ajout de la porte et équilibrage des mutations

This commit is contained in:
2026-03-06 18:15:10 +01:00
parent 263f6c42a7
commit 2cd16acd6a
92 changed files with 1420 additions and 582 deletions

View File

@@ -13,14 +13,18 @@ const RAY_LENGTH = 10.
var cockpit_action_hovered : Interactable3D = null
var query_mouse := false
@export var controlling_player = true
func _ready():
Dialogic.timeline_started.connect(
func():
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
controlling_player = false
)
Dialogic.timeline_ended.connect(
func():
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
controlling_player = true
)
func _input(event):
@@ -34,32 +38,33 @@ func _input(event):
func _physics_process(delta):
if query_mouse:
update_mouse_hovered_cockpit_actions()
%PointerTexture.texture = (
POINTER_ACTION_TEXTURE if cockpit_action_hovered != null
else POINTER_TEXTURE
)
query_mouse = false
if controlling_player:
if query_mouse:
update_mouse_hovered_cockpit_actions()
%PointerTexture.texture = (
POINTER_ACTION_TEXTURE if cockpit_action_hovered != null
else POINTER_TEXTURE
)
query_mouse = false
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Add the gravity.
if not is_on_floor():
velocity += get_gravity() * delta
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if Input.is_action_pressed("move_pointer"):
input_dir.y = -1
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var input_dir = Input.get_vector("move_left", "move_right", "move_up", "move_down")
if Input.is_action_pressed("move_pointer"):
input_dir.y = -1
var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
if direction:
velocity.x = direction.x * speed
velocity.z = direction.z * speed
else:
velocity.x = move_toward(velocity.x, 0, speed)
velocity.z = move_toward(velocity.z, 0, speed)
move_and_slide()
move_and_slide()
func update_mouse_hovered_cockpit_actions() -> void: