bcp de characters
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extends CharacterBody3D
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@export var player: Node3D
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@export var follow_speed: float = 4.0
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@export var right_offset: float = 2.5
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@export var forward_offset: float = 1
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@export var car_cinematic : bool = false
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@onready var anim_player: AnimationPlayer = $frog/AnimationPlayer
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var size : float = 0.5
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@onready var arms: MeshInstance3D = $frog/Armature/Skeleton3D/arms
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@onready var body: MeshInstance3D = $frog/Armature/Skeleton3D/body
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@onready var eyes: MeshInstance3D = $frog/Armature/Skeleton3D/eyes
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@onready var feet: MeshInstance3D = $frog/Armature/Skeleton3D/feet
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@onready var hands: MeshInstance3D = $frog/Armature/Skeleton3D/hands
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@onready var legs: MeshInstance3D = $frog/Armature/Skeleton3D/legs
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@onready var mesh = [ arms, body, eyes, feet, hands, legs ]
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# Variables pour la gravité
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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func _ready() -> void:
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if !car_cinematic:
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scale = Vector3( size, size, size )
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func _process(delta: float) -> void:
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if car_cinematic:
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if anim_player.current_animation != "idle":
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anim_player.play("idle")
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else:
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scale_frog()
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# transparent blue color
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var dist = global_transform.origin.distance_to(player.camera.global_transform.origin)
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for m in mesh:
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for i in m.get_surface_override_material_count():
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var mat = m.get_active_material(i)
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if mat:
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mat.set_shader_parameter("object_dist_to_camera", dist)
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func _physics_process(delta):
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if not player or car_cinematic:
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return
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# Appliquer la gravité
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if not is_on_floor():
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velocity.y -= gravity * delta
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var target_position = player.global_position + (player.global_transform.basis.x * right_offset) + (-player.global_transform.basis.z * forward_offset)
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global_position.y = target_position.y
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var direction = global_position.direction_to(target_position)
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var distance = global_position.distance_to(target_position)
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if distance > 15: # tp
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target_position = player.global_position + (player.global_transform.basis.x * right_offset) + (-player.global_transform.basis.z * (-forward_offset*4) )
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global_position = target_position
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velocity.x = 0
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velocity.z = 0
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elif distance > 0.5: # walk
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velocity.x = direction.x * follow_speed
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velocity.z = direction.z * follow_speed
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else: # idle
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velocity.x = 0
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velocity.z = 0
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var look_target = player.global_position
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look_target.y = global_position.y
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look_at(look_target, Vector3.UP)
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var real_speed = Vector2(get_real_velocity().x, get_real_velocity().z).length()
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# Si frog n'est pas bloquée par un mur
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if real_speed > 0.1:
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size += 0.0
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if anim_player.current_animation != "walk":
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anim_player.play("walk", 0.2)
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else:
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if anim_player.current_animation != "idle":
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anim_player.play("idle", 0.2)
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move_and_slide()
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func scale_frog():
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var tween = create_tween()
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var final_scale = Vector3(size, size, size)
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tween.tween_property(self, "scale", final_scale, 2)
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