Files
frog/scripts/spring_arm_3d.gd
T
2026-09-03 09:43:13 +02:00

92 lines
3.2 KiB
GDScript

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)