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+25
-9
@@ -1,11 +1,14 @@
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extends CharacterBody3D
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@export var have_dialog : bool = false
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@export var dialog : String = ""
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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 label: Label = $Sprite3D/SubViewport/Label
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@onready var anim_player: AnimationPlayer = $character/AnimationPlayer
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@onready var mesh: MeshInstance3D = $character/Root/Skeleton3D/characterMedium
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# navigation
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@export var dest_array:Array[Marker3D]
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@@ -19,11 +22,21 @@ var cur_state : NPCSTATE
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var cur_destination: Marker3D
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var speed = 2
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var first_time : bool = false
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func _ready() -> void:
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mesh.set_instance_shader_parameter("skin_index", randi_range(1, 16))
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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 !first_time:
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first_time = true
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else:
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await get_tree().create_timer( randf_range(1.0, 2.5) ).timeout
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anim_player.play("talking")
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if have_dialog:
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anim_player.play("Idling")
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if can_wander:
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_set_state( NPCSTATE.IDLE )
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@@ -35,10 +48,14 @@ 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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if !first_time:
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first_time = true
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idle_timer.start( 0 )
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else:
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idle_timer.start( randf_range(10, 20) )
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anim_player.play("Idling", -1, 1)
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NPCSTATE.WALKING:
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anim_player.play("RootAction_001", -1, 2.5)
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anim_player.play("walking", -1, randf_range(2, 2.5) )
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func _physics_process(delta: float) -> void:
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@@ -66,12 +83,11 @@ func decide_next_state():
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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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label.text = dialog
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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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await get_tree().create_timer( 3 ).timeout
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body.set_dialog_mode( )
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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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