mirror of
https://github.com/ninjamuffin99/Funkin.git
synced 2024-12-25 22:47:52 +00:00
676 lines
17 KiB
Haxe
676 lines
17 KiB
Haxe
package funkin.play.cutscene.dialogue;
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import funkin.data.IRegistryEntry;
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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 funkin.graphics.FunkinSprite;
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import flixel.tweens.FlxTween;
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import flixel.tweens.FlxEase;
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import flixel.sound.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 flixel.addons.display.FlxPieDial;
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import funkin.data.dialogue.ConversationData;
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import funkin.data.dialogue.ConversationData.DialogueEntryData;
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import funkin.data.dialogue.ConversationRegistry;
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import funkin.data.dialogue.SpeakerData;
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import funkin.data.dialogue.SpeakerRegistry;
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import funkin.data.dialogue.DialogueBoxData;
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import funkin.data.dialogue.DialogueBoxRegistry;
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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 implements IRegistryEntry<ConversationData>
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{
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/**
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* The ID of the conversation.
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*/
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public final id: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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* Conversation data as parsed from the JSON file.
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*/
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public final _data: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, never):Int;
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function get_currentDialogueEntryCount():Int
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{
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return _data.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, never):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, never):DialogueEntryData;
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function get_currentDialogueEntryData():DialogueEntryData
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{
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if (_data == null || _data.dialogue == null) return null;
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if (currentDialogueEntry < 0 || currentDialogueEntry >= _data.dialogue.length) return null;
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return _data.dialogue[currentDialogueEntry];
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}
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var currentDialogueLineString(get, never):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:FunkinSprite;
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var currentSpeaker:Speaker;
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var currentDialogueBox:DialogueBox;
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public function new(id:String)
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{
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super();
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this.id = id;
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this._data = _fetchData(id);
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if (_data == null)
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{
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throw 'Could not parse conversation data for id: $id';
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}
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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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currentDialogueLine = 0;
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this.state = ConversationState.Start;
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// Start the dialogue.
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dispatchEvent(new DialogueScriptEvent(DIALOGUE_START, this, false));
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}
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function setupMusic():Void
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{
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if (_data.music == null) return;
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music = new FlxSound().loadEmbedded(Paths.music(_data.music.asset), true, true);
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music.volume = 0;
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if (_data.music.fadeTime > 0.0)
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{
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FlxTween.tween(music, {volume: 1.0}, _data.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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public function pauseMusic():Void
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{
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if (music != null)
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{
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music.pause();
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}
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}
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public function resumeMusic():Void
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{
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if (music != null)
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{
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music.resume();
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}
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}
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function setupBackdrop():Void
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{
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if (backdrop != null)
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{
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backdrop.destroy();
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remove(backdrop);
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backdrop = null;
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}
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backdrop = new FunkinSprite(0, 0);
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if (_data.backdrop == null) return;
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// Play intro
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switch (_data.backdrop)
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{
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case SOLID(backdropData):
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var targetColor:FlxColor = FlxColor.fromString(backdropData.color);
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backdrop.makeSolidColor(Std.int(FlxG.width), Std.int(FlxG.height), targetColor);
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if (backdropData.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}, backdropData.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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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 && currentSpeaker.alive) && nextSpeakerId == currentSpeaker.id) return;
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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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var nextSpeaker:Speaker = SpeakerRegistry.instance.fetchEntry(nextSpeakerId);
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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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if (!nextSpeaker.alive) nextSpeaker.revive();
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ScriptEventDispatcher.callEvent(nextSpeaker, new 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 dialogue box is already displayed.
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if ((currentDialogueBox != null && currentDialogueBox.alive) && nextDialogueBoxId == currentDialogueBox.id) 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 = DialogueBoxRegistry.instance.fetchEntry(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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if (!nextDialogueBox.alive) nextDialogueBox.revive();
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ScriptEventDispatcher.callEvent(nextDialogueBox, new 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(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(DIALOGUE_START, this, true));
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case ConversationState.Opening:
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dispatchEvent(new DialogueScriptEvent(DIALOGUE_COMPLETE_LINE, this, true));
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case ConversationState.Speaking:
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dispatchEvent(new DialogueScriptEvent(DIALOGUE_COMPLETE_LINE, this, true));
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case ConversationState.Idle:
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dispatchEvent(new DialogueScriptEvent(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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if (outroTween != null)
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{
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outroTween.cancel();
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}
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outroTween = null;
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if (this.music != null) this.music.stop();
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this.music = null;
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if (currentSpeaker != null) currentSpeaker.kill();
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remove(currentSpeaker);
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currentSpeaker = null;
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if (currentDialogueBox != null) currentDialogueBox.kill();
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remove(currentDialogueBox);
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currentDialogueBox = null;
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if (backdrop != null) backdrop.destroy();
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remove(backdrop);
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backdrop = null;
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startConversation();
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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(DIALOGUE_SKIP, this, true));
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}
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var outroTween:FlxTween;
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public function startOutro():Void
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{
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switch (_data?.outro)
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{
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case FADE(outroData):
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outroTween = FlxTween.tween(this, {alpha: 0.0}, outroData.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}, outroData.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;
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public function endOutro():Void
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{
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ScriptEventDispatcher.callEvent(this, new 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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// 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(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(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)
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{
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outroTween.cancel();
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}
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outroTween = null;
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if (this.music != null) this.music.stop();
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this.music = null;
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if (currentSpeaker != null) currentSpeaker.kill();
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remove(currentSpeaker);
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currentSpeaker = null;
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if (currentDialogueBox != null) currentDialogueBox.kill();
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remove(currentDialogueBox);
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currentDialogueBox = null;
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if (backdrop != null) backdrop.destroy();
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remove(backdrop);
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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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*/
|
|
function propagateEvent(event:ScriptEvent):Void
|
|
{
|
|
if (this.currentDialogueBox != null && this.currentDialogueBox.exists)
|
|
{
|
|
ScriptEventDispatcher.callEvent(this.currentDialogueBox, event);
|
|
}
|
|
if (this.currentSpeaker != null && this.currentSpeaker.exists)
|
|
{
|
|
ScriptEventDispatcher.callEvent(this.currentSpeaker, event);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Calls `kill()` on the group's members and then on the group itself.
|
|
* You can revive this group later via `revive()` after this.
|
|
*/
|
|
public override function revive():Void
|
|
{
|
|
super.revive();
|
|
this.alpha = 1;
|
|
this.visible = true;
|
|
}
|
|
|
|
/**
|
|
* Calls `kill()` on the group's members and then on the group itself.
|
|
* You can revive this group later via `revive()` after this.
|
|
*/
|
|
public override function kill():Void
|
|
{
|
|
_skipTransformChildren = true;
|
|
alive = false;
|
|
exists = false;
|
|
_skipTransformChildren = false;
|
|
if (group != null) group.kill();
|
|
|
|
if (outroTween != null)
|
|
{
|
|
outroTween.cancel();
|
|
outroTween = null;
|
|
}
|
|
}
|
|
|
|
public override function toString():String
|
|
{
|
|
return 'Conversation($id)';
|
|
}
|
|
|
|
static function _fetchData(id:String):Null<ConversationData>
|
|
{
|
|
return ConversationRegistry.instance.parseEntryDataWithMigration(id, ConversationRegistry.instance.fetchEntryVersion(id));
|
|
}
|
|
}
|
|
|
|
// 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;
|
|
}
|