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67
client/Scripts/Component/Speaker.gd
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67
client/Scripts/Component/Speaker.gd
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@ -0,0 +1,67 @@
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extends Node
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signal updated_text
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signal finished_text
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signal message_list_empty
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func speak(message):
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spoken_text = ""
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for character in message:
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soundQueue.append(character)
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play_audio()
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var message_list = []
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func speak_lines(list_of_messages : Array = []):
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message_list = message_list + list_of_messages
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if len(message_list) > 0:
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speak(message_list.pop_front())
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else:
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emit_signal("message_list_empty")
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var audio_player : AudioStreamPlayer
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var speaking_timer : Timer
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var speaker = "default"
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var soundQueue = []
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var spoken_text = ""
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var playing_speech = false
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export var voice_pitch : float = 1
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func play_audio():
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playing_speech = true
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if not audio_player:
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audio_player = AudioStreamPlayer.new()
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add_child(audio_player)
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if not speaking_timer:
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speaking_timer = Timer.new()
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speaking_timer.connect("timeout", self, "play_audio")
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add_child(speaking_timer)
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audio_player.pitch_scale = voice_pitch
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if len(soundQueue) > 0:
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var letter = soundQueue.pop_front()
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var audio_file = "res://Assets/Sfx/Speakers/" + speaker + ".wav"
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var track : AudioStream
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spoken_text = spoken_text + letter
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emit_signal("updated_text")
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if letter in " ,-'\"\n":
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speaking_timer.start(0.05)
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return
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elif letter in ".!":
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speaking_timer.start(0.15)
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return
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elif File.new().file_exists(audio_file):
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track = load(audio_file)
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audio_player.stream = track
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audio_player.play()
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speaking_timer.start(track.get_length())
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else:
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print("No sound for: " + str(speaker))
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else:
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playing_speech = false
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emit_signal("finished_text")
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func del_obj(obj):
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obj.queue_free()
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76
client/Scripts/Component/StorySpeaker.gd
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76
client/Scripts/Component/StorySpeaker.gd
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@ -0,0 +1,76 @@
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extends "res://Scripts/Component/Speaker.gd"
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const Story_Reader_Class = preload("res://addons/EXP-System-Dialog/Reference_StoryReader/EXP_StoryReader.gd")
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const story_file = preload("res://Assets/Stories/english_story.tres")
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var story_reader = Story_Reader_Class.new()
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var gui
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var nid : int = 1
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var did : int
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var choices : int = 1
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var selected_choice : int = -1
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export var speaker_name = ""
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func _ready():
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story_reader.read(story_file)
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connect("updated_text", self, "_on_text_update")
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connect("finished_text", self, "_on_finish_text")
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func _on_finish_text():
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gui.show_choices()
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func _on_text_update():
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gui.set_dialog(spoken_text, speaker_name)
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func start_dialog(record : String):
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start_dialog_did(story_reader.get_did_via_record_name(record))
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func start_dialog_did(dialog_id : int):
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gui = get_node("/root/World/GUI")
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nid = 1
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did = dialog_id
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process_message(story_reader.get_text(did, nid))
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func has_next_node():
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return story_reader.has_slot(did, nid, 0)
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func process_message(message):
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gui.clear_choices()
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selected_choice = -1
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choices = message.count("<choice>")
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if choices > 0:
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var i = 0
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var last = ""
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while i < choices:
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var start = message.find("<choice>")
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var end = message.find("</choice>")
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if start != -1 and end != -1:
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var choice_text = message.substr( start+len("<choice>"), end-start-len("</choice>")+1 )
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if choice_text == last:
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printerr("Choice in did " + str(did) + ", nid " + str(nid) + " not closed!")
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break
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else:
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gui.add_choice(self, i, choice_text)
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message = message.replace("<choice>"+choice_text+"</choice>", "")
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i = i + 1
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speak(message)
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func _on_choice(decision):
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move_dialog_forward(decision)
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func move_dialog_forward(decision = 0):
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if has_next_node():
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nid = story_reader.get_nid_from_slot(did, nid, decision)
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process_message(story_reader.get_text(did, nid))
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else:
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gui.finish_dialog()
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func _process(delta):
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if(Input.is_action_just_pressed("ui_accept") and choices == 0 and playing_speech == false):
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move_dialog_forward(0)
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