extends Control export var cutscene_name : String export var next_scene_to_load : String var text_speed : int = 30 var text_label : RichTextLabel var animation_player : AnimationPlayer var audio_stream_player : AudioStreamPlayer var cutscene_index : int = 0 var cutscene_sub_index : int = 0 var this_text : String var message_time_elapsed : float var chars_rendered : int = 0 var dialogue_fading_in : bool = true var cutscene_directory = { "Cutscene1": [ ["Kyouko: Woooow.", "Kyouko: I can't believe it's taken this long for them to make a stupid game about me snowboarding."], ["Reimu: Is the dialogue completed at least?", "Kyouko: They're still working on it.", "Reimu: Oh. Wake me up when they're finished."], ["Kyouko: Gee, I hope they get the game done soon.", "Kyouko: I really wanna go snowboarding now."], ["Kyouko: Like I reaaally wanna. Really."], ], "Cutscene2": [ ["Kyouko: Ain't got nothing going on in Cutscene 2 huh."], ], "Cutscene3": [ ["Kyouko: Cutscene 3 too."], ], } func _ready(): text_label = find_node("RichTextLabel") animation_player = find_node("AnimationPlayer") audio_stream_player = find_node("AudioStreamPlayer") animation_player.play("InitialFade") func advance_dialogue(): if cutscene_sub_index == cutscene_directory[cutscene_name][cutscene_index].size() - 1: animation_player.play("DialogueFade") else: cutscene_sub_index += 1 message_time_elapsed = 0 chars_rendered = 0 func mid_dialogue_fade(): if cutscene_index == cutscene_directory[cutscene_name].size() - 1: animation_player.stop() animation_player.play("FinalFade") else: cutscene_index += 1 cutscene_sub_index = 0 message_time_elapsed = 0 chars_rendered = 0 dialogue_fading_in = true func dialogue_fade_done(): dialogue_fading_in = false func final_fade_done(): get_tree().change_scene("res://Scenes/" + next_scene_to_load + ".tscn") func _process(delta): this_text = cutscene_directory[cutscene_name][cutscene_index][cutscene_sub_index] if Input.is_action_just_released("mouse_click") and not dialogue_fading_in: if chars_rendered < this_text.length(): message_time_elapsed = 60 else: advance_dialogue() if not dialogue_fading_in: message_time_elapsed = min(60, message_time_elapsed + delta) var chars_to_display : int = floor(message_time_elapsed * text_speed) chars_to_display = min(this_text.length(), chars_to_display) text_label.text = this_text.substr(0, chars_to_display) if chars_to_display > chars_rendered: audio_stream_player.play() chars_rendered = chars_to_display