():
add_to_group("dialogue_actionables")
Engine.get_singleton("DialogueManager").dialogue_ended.connect(_on_dialogue_ended)
#region Public
## Action this [DialogueActionable2D]. If a [DialogueResource] and cue have been set on this node then
## it will start dialogue.
func action() -> void:
if is_instance_valid(dialogue_resource) and not dialogue_cue.is_empty():
dialogue_balloon = start_dialogue.call(dialogue_resource, dialogue_cue, [{ actionable = self }, owner])
actioned.emit()
## Find the nearest [DialogueActionable2D] to a given position.
static func get_nearest_actionable_to(target_position: Vector2) -> DialogueActionable2D:
var nearest_distance: float = INF
var nearest_actionable: DialogueActionable2D = null
var actionables: Array[Node] = (Engine.get_main_loop() as SceneTree).get_nodes_in_group("dialogue_actionables")
for actionable: DialogueActionable2D in actionables:
var distance: float = actionable.global_position.distance_squared_to(target_position)
if distance < nearest_distance:
nearest_distance = distance
nearest_actionable = actionable
return nearest_actionable
#endregion
#region Signals
func _on_dialogue_ended(ending_dialogue_resource: DialogueResource) -> void:
if ending_dialogue_resource == dialogue_resource:
dialogue_ended.emit()
#endregion
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@tool
@icon("uid://dppsuhlvbcbjc")
## A special [Area3D] node to hold information about starting dialogue.
##
## Assuming [code]dialogue_resource[/code] and [code]cue[/code] have been configured you can
## call [code]action()[/code] on this node at runtime to start dialogue.
class_name DialogueActionable3D extends Area3D
## Emitted when this [DialogueActionable3D] has [code]action()[/code] called on it.
signal actioned()
## Emitted when the [DialogueResource] associated with this [DialogueActionable2D] ends. [b]NOTE:[/b] The
## signal is also emitted if the same resource is used for multiple [DialogueActionable2D] nodes in the tree.
signal dialogue_ended()
## The [DialogueResource] to use when starting dialogue.
@export var dialogue_resource: DialogueResource = null:
set(value):
dialogue_resource = value
if dialogue_resource == null:
dialogue_cue = ""
notify_property_list_changed()
get:
return dialogue_resource
## The target cue to start dialogue from.
@export var dialogue_cue: String = ""
## The dialogue balloon that was last used by calling [code]action()[/code] (if there was one).
var dialogue_balloon: Node
## The method used to start dialogue action [code]action()[/code] is called. Override if you need different logic.
static var start_dialogue: Callable = func(with_dialogue_resource: DialogueResource, from_cue: String, extra_game_states: Array) -> Node:
return Engine.get_singleton("DialogueManager").show_dialogue_balloon(with_dialogue_resource, from_cue, extra_game_states)
func _ready() -> void:
if not Engine.is_editor_hint():
add_to_group("dialogue_actionables")
Engine.get_singleton("DialogueManager").dialogue_ended.connect(_on_dialogue_ended)
#region Public
## Action this [DialogueActionable3D]. If a [DialogueResource] and cue have been set on this node then
## it will start dialogue.
func action() -> void:
if is_instance_valid(dialogue_resource) and not dialogue_cue.is_empty():
dialogue_balloon = start_dialogue.call(dialogue_resource, dialogue_cue, [{ actionable = self }, owner])
actioned.emit()
## Find the nearest [DialogueActionable3D] to a given position.
static func get_nearest_actionable_to(target_position: Vector3) -> DialogueActionable3D:
var nearest_distance: float = INF
var nearest_actionable: DialogueActionable3D = null
var actionables: Array[Node] = (Engine.get_main_loop() as SceneTree).get_nodes_in_group("dialogue_actionables")
for actionable: DialogueActionable3D in actionables:
var distance: float = actionable.global_position.distance_squared_to(target_position)
if distance < nearest_distance:
nearest_distance = distance
nearest_actionable = actionable
return nearest_actionable
#endregion
#region Signals
func _on_dialogue_ended(ending_dialogue_resource: DialogueResource) -> void:
if ending_dialogue_resource == dialogue_resource:
dialogue_ended.emit()
#endregion
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