Ajout de la cinématique de début et refonte du système audio
Et toujours un peu de correction de bug par ci par là
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@@ -10,7 +10,7 @@
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size = Vector2(2, 2)
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[sub_resource type="CapsuleShape3D" id="CapsuleShape3D_eodxe"]
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radius = 0.46868896
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radius = 0.5854492
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height = 1.7342377
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[node name="Player3D" type="CharacterBody3D" unique_id=549819967 node_paths=PackedStringArray("pointer_texture_rect")]
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@@ -1,4 +1,5 @@
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extends CharacterBody3D
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class_name Player3D
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const POINTER_TEXTURE = preload("res://common/icons/focus.svg")
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const POINTER_ACTION_TEXTURE = preload("res://common/icons/hand-stop.svg")
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@@ -9,9 +10,19 @@ const SPEED = 4.0
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const MOUSE_SENSIVITY = 0.002
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const RAY_LENGTH = 10.
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var cockpit_action_hovered : CockpitAction = null
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var cockpit_action_hovered : Interactable3D = null
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var query_mouse := false
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func _ready():
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Dialogic.timeline_started.connect(
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func():
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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)
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Dialogic.timeline_ended.connect(
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func():
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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)
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func _input(event):
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if event is InputEventMouseMotion and Input.mouse_mode == Input.MOUSE_MODE_CAPTURED:
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rotate_y(-event.relative.x * MOUSE_SENSIVITY)
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@@ -61,7 +72,7 @@ func update_mouse_hovered_cockpit_actions() -> void:
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query.collide_with_areas = true
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var result = space_state.intersect_ray(query)
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if result and result.collider and result.collider is CockpitAction and result.collider.pickable:
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if result and result.collider and result.collider is Interactable3D and result.collider.interactable:
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if cockpit_action_hovered and cockpit_action_hovered != result.collider:
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cockpit_action_hovered._on_mouse_exited()
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cockpit_action_hovered = result.collider
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