diff --git a/addons/dialogic/resources/event_class.gd b/addons/dialogic/resources/event_class.gd new file mode 100644 index 000000000..b6297cf25 --- /dev/null +++ b/addons/dialogic/resources/event_class.gd @@ -0,0 +1,133 @@ + +# This file is part of EventSystem, distributed under MIT license +# and modified to work with Dialogic. +# You can see the license of this file here +# https://github.com/AnidemDex/Godot-EventSystem/blob/main/LICENSE + +tool +extends Resource + +# Class name not exposed since original event were not exposed either +#class_name Event + +## +## Base class for all events. +## +## @desc: +## Every event relies on this class. +## If you want to do your own event, you should [code]extend[/code] this class. +## + +## Emmited when the event starts. +## The signal is emmited with the event resource [code]event_resource[/code] +signal event_started(event_resource) + +## Emmited when the event finish. +## The signal is emmited with the event resource [code]event_resource[/code] +signal event_finished(event_resource) + +########## +# Default Event Properties +########## + +## Determines if the event will go to next event inmediatly or not. +## If value is true, the next event will be executed when event ends. +export(bool) var continue_at_end:bool = true setget _set_continue + +var event_node_path:NodePath setget _set_event_node_path + +########## +# Event Editor Properties +########## + +## The event icon that'll be displayed in the editor +var event_icon:Texture = load("res://addons/dialogic/Images/Event Icons/warning.svg") + +## The event color that event node will take in the editor +var event_color:Color = Color("FBB13C") + +## The event name that'll be displayed in the editor. +## If the resource name is different from the event name, resource_name is returned instead. +var event_name:String = "Event" setget ,get_event_name + +## The event preview string that will be displayed next to the event name in the editor. +## You can use String formats to parse variables from the script: +## [codeblock] event_preview_string = "{resource_name}" [/codeblock] +## Will display the resource's name instead of [code]{resource_name}[/code]. +var event_preview_string:String = "" + +## The event hint that'll be displayed when you hover the event button in the editor. +var event_hint:String = "" + +var event_category:String = "Custom" + + +var _event_manager:Node +var _event_node_fallback:Node + +## Executes the event behaviour. +func execute() -> void: + emit_signal("event_started", self) + + call_deferred("_execute") + + +## Ends the event behaviour. +func finish() -> void: + emit_signal("event_finished", self) + + +func _execute() -> void: + finish() + + +func get_event_name() -> String: + if event_name != resource_name and resource_name != "": + return resource_name + return event_name + + +func get_event_manager_node() -> Node: + return _event_manager + + +func get_event_node() -> Node: + var event_node:Node + if event_node_path != NodePath(): + event_node = get_event_manager_node().get_tree().current_scene.get_node(event_node_path) + + if not is_instance_valid(event_node): + event_node = _event_node_fallback + + return event_node + + +func _set_continue(value:bool) -> void: + continue_at_end = value + property_list_changed_notify() + emit_changed() + + +func _set_event_node_path(value:NodePath) -> void: + event_node_path = value + property_list_changed_notify() + emit_changed() + + +func property_can_revert(property:String) -> bool: + if property == "event_node_path": + return true + return false + + +func property_get_revert(property:String): + if property == "event_node_path": + return NodePath() + + +func _to_string() -> String: + return "[{event_name}:{id}]".format({"event_name":event_name, "id":get_instance_id()}) + + +func _hide_script_from_inspector(): + return true