progress.

This commit is contained in:
2025-07-31 09:27:26 -07:00
parent a429a3e06b
commit 2edf692ce9
47 changed files with 3263 additions and 2103 deletions

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@tool
class_name AnimationActionNode
extends "res://addons/cutscene_editor/editor/nodes/BaseGraphNode.gd"
# Node for AnimationAction
func _init() -> void:
node_type = "animation"
node_id = "animation_" + str(randi())
title = "Animation"
modulate = Color(0.8, 0.4, 0.8) # Purple
# One input and one output connection
var slot = 0
set_slot(slot, true, 0, Color(0, 0, 0), true, 0, Color(0, 0, 0))
func _ready() -> void:
super._ready()
# Initialize default parameters
action_parameters["character"] = ""
action_parameters["animation_name"] = ""
action_parameters["loop"] = false
func _setup_parameter_fields() -> void:
# Character field
var char_label = Label.new()
char_label.text = "Character:"
add_child(char_label)
var char_field = LineEdit.new()
char_field.text = action_parameters["character"]
char_field.connect("text_changed", _on_character_changed)
add_child(char_field)
# Animation name field
var anim_label = Label.new()
anim_label.text = "Animation:"
add_child(anim_label)
var anim_field = LineEdit.new()
anim_field.text = action_parameters["animation_name"]
anim_field.connect("text_changed", _on_animation_changed)
add_child(anim_field)
# Loop checkbox
var loop_label = Label.new()
loop_label.text = "Loop:"
add_child(loop_label)
var loop_checkbox = CheckBox.new()
loop_checkbox.button_pressed = action_parameters["loop"]
loop_checkbox.connect("toggled", _on_loop_toggled)
add_child(loop_checkbox)
func _on_character_changed(new_text: String) -> void:
set_parameter("character", new_text)
func _on_animation_changed(new_text: String) -> void:
set_parameter("animation_name", new_text)
func _on_loop_toggled(button_pressed: bool) -> void:
set_parameter("loop", button_pressed)

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@tool
class_name BaseGraphNode
extends GraphNode
# Base class for all cutscene graph nodes
# Signals
signal node_selected2(node)
signal node_deleted(node)
signal parameter_changed(node, parameter_name, new_value)
# Node states
enum NodeState {
IDLE,
ACTIVE,
COMPLETED,
ERROR,
PAUSED
}
# Properties
var node_type: String = "base"
var node_id: String # Unique identifier for the node
var action_parameters: Dictionary = {} # Stores parameter values
var current_state: int = NodeState.IDLE
var error_message: String = ""
var property_editors: Dictionary = {} # Map of property names to editors
# Visual feedback elements
var state_border: ColorRect
var overlay_icon: TextureRect
var checkmark_texture: Texture2D
var error_texture: Texture2D
var pause_texture: Texture2D
# Called when the node is ready
func _ready() -> void:
# Set up common node properties
connect("dragged", _on_node_dragged)
connect("selected", _on_node_selected)
# Add close butto
# Set up visual feedback elements
_setup_visual_feedback()
# Add parameter fields based on node type
_setup_parameter_fields()
# Set up visual feedback elements
func _setup_visual_feedback() -> void:
# Create state border
state_border = ColorRect.new()
state_border.name = "StateBorder"
state_border.anchor_right = 1
state_border.anchor_bottom = 1
state_border.margin_left = -2
state_border.margin_top = -2
state_border.margin_right = 2
state_border.margin_bottom = 2
state_border.color = Color(0, 0, 0, 0) # Transparent by default
state_border.z_index = -1 # Behind the node
add_child(state_border)
# Create overlay icon container
var overlay_container = CenterContainer.new()
overlay_container.name = "OverlayContainer"
overlay_container.anchor_right = 1
overlay_container.anchor_bottom = 1
overlay_container.mouse_filter = Control.MOUSE_FILTER_IGNORE
add_child(overlay_container)
# Create overlay icon
overlay_icon = TextureRect.new()
overlay_icon.name = "OverlayIcon"
overlay_icon.expand = true
overlay_icon.size_flags_horizontal = Control.SIZE_SHRINK_CENTER
overlay_icon.size_flags_vertical = Control.SIZE_SHRINK_CENTER
overlay_icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
overlay_container.add_child(overlay_icon)
# Load textures (these would be actual textures in a real implementation)
# checkmark_texture = preload("res://addons/cutscene_editor/icons/checkmark.png")
# error_texture = preload("res://addons/cutscene_editor/icons/error.png")
# pause_texture = preload("res://addons/cutscene_editor/icons/pause.png")
# Set up parameter fields based on node type
func _setup_parameter_fields() -> void:
# This method should be overridden by subclasses
pass
# Set node state and update visual feedback
func set_state(new_state: int, error_msg: String = "") -> void:
current_state = new_state
error_message = error_msg
_update_visual_feedback()
# Update visual feedback based on current state
func _update_visual_feedback() -> void:
match current_state:
NodeState.IDLE:
_set_idle_state()
NodeState.ACTIVE:
_set_active_state()
NodeState.COMPLETED:
_set_completed_state()
NodeState.ERROR:
_set_error_state()
NodeState.PAUSED:
_set_paused_state()
# Set idle state visuals
func _set_idle_state() -> void:
# Reset to default appearance
state_border.color = Color(0, 0, 0, 0)
overlay_icon.texture = null
modulate = Color(1, 1, 1, 1)
scale = Vector2(1, 1)
# Stop any animations
_stop_animations()
# Set active state visuals
func _set_active_state() -> void:
# White border highlight
state_border.color = Color(1, 1, 1, 1)
state_border.size = Vector2(2, 2)
# Clear overlay
overlay_icon.texture = null
# Start pulsing animation
_start_pulsing_animation()
# Slight scale increase
scale = Vector2(1.05, 1.05)
# Set completed state visuals
func _set_completed_state() -> void:
# Green border
state_border.color = Color(0, 1, 0, 0.5)
state_border.size = Vector2(2, 2)
# Checkmark overlay
overlay_icon.texture = checkmark_texture
overlay_icon.modulate = Color(0, 1, 0, 0.7)
# Slight transparency
modulate = Color(1, 1, 1, 0.8)
# Stop animations
_stop_animations()
# Set error state visuals
func _set_error_state() -> void:
# Red border
state_border.color = Color(1, 0, 0, 1)
state_border.size = Vector2(3, 3)
# Error icon overlay
overlay_icon.texture = error_texture
overlay_icon.modulate = Color(1, 0, 0, 1)
# Red tint
modulate = Color(1, 0.7, 0.7, 1)
# Start shake animation
_start_shake_animation()
# Set paused state visuals
func _set_paused_state() -> void:
# Yellow border
state_border.color = Color(1, 1, 0, 1)
state_border.size = Vector2(2, 2)
# Pause icon overlay
overlay_icon.texture = pause_texture
overlay_icon.modulate = Color(1, 1, 0, 1)
# Stop animations
_stop_animations()
# Animation functions
func _start_pulsing_animation() -> void:
# Create animation player for pulsing effect
var anim_player = AnimationPlayer.new()
anim_player.name = "StateAnimationPlayer"
# Remove existing animation player if present
var existing_player = get_node_or_null("StateAnimationPlayer")
if existing_player:
remove_child(existing_player)
existing_player.queue_free()
add_child(anim_player)
# Create pulsing animation
var animation = Animation.new()
animation.name = "pulse"
animation.length = 1.0
animation.loop_mode = Animation.LOOP_LINEAR
# Scale property track
var scale_track = animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(scale_track, ".:scale")
animation.track_insert_key(scale_track, 0.0, Vector2(1.05, 1.05))
animation.track_insert_key(scale_track, 0.5, Vector2(1.1, 1.1))
animation.track_insert_key(scale_track, 1.0, Vector2(1.05, 1.05))
anim_player.add_animation("pulse", animation)
anim_player.play("pulse")
func _start_shake_animation() -> void:
# Create animation player for shake effect
var anim_player = AnimationPlayer.new()
anim_player.name = "StateAnimationPlayer"
# Remove existing animation player if present
var existing_player = get_node_or_null("StateAnimationPlayer")
if existing_player:
remove_child(existing_player)
existing_player.queue_free()
add_child(anim_player)
# Create shake animation
var animation = Animation.new()
animation.name = "shake"
animation.length = 0.5
animation.loop_mode = Animation.LOOP_LINEAR
# Position property track
var position_track = animation.add_track(Animation.TYPE_VALUE)
animation.track_set_path(position_track, ".:position_offset")
animation.track_insert_key(position_track, 0.0, position_offset)
animation.track_insert_key(position_track, 0.1, position_offset + Vector2(2, 0))
animation.track_insert_key(position_track, 0.2, position_offset + Vector2(-2, 0))
animation.track_insert_key(position_track, 0.3, position_offset + Vector2(0, 2))
animation.track_insert_key(position_track, 0.4, position_offset + Vector2(0, -2))
animation.track_insert_key(position_track, 0.5, position_offset)
anim_player.add_animation("shake", animation)
anim_player.play("shake")
func _stop_animations() -> void:
var anim_player = get_node_or_null("StateAnimationPlayer")
if anim_player:
anim_player.stop()
# Update parameter value
func set_parameter(parameter_name: String, value) -> void:
action_parameters[parameter_name] = value
# Update editor if it exists
if property_editors.has(parameter_name):
var editor = property_editors[parameter_name]
editor.set_value(value)
emit_signal("parameter_changed", self, parameter_name, value)
# Get parameter value
func get_parameter(parameter_name: String):
return action_parameters.get(parameter_name, null)
# Handle node dragging
func _on_node_dragged(from: Vector2, to: Vector2) -> void:
# Update position
position_offset = to
# Handle node selection
func _on_node_selected() -> void:
emit_signal("node_selected2", self)
# Clear parameter fields
func _clear_parameter_fields() -> void:
# Remove existing editors
for param_name in property_editors:
var editor = property_editors[param_name]
if editor.get_parent() == self:
remove_child(editor)
editor.queue_free()
property_editors.clear()

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@tool
class_name DialogueActionNode
extends "res://addons/cutscene_editor/editor/nodes/BaseGraphNode.gd"
# Node for DialogueAction
func _init() -> void:
node_type = "dialogue"
node_id = "dialogue_" + str(randi())
title = "Dialogue"
modulate = Color(1.0, 1.0, 0.5) # Yellow
resizable=true
# One input and one output connection
var slot = 0
set_slot(slot, true, 0, Color(0, 0, 0), true, 0, Color(0, 0, 0))
func _ready() -> void:
super._ready()
# Initialize default parameters
action_parameters["character"] = ""
action_parameters["text"] = ""
action_parameters["duration"] = 0.0
func _setup_parameter_fields() -> void:
# Character field
var x = VBoxContainer.new()
add_child(x)
var char_label = Label.new()
char_label.text = "Character:"
char_label.hide()
x.add_child(char_label)
var char_field = LineEdit.new()
char_field.text = action_parameters["character"]
char_field.connect("text_changed", _on_character_changed)
x.add_child(char_field)
# Text field
var text_label = Label.new()
text_label.text = "Text:"
x.add_child(text_label)
var text_field = TextEdit.new()
text_field.text = action_parameters["text"]
text_field.size_flags_vertical = Control.SIZE_EXPAND_FILL
text_field.connect("text_changed", _on_text_changed)
x.add_child(text_field)
# Duration field
var duration_label = Label.new()
duration_label.text = "Duration:"
x.add_child(duration_label)
var duration_field = LineEdit.new()
duration_field.text = str(action_parameters["duration"])
duration_field.connect("text_changed", _on_duration_changed)
x.add_child(duration_field)
func _on_character_changed(new_text: String) -> void:
set_parameter("character", new_text)
func _on_text_changed() -> void:
var text_edit = get_child(get_child_count() - 2) # TextEdit is second to last child
set_parameter("text", text_edit.text)
func _on_duration_changed(new_text: String) -> void:
var value = float(new_text) if new_text.is_valid_float() else 0.0
set_parameter("duration", value)

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@tool
class_name EntryNode
extends "res://addons/cutscene_editor/editor/nodes/BaseGraphNode.gd"
# Entry point for the cutscene
func _init() -> void:
node_type = "entry"
node_id = "entry_" + str(randi())
title = "Start"
modulate = Color(0.5, 1.0, 0.5) # Light green
# Entry node has no input connections
# Add one output connection point
var output_slot = 0
set_slot(output_slot, false, 0, Color(0, 0, 0, 0), true, 0, Color(0, 0, 0))
func _ready() -> void:
super._ready()
# Entry node has no parameter fields

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@tool
class_name ExitNode
extends "res://addons/cutscene_editor/editor/nodes/BaseGraphNode.gd"
# Exit point for the cutscene
func _init() -> void:
node_type = "exit"
node_id = "exit_" + str(randi())
title = "End"
modulate = Color(1.0, 0.5, 0.5) # Light red
# Exit node has one input connection
# No output connections
var input_slot = 0
set_slot(input_slot, true, 0, Color(0, 0, 0), false, 0, Color(0, 0, 0, 0))
func _ready() -> void:
super._ready()
# Exit node has no parameter fields

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@tool
class_name MoveActionNode
extends "res://addons/cutscene_editor/editor/nodes/BaseGraphNode.gd"
# Node for MoveAction
func _init() -> void:
node_type = "move"
node_id = "move_" + str(randi())
title = "Move"
modulate = Color(0.4, 0.6, 1.0) # Blue
# One input and one output connection
var slot = 0
set_slot(slot, true, 0, Color(0, 0, 0), true, 0, Color(0, 0, 0))
func _ready() -> void:
super._ready()
# Initialize default parameters
action_parameters["character"] = ""
action_parameters["target_x"] = 0.0
action_parameters["target_y"] = 0.0
action_parameters["speed"] = 100.0
func _setup_parameter_fields() -> void:
# Character field
var char_label = Label.new()
char_label.text = "Character:"
add_child(char_label)
var char_field = LineEdit.new()
char_field.text = action_parameters["character"]
char_field.connect("text_changed", _on_character_changed)
add_child(char_field)
# Target position fields
var pos_label = Label.new()
pos_label.text = "Target Position:"
add_child(pos_label)
var pos_container = HBoxContainer.new()
var x_label = Label.new()
x_label.text = "X:"
pos_container.add_child(x_label)
var x_field = LineEdit.new()
x_field.text = str(action_parameters["target_x"])
x_field.size_flags_horizontal = Control.SIZE_EXPAND_FILL
x_field.connect("text_changed", _on_target_x_changed)
pos_container.add_child(x_field)
var y_label = Label.new()
y_label.text = "Y:"
pos_container.add_child(y_label)
var y_field = LineEdit.new()
y_field.text = str(action_parameters["target_y"])
y_field.size_flags_horizontal = Control.SIZE_EXPAND_FILL
y_field.connect("text_changed", _on_target_y_changed)
pos_container.add_child(y_field)
add_child(pos_container)
# Speed field
var speed_label = Label.new()
speed_label.text = "Speed:"
add_child(speed_label)
var speed_field = LineEdit.new()
speed_field.text = str(action_parameters["speed"])
speed_field.connect("text_changed", _on_speed_changed)
add_child(speed_field)
func _on_character_changed(new_text: String) -> void:
set_parameter("character", new_text)
func _on_target_x_changed(new_text: String) -> void:
var value = float(new_text) if new_text.is_valid_float() else 0.0
set_parameter("target_x", value)
func _on_target_y_changed(new_text: String) -> void:
var value = float(new_text) if new_text.is_valid_float() else 0.0
set_parameter("target_y", value)
func _on_speed_changed(new_text: String) -> void:
var value = float(new_text) if new_text.is_valid_float() else 100.0
set_parameter("speed", value)

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@tool
class_name ParallelGroupNode
extends "res://addons/cutscene_editor/editor/nodes/BaseGraphNode.gd"
# Node for grouping parallel actions
# Special properties for parallel groups
var input_connections: int = 3 # Number of input connection points
var child_nodes: Array = [] # Child nodes contained within this group
var is_container: bool = true # Flag to indicate this is a container node
# Visual properties
var container_rect: PanelContainer # Visual container for child nodes
func _init() -> void:
node_type = "parallel"
node_id = "parallel_" + str(randi())
title = "Parallel Group"
modulate = Color(1.0, 0.6, 0.2) # Orange
# Set up slots for connections
_setup_slots()
# Set up container for child nodes
_setup_container()
# Set up connection slots
func _setup_slots() -> void:
# Multiple input connections for parallel actions
for i in range(input_connections):
set_slot(i, true, 0, Color(0, 0, 0), false, 0, Color(0, 0, 0, 0))
# Single output connection for sequential continuation
var output_slot = input_connections
set_slot(output_slot, false, 0, Color(0, 0, 0, 0), true, 0, Color(0, 0, 0))
# Set up visual container for child nodes
func _setup_container() -> void:
# Create container panel
container_rect = PanelContainer.new()
container_rect.name = "Container"
container_rect.anchor_right = 1
container_rect.anchor_bottom = 1
container_rect.margin_top = 30 # Leave space for title bar
container_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
# Set container style
var style = StyleBoxFlat.new()
style.bg_color = Color(0.9, 0.9, 0.9, 0.3)
style.border_color = Color(0.5, 0.5, 0.5, 0.5)
style.border_width_left = 1
style.border_width_top = 1
style.border_width_right = 1
style.border_width_bottom = 1
container_rect.add_theme_stylebox_override("panel", style)
add_child(container_rect)
# Create container for child nodes
var child_container = VBoxContainer.new()
child_container.name = "ChildContainer"
child_container.mouse_filter = Control.MOUSE_FILTER_IGNORE
container_rect.add_child(child_container)
# Add a child node to this parallel group
func add_child_node(child_node: BaseGraphNode) -> void:
# Add to child nodes array
child_nodes.append(child_node)
# Add as child in scene tree
if container_rect and container_rect.has_node("ChildContainer"):
container_rect.get_node("ChildContainer").add_child(child_node)
# Update visual representation
_update_container_size()
# Remove a child node from this parallel group
func remove_child_node(child_node: BaseGraphNode) -> void:
# Remove from child nodes array
child_nodes.erase(child_node)
# Remove from scene tree
if child_node.get_parent() == container_rect.get_node("ChildContainer"):
container_rect.get_node("ChildContainer").remove_child(child_node)
# Update visual representation
_update_container_size()
# Update container size based on child nodes
func _update_container_size() -> void:
# Calculate required size based on child nodes
var required_height = 20 # Minimum height
if container_rect and container_rect.has_node("ChildContainer"):
var child_container = container_rect.get_node("ChildContainer")
for child in child_container.get_children():
if child is BaseGraphNode:
required_height += child.size.y + 5 # Add spacing
# Update container size
container_rect.custom_minimum_size.y = required_height
# Handle node dragging
func _on_node_dragged(from: Vector2, to: Vector2) -> void:
# Update position
position_offset = to
# Update child nodes if they're positioned relative to this node
for child in child_nodes:
# Child nodes should move with the parallel group
pass
# Add more input connections if needed
func add_input_connection() -> void:
var slot_index = input_connections
set_slot(slot_index, true, 0, Color(0, 0, 0), false, 0, Color(0, 0, 0, 0))
input_connections += 1
# Get the output slot index
func get_output_slot_index() -> int:
return input_connections
# Check if a node can be added as a child
func can_add_child_node(node: BaseGraphNode) -> bool:
# Can't add entry, exit, or other parallel groups as children
return node.node_type != "entry" and node.node_type != "exit" and node.node_type != "parallel"

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@tool
class_name TurnActionNode
extends "res://addons/cutscene_editor/editor/nodes/BaseGraphNode.gd"
# Node for TurnAction
func _init() -> void:
node_type = "turn"
node_id = "turn_" + str(randi())
title = "Turn"
modulate = Color(0.5, 1.0, 0.5) # Green
# One input and one output connection
var slot = 0
set_slot(slot, true, 0, Color(0, 0, 0), true, 0, Color(0, 0, 0))
func _ready() -> void:
super._ready()
# Initialize default parameters
action_parameters["character"] = ""
action_parameters["target"] = ""
action_parameters["turn_speed"] = 2.0
func _setup_parameter_fields() -> void:
# Character field
var char_label = Label.new()
char_label.text = "Character:"
add_child(char_label)
var char_field = LineEdit.new()
char_field.text = action_parameters["character"]
char_field.connect("text_changed", _on_character_changed)
add_child(char_field)
# Target field
var target_label = Label.new()
target_label.text = "Target:"
add_child(target_label)
var target_field = LineEdit.new()
target_field.text = action_parameters["target"]
target_field.connect("text_changed", _on_target_changed)
add_child(target_field)
# Turn speed field
var speed_label = Label.new()
speed_label.text = "Turn Speed:"
add_child(speed_label)
var speed_field = LineEdit.new()
speed_field.text = str(action_parameters["turn_speed"])
speed_field.connect("text_changed", _on_turn_speed_changed)
add_child(speed_field)
func _on_character_changed(new_text: String) -> void:
set_parameter("character", new_text)
func _on_target_changed(new_text: String) -> void:
set_parameter("target", new_text)
func _on_turn_speed_changed(new_text: String) -> void:
var value = float(new_text) if new_text.is_valid_float() else 2.0
set_parameter("turn_speed", value)

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@tool
class_name WaitActionNode
extends "res://addons/cutscene_editor/editor/nodes/BaseGraphNode.gd"
# Node for WaitAction
func _init() -> void:
node_type = "wait"
node_id = "wait_" + str(randi())
title = "Wait"
modulate = Color(0.7, 0.7, 0.7) # Gray
# One input and one output connection
var slot = 0
set_slot(slot, true, 0, Color(0, 0, 0), true, 0, Color(0, 0, 0))
func _ready() -> void:
super._ready()
# Initialize default parameters
action_parameters["duration"] = 1.0
func _setup_parameter_fields() -> void:
# Duration field
var duration_label = Label.new()
duration_label.text = "Duration:"
add_child(duration_label)
var duration_field = LineEdit.new()
duration_field.text = str(action_parameters["duration"])
duration_field.connect("text_changed", _on_duration_changed)
add_child(duration_field)
func _on_duration_changed(new_text: String) -> void:
var value = float(new_text) if new_text.is_valid_float() else 1.0
set_parameter("duration", value)