extends CharacterBody3D # --- ÉTATS DU CLIENT --- enum State { ENTERING, WAITING, LEAVING } var current_state: State = State.ENTERING # --- PARAMÈTRES --- @export var speed: float = 12 @export var entry_path: Array[Marker3D] @export var exit_path: Array[Marker3D] var current_path_index: int = 0 var possible_pies = [Sauvegarde.get_text("pie1"), Sauvegarde.get_text("pie2"), Sauvegarde.get_text("pie3")] var possible_toppings = [Sauvegarde.get_text("topping1"), Sauvegarde.get_text("topping2"), "Aucun"] var pie_icons = { Sauvegarde.get_text("pie1"): "res://assets/img/ui/client/orange.png", Sauvegarde.get_text("pie2"): "res://assets/img/ui/client/yellow.png", Sauvegarde.get_text("pie3"): "res://assets/img/ui/client/purple.png", } var topping_icons = { Sauvegarde.get_text("topping1"): "res://assets/img/ui/client/meringue.png", Sauvegarde.get_text("topping2"): "res://assets/img/ui/client/croisillon.png", } var desired_pie: String = "" var desired_topping: String = "" var ready_to_take_pie : bool = false # --- RÉFÉRENCES UI --- @onready var sprite: Sprite3D = $Sprite3D @onready var label: RichTextLabel = $Sprite3D/SubViewport/RichTextLabel func _ready() -> void: sprite.visible = false desired_pie = possible_pies.pick_random() desired_topping = possible_toppings.pick_random() func _physics_process(delta: float) -> void: if not is_on_floor(): velocity.y -= 9.8 * delta match current_state: State.ENTERING: move_along_path(entry_path, delta) State.WAITING: velocity.x = move_toward(velocity.x, 0, speed) velocity.z = move_toward(velocity.z, 0, speed) State.LEAVING: move_along_path(exit_path, delta) move_and_slide() # --- FONCTION DE DÉPLACEMENT --- func move_along_path(path_array: Array[Marker3D], delta: float) -> void: if path_array.is_empty() or current_path_index >= path_array.size(): if current_state == State.ENTERING: start_waiting() elif current_state == State.LEAVING: queue_free() return var target = path_array[current_path_index].global_position var direction = global_position.direction_to(target) direction.y = 0 direction = direction.normalized() if global_position.distance_to(Vector3(target.x, global_position.y, target.z)) > 0.5: velocity.x = direction.x * speed velocity.z = direction.z * speed var target_angle = atan2(velocity.x, velocity.z) rotation.y = lerp_angle(rotation.y, target_angle, 10.0 * delta) else: current_path_index += 1 # --- ACTIONS DU CLIENT --- func start_waiting() -> void: ready_to_take_pie = true current_state = State.WAITING velocity = Vector3.ZERO var p_icon = pie_icons[ desired_pie ] var order_text = Sauvegarde.get_text("desire") + desired_pie order_text += " [img=60]" + p_icon + "[/img]" if desired_topping != "Aucun": var t_icon = topping_icons[ desired_topping ] order_text += "\n+ " + desired_topping + " [img=80]" + t_icon + "[/img]" set_dialogue(order_text) sprite.visible = true # pour tests #await get_tree().create_timer( 3 ).timeout #leave_store() # FONCTION MISE À JOUR : Le joueur doit donner la tarte ET le nappage func give_item(pie_given: String, topping_given: String) -> void: if current_state != State.WAITING: return #print("pie_given: ", pie_given, " | topping_given:", topping_given) #print("desired_pie: ", desired_pie, " | desired_topping:", desired_topping) # On vérifie les deux conditions if pie_given == desired_pie and topping_given == desired_topping: set_dialogue( Sauvegarde.get_text("goodpie") ) elif pie_given == desired_pie and topping_given != desired_topping: set_dialogue( Sauvegarde.get_text("mixpie") ) else: set_dialogue( Sauvegarde.get_text("badpie") ) leave_store() func leave_store() -> void: ready_to_take_pie = false await get_tree().create_timer(2.0).timeout sprite.visible = false current_path_index = 0 current_state = State.LEAVING func set_dialogue(text: String) -> void: label.text = text