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+34
-29
@@ -3,15 +3,15 @@ extends SpringArm3D
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@onready var player: CharacterBody3D = $"../.."
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# --- Paramètres de mouvement ---
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@export var max_follow_speed: float = 3.0
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@export var speed_acceleration: float = 2.0
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@export var max_follow_speed: float = 3
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@export var speed_acceleration: float = 2.5
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@export var height_offset: float = 2.5
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@export var wait_time: float = 0.5
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# --- Paramètres de Dialogue ---
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@export var dialog_zoom_length: float = 2.0
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@export var dialog_side_offset: float = 1.0
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@export var transition_speed: float = 4.0 # Gère la vitesse du zoom, du décalage ET de la rotation en dialog
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@export var dialog_zoom_length: float = 3.5
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@export var dialog_side_offset: float = 2.0
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@export var transition_speed: float = 4.0
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@onready var normal_spring_length: float = spring_length
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@@ -21,25 +21,26 @@ var current_side_offset: float = 0.0
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var target_side_offset: float = 0.0
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var is_in_dialog: bool = false
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# Variables pour le dialogue
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var dialog_target_position: Vector3 = Vector3.ZERO
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var target_dialog_rotation_y: float = 0.0
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var dialog_weight: float = 0.0 # Permet une transition ultra-fluide (0.0 = Exploration, 1.0 = Dialogue)
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func _ready() -> void:
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top_level = true
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func set_dialog_mode(npc_position: Vector3 = Vector3.ZERO, force_pos=-1) -> void:
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func set_dialog_mode(npc_position: Vector3 = Vector3.ZERO) -> void:
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is_in_dialog = !is_in_dialog
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if is_in_dialog:
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var direction_to_npc = (npc_position - player.global_position).normalized()
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var right_dot = global_transform.basis.x.dot(direction_to_npc)
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dialog_target_position = npc_position
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if right_dot >= 0 :
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target_side_offset = dialog_side_offset
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else:
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target_side_offset = -dialog_side_offset
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if force_pos == 0 :
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target_side_offset = dialog_side_offset
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elif force_pos == 1 :
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target_side_offset = -dialog_side_offset
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var dir_to_npc = (npc_position - player.global_position)
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dir_to_npc.y = 0
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dir_to_npc = dir_to_npc.normalized()
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target_dialog_rotation_y = atan2(-dir_to_npc.x, -dir_to_npc.z)
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target_side_offset = dialog_side_offset
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else:
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target_side_offset = 0.0
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@@ -47,22 +48,23 @@ func _physics_process(delta: float) -> void:
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if not is_instance_valid(player):
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return
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var target_rotation_y = player.global_rotation.y
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# Mise à jour progressive du poids de transition du dialogue (de 0 à 1)
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var target_weight = 1.0 if is_in_dialog else 0.0
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dialog_weight = lerp(dialog_weight, target_weight, transition_speed * delta)
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# ==========================================
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# 1. GESTION DE LA ROTATION (Avant la position !)
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# 1. GESTION DE LA ROTATION
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# ==========================================
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if is_in_dialog:
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if is_in_dialog or dialog_weight > 0.01:
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delay_timer = 0.3
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current_follow_speed = 0.5
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# La caméra tourne doucement pour se mettre dans le dos du joueur.
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# On utilise transition_speed pour que ça se finisse en même temps que le zoom.
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global_rotation.y = lerp_angle(global_rotation.y, target_rotation_y, transition_speed * delta)
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# On interpole la rotation vers l'angle de dialogue en utilisant le poids
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global_rotation.y = lerp_angle(global_rotation.y, target_dialog_rotation_y, transition_speed * delta)
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else:
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if not is_in_dialog and dialog_weight <= 0.01:
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var target_rotation_y = player.global_rotation.y
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if player.can_play:
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# Comportement normal d'exploration (Le vieux Zelda)
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var angle_diff = abs(angle_difference(global_rotation.y, target_rotation_y))
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if angle_diff > 0.02 and player.velocity.length() > 0.1:
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@@ -77,15 +79,18 @@ func _physics_process(delta: float) -> void:
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# ==========================================
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# 2. GESTION DU ZOOM ET DU DECALAGE
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# 2. GESTION DU ZOOM, DU DECALAGE ET DE LA POSITION
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# ==========================================
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var target_length = dialog_zoom_length if is_in_dialog else normal_spring_length
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spring_length = lerp(spring_length, target_length, transition_speed * delta)
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current_side_offset = lerp(current_side_offset, target_side_offset, transition_speed * delta)
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# On récupère le vecteur "Droite" MAINTENANT, car la rotation vient juste d'être mise à jour au-dessus.
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var right_direction = global_transform.basis.x
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# On applique la position finale (Joueur + Hauteur + Décalage latéral)
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global_position = player.global_position + Vector3(0, height_offset, 0) + (right_direction * current_side_offset)
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# Transition fluide du point de pivot (de la position du joueur vers le point intermédiaire du dialogue)
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var normal_base = player.global_position
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var dialog_base = player.global_position.lerp(dialog_target_position, 0.3)
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var current_base = normal_base.lerp(dialog_base, dialog_weight)
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global_position = current_base + Vector3(0, height_offset, 0) + (right_direction * current_side_offset)
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