credit
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+128
-24
@@ -1,10 +1,11 @@
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extends CharacterBody3D
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var SPEED = 7
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var speed = 6
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@onready var arm: Node3D = $arm
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@onready var model: Node3D = $model
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@onready var mesh_instance: MeshInstance3D = $character/Root/Skeleton3D/characterMedium
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# GESTION CAMERA --------------------------
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@onready var spring_arm: SpringArm3D = $arm/SpringArm3D
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@@ -17,15 +18,16 @@ var third_person : bool = true
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@onready var audio_footstep: AudioStreamPlayer3D = $Audio_Footstep
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var footstep_sounds: Array[AudioStream] = [
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preload("res://assets/audio/footsteps/dirt_step_1.wav"),
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preload("res://assets/audio/footsteps/dirt_step_2.wav"),
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preload("res://assets/audio/footsteps/dirt_step_3.wav"),
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preload("res://assets/audio/footsteps/dirt_step_4.wav")
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preload("res://assets/audio/sound-effects/footsteps/dirt_step_1.wav"),
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preload("res://assets/audio/sound-effects/footsteps/dirt_step_2.wav"),
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preload("res://assets/audio/sound-effects/footsteps/dirt_step_3.wav"),
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preload("res://assets/audio/sound-effects/footsteps/dirt_step_4.wav")
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]
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var footstep_timer: float = 0.0
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const FOOTSTEP_DELAY: float = 0.24
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var FOOTSTEP_DELAY: float = 0.35
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@onready var pause: Control = $pause
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@onready var pause: CanvasLayer = $pause
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@onready var tuto: CanvasLayer = $tuto
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# animations
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@onready var anim_player: AnimationPlayer = $character/AnimationPlayer
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@@ -35,6 +37,36 @@ var item : int = 0 # 0 rien, 1 abricot, 2 citron, 3 mirtylle
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var topping : int = 0 # 0 rien, 1 meringue, 2 croisillon
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@onready var area_tarte: Area3D = $Area3DTarte
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@onready var tarte_holded: StaticBody3D = $tarte
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# tps pour servir un client
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@onready var client_spawner: Node3D = $"../WaterMILL/client_spawner"
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var action_start_time: int = 0
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func _start_action() -> void:
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action_start_time = Time.get_ticks_msec()
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func _end_action() -> void:
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var duration_ms := Time.get_ticks_msec() - action_start_time
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var duration_sec := duration_ms / 1000.0
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if duration_sec < 6:
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duration_sec = 6
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elif duration_sec > 35:
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duration_sec = 34
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client_spawner.x_seconds = duration_sec
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var cpt_client : int = 0
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var is_client_game_launched : bool = false
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var one_time_client_game : bool = true
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var one_time_cpt_feather : bool = true
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var cpt_feather : int = 0
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var one_time_fox_grabbed : bool = true
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var fox_grabbed : int = 0
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var can_run : bool = false
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@onready var frog: CharacterBody3D = $"../frog"
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@onready var area_3d_tuto_3: Area3D = $"../WaterMILL/Area3DTuto3"
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@onready var musique: AudioStreamPlayer3D = $Musique
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@onready var zip_effect: AudioStreamPlayer3D = $ZipEffect
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var can_play : bool = true
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@@ -48,6 +80,9 @@ func _ready():
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camera_pov.make_current()
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model.visible = false
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await get_tree().create_timer( .5 ).timeout
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tuto.show_text( "tuto1" )
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func _input(_event):
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if Input.is_action_just_pressed("ui_cancel"):
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if !get_tree().paused:
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@@ -66,6 +101,7 @@ func _process(delta: float) -> void:
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if obj.get_parent().ready_to_take_pie:
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var l = get_conversion_pie()
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obj.get_parent().give_item( l[0], l[1] )
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cpt_client += 1
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reset_pie()
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return
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@@ -77,19 +113,42 @@ func _process(delta: float) -> void:
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func _physics_process(delta: float) -> void:
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#print("global position; ", global_position)
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if can_run:
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speed = 8
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FOOTSTEP_DELAY = 0.25
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if is_client_game_launched:
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if one_time_client_game:
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var mat = mesh_instance.mesh.surface_get_material(0)
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mat.albedo_texture = load("res://assets/img/textures/faces/player_employe.png")
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mesh_instance.set_surface_override_material(0, mat)
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zip_effect.play()
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cpt_feather = 0
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one_time_client_game = false
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if cpt_feather == 2:
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if one_time_cpt_feather:
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AudioServer.set_bus_volume_db( 1, -10.0)
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musique.stream = load("res://assets/audio/music/Daniel Balavoine - Tous les cris les S.O.S.mp3")
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musique.play()
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set_dialog_mode( Vector3.ZERO, true )
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Dialogic.start("corinne_help")
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Dialogic.timeline_ended.connect( corinne_help_cinematic_end )
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one_time_cpt_feather = false
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if fox_grabbed == 2:
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if one_time_fox_grabbed:
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set_dialog_mode( Vector3.ZERO, true )
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Dialogic.start("fin")
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Dialogic.timeline_ended.connect( fin_cinematic_end )
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one_time_fox_grabbed = false
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fade_out_music()
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if not is_on_floor():
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velocity += get_gravity() * delta
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# Get the input direction and handle the movement/deceleration.
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var input_dir := Input.get_vector("ui_left", "ui_right", "ui_up", "ui_down")
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#var direction := (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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#if direction:
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#velocity.x = direction.x * SPEED
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#velocity.z = direction.z * SPEED
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#else:
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#velocity.x = move_toward(velocity.x, 0, SPEED)
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#velocity.z = move_toward(velocity.z, 0, SPEED)
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if input_dir.length() < 0.1:
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input_dir = Vector2.ZERO
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@@ -98,9 +157,12 @@ func _physics_process(delta: float) -> void:
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# On ne déplace et on ne tourne le joueur que si une vraie direction est donnée
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if can_play:
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if direction.length() > 0.1:
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anim_player.play("RootAction_001", -1, 3)
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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if can_run:
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anim_player.play("walking", -1, 2)
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else:
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anim_player.play("walking", -1, 1.5)
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velocity.x = direction.x * speed
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velocity.z = direction.z * speed
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# 2. CORRECTION DE LA ROTATION INVERSÉE
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# Si le joueur tourne toujours à l'envers, enlève les signes "-" devant velocity.x et velocity.z
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@@ -109,10 +171,10 @@ func _physics_process(delta: float) -> void:
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# Le 10.0 est bien, il permet au modèle 3D de se tourner vite sans faire de coup sec.
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rotation.y = lerp_angle(rotation.y, target_angle, 10.0 * delta)
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else:
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anim_player.stop()
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anim_player.play("Idling")
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# Le joueur s'arrête doucement
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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velocity.x = move_toward(velocity.x, 0, speed)
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velocity.z = move_toward(velocity.z, 0, speed)
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else:
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anim_player.stop()
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@@ -128,7 +190,34 @@ func _physics_process(delta: float) -> void:
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if can_play:
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move_and_slide()
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func corinne_help_cinematic_end():
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set_dialog_mode( Vector3.ZERO, true )
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set_default_cam()
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frog.size = .5
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frog.can_scale = false
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func fade_out_music() -> void:
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var fade_tween = create_tween()
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if fade_tween and fade_tween.is_valid():
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fade_tween.kill()
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var start_db := AudioServer.get_bus_volume_db(2)
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fade_tween = create_tween()
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fade_tween.tween_method(
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func(db: float): AudioServer.set_bus_volume_db(2, db),
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start_db,
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-20,
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30
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)
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func fin_cinematic_end():
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Sauvegarde.can_see_credit = true
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Transition.change_scene("res://ui/credit.tscn")
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# PARTIE BOULANGERIE MOULIN
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func set_item_topping( new_item : int, new_topping : int, reset:bool ):
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if reset:
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@@ -169,12 +258,27 @@ func play_random_footstep( pitch=[0.85, 1.15] ) -> void:
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audio_footstep.pitch_scale = randf_range( pitch[0], pitch[1] )
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audio_footstep.play()
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func set_dialog_mode( npc_pos=Vector3.ZERO, force_pos=-1):
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func set_dialog_mode( npc_pos=Vector3.ZERO, is_cinematic=false):
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can_play = !can_play
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spring_arm.set_dialog_mode( npc_pos, force_pos )
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if !is_cinematic:
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spring_arm.set_dialog_mode( npc_pos)
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anim_player.play("talking")
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func set_default_cam():
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if third_person:
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camera.set_current(true)
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else:
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camera_pov.set_current(true)
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func set_pov_cam():
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camera_pov.set_current(true)
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func reset_musique_position():
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await get_tree().create_timer( .2 ).timeout
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musique.global_position = global_position
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musique.volume_db += 10
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func _on_area_3d_tuto_3_body_entered(body: Node3D) -> void:
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if body.is_in_group("player"):
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tuto.show_text( "tuto3", true)
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area_3d_tuto_3.queue_free()
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