extends SpringArm3D @onready var player: CharacterBody3D = $"../.." # --- Paramètres de mouvement --- @export var max_follow_speed: float = 3.0 @export var speed_acceleration: float = 2.0 @export var height_offset: float = 2.5 @export var wait_time: float = 0.5 # --- Paramètres de Dialogue --- @export var dialog_zoom_length: float = 2.0 @export var dialog_side_offset: float = 1.0 @export var transition_speed: float = 4.0 # Gère la vitesse du zoom, du décalage ET de la rotation en dialog @onready var normal_spring_length: float = spring_length var delay_timer: float = 0.0 var current_follow_speed: float = 0.0 var current_side_offset: float = 0.0 var target_side_offset: float = 0.0 var is_in_dialog: bool = false func _ready() -> void: top_level = true func set_dialog_mode(npc_position: Vector3 = Vector3.ZERO, force_pos=-1) -> void: is_in_dialog = !is_in_dialog if is_in_dialog: var direction_to_npc = (npc_position - player.global_position).normalized() var right_dot = global_transform.basis.x.dot(direction_to_npc) if right_dot >= 0 : target_side_offset = dialog_side_offset else: target_side_offset = -dialog_side_offset if force_pos == 0 : target_side_offset = dialog_side_offset elif force_pos == 1 : target_side_offset = -dialog_side_offset else: target_side_offset = 0.0 func _physics_process(delta: float) -> void: if not is_instance_valid(player): return var target_rotation_y = player.global_rotation.y # ========================================== # 1. GESTION DE LA ROTATION (Avant la position !) # ========================================== if is_in_dialog: delay_timer = 0.3 current_follow_speed = 0.5 # La caméra tourne doucement pour se mettre dans le dos du joueur. # On utilise transition_speed pour que ça se finisse en même temps que le zoom. global_rotation.y = lerp_angle(global_rotation.y, target_rotation_y, transition_speed * delta) else: if player.can_play: # Comportement normal d'exploration (Le vieux Zelda) var angle_diff = abs(angle_difference(global_rotation.y, target_rotation_y)) if angle_diff > 0.02 and player.velocity.length() > 0.1: delay_timer += delta else: delay_timer = 0.3 current_follow_speed = 0.5 if delay_timer >= wait_time: current_follow_speed = move_toward(current_follow_speed, max_follow_speed, speed_acceleration * delta) global_rotation.y = lerp_angle(global_rotation.y, target_rotation_y, current_follow_speed * delta) # ========================================== # 2. GESTION DU ZOOM ET DU DECALAGE # ========================================== var target_length = dialog_zoom_length if is_in_dialog else normal_spring_length spring_length = lerp(spring_length, target_length, transition_speed * delta) current_side_offset = lerp(current_side_offset, target_side_offset, transition_speed * delta) # On récupère le vecteur "Droite" MAINTENANT, car la rotation vient juste d'être mise à jour au-dessus. var right_direction = global_transform.basis.x # On applique la position finale (Joueur + Hauteur + Décalage latéral) global_position = player.global_position + Vector3(0, height_offset, 0) + (right_direction * current_side_offset)