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Add Layered Portraits #2119
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Add Layered Portraits #2119
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This reverts commit 059556c.
This will use portrait nodes and allows to queue up an animation on removal.
This Pull Request is ready for review. However, I have not changed all animations yet. |
Alright, let's do this. |
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Adds support for layered portraits to Dialogic.
If you want to get started trying this Pull Request, take a look at this WIP doc page: https://github.com/dialogic-godot/documentation/blob/38df52f0e6d0ba19ebd1705aa13a4d4a7553952e/documentation/layered-portrait.md
Here is the new command syntax available, we need to instruct layer changes via
extra_data
shortcode parameters.Examples in the timeline:
The syntax after the command names (
hide
,show
,set
) is based on the valid syntax for node hierarchy paths. The different commands can be executed in a singleextra_data
by using the,
(comma) delimiter.You can access this node path syntax by right-clicking the target group/layer and clicking
Copy Node Path
. However, it's a very simple syntax to learn.Technical Details
This pull requests fixes the
update
event variant and allows it to set the extra data.It also corrects the behaviour of the Portrait subsystem. Adding support to properly fade portraits in and out.
Fade Animations doing
XYZ In
andXYZ Out
were unified asXYZ In Out
, using theis_reversed
(POV: Fade In) member on the base.guess_special_resource
supports searching for theseIn Out
animations by just declaringIn Out
.Leaving Animations are automatically set to be
is_reversed
true
.The Animation Base provides
get_modulation_property
as method, to easily access the correct modulation property onCanvasGroup
s.self_modulate
affects the entire internal viewport image instead of individual parented nodes.The Portrait Settings Tab supports a default Transition Animation. If using the
Change
event on unique scenes (e.g. two Layered Portraits), it will automatically resort to this animation.