bcp de characters
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extends CharacterBody3D
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@export var have_dialog : bool = false
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@export var alrdy_talking : bool = false
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@export var can_wander : bool = false
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@onready var sprite_label: Sprite3D = $Sprite3D
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@onready var anim_player: AnimationPlayer = $character/AnimationPlayer
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# navigation
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@export var dest_array:Array[Marker3D]
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@onready var navigation_agent: NavigationAgent3D = $NavigationAgent3D
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@onready var idle_timer: Timer = $Timer
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enum NPCSTATE {
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IDLE,
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WALKING
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}
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var cur_state : NPCSTATE
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var cur_destination: Marker3D
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var speed = 2
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func _ready() -> void:
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sprite_label.visible = false
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if alrdy_talking:
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await get_tree().create_timer( randf_range(1.0, 2.5) ).timeout
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anim_player.play("RootAction")
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if can_wander:
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_set_state( NPCSTATE.IDLE )
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func _on_timer_timeout() -> void:
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decide_next_state()
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func _set_state(new_state:NPCSTATE):
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cur_state = new_state
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match cur_state:
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NPCSTATE.IDLE:
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idle_timer.start( randf_range(1, 2) )
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anim_player.play("RootAction", -1, 10)
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NPCSTATE.WALKING:
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anim_player.play("RootAction_001", -1, 2.5)
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func _physics_process(delta: float) -> void:
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match cur_state:
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NPCSTATE.IDLE:
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pass
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NPCSTATE.WALKING:
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var next_path_pos:Vector3 = navigation_agent.get_next_path_position()
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var new_vel : Vector3 = global_position.direction_to( next_path_pos ) * speed
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velocity = new_vel
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var look_at_target : Vector3 = Vector3( next_path_pos.x, global_position.y, next_path_pos.z )
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if not global_position.is_equal_approx( look_at_target ):
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look_at( look_at_target )
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move_and_slide()
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func decide_next_state():
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if cur_state == NPCSTATE.IDLE:
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cur_destination = dest_array.pick_random()
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navigation_agent.target_position = cur_destination.global_position
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_set_state( NPCSTATE.WALKING )
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func _on_area_3d_body_entered(body: Node3D) -> void:
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if have_dialog and body.is_in_group("player"):
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sprite_label.visible = true
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body.set_dialog_mode( global_position )
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func _on_area_3d_body_exited(body: Node3D) -> void:
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if have_dialog and body.is_in_group("player"):
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sprite_label.visible = false
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body.set_dialog_mode()
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func _on_navigation_agent_3d_navigation_finished() -> void:
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_set_state( NPCSTATE.IDLE )
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