Ajout de la cinématique de début et refonte du système audio
Et toujours un peu de correction de bug par ci par là
This commit is contained in:
38
entities/interactable_3d/interactable_3d.gd
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38
entities/interactable_3d/interactable_3d.gd
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@@ -0,0 +1,38 @@
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extends Area3D
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class_name Interactable3D
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@export var interactable = true
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signal clicked
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@export var hover_animation_player : AnimationPlayer
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@export var audio_player : AudioStreamPlayer3D
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func click():
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clicked.emit()
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func _ready():
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if audio_player:
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var default_volume := audio_player.volume_db
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audio_player.volume_db += GameInfo.settings_data.sfx_volume
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GameInfo.settings_data.sound_changed.connect(
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func(settings : SettingsData):
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audio_player.volume_db = default_volume + settings.sfx_volume
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)
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func play_audio():
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if audio_player:
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audio_player.play()
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func stop_audio():
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if audio_player:
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audio_player.stop()
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func _on_mouse_entered():
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if hover_animation_player:
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hover_animation_player.play("hover")
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func _on_mouse_exited():
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if hover_animation_player:
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hover_animation_player.stop()
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1
entities/interactable_3d/interactable_3d.gd.uid
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1
entities/interactable_3d/interactable_3d.gd.uid
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@@ -0,0 +1 @@
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uid://bj4d1x8n8ina
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@@ -41,9 +41,11 @@ func card_info() -> CardInfo:
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return item.card_info()
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func interact(player : Player) -> bool:
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player.pick_item(item)
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await pickup_animation(player)
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pickup_animation(player)
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queue_free()
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player.pick_item(item)
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return true
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@@ -51,14 +53,10 @@ func pickup_animation(player : Player):
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available = false
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var tween : Tween = get_tree().create_tween()
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tween.tween_property(self, "position", player.position, 0.2)
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tween.tween_callback(
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func():
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Pointer.stop_inspect(self)
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queue_free()
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)
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if object_sprite:
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object_sprite.pickup_animation()
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await tween.tween_property(self, "position", player.position, 0.2).finished
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Pointer.stop_inspect(self)
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func generate_sprite() -> ItemObjectSprite:
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var sprite_node = SPRITE_SCENE.instantiate() as ItemObjectSprite
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@@ -16,5 +16,5 @@ func appear():
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func interact(p : Player):
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p.region.save()
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SceneManager.change_scene("COCKPIT")
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SceneManager.change_to_scene_id("COCKPIT")
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return true
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@@ -42,10 +42,6 @@ static func generate_random() -> Seed:
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PlantArchetype.get_random(),
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[]
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)
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if randf() > MUTATION_PROBABILITY:
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new_seed.plant_mutations.append(
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new_seed.plant_archetype.available_mutations.pick_random().duplicate_deep()
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)
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return new_seed
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func get_item_name() -> String:
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@@ -126,26 +126,31 @@ func try_move(move_to : Vector2):
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func pick_item(item : Item) -> Item:
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AudioManager.play_sfx("PickUp")
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if data.inventory.is_full():
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drop_item()
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await drop_item()
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var current_item : Item = null
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var available_slot_ind = data.inventory.get_best_available_slot_ind()
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if (
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available_slot_ind == data.inventory.current_item_ind
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&& data.inventory.items[available_slot_ind] != null
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):
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var current_item : Item = data.inventory.get_item()
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current_item = data.inventory.get_item()
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data.inventory.set_item(item, available_slot_ind)
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return current_item
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else :
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if data.inventory.set_item(item, available_slot_ind):
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data.inventory.set_current_item(available_slot_ind);
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return null
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# Save after a timer to let the time to the item to disappear
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get_tree().create_timer(0.1).timeout.connect(region.save)
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return current_item
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func drop_item():
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var item_to_drop = data.inventory.pop_item()
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if item_to_drop:
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terrain.drop_item(item_to_drop, global_position)
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AudioManager.play_sfx("Drop")
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region.save()
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func delete_item(item: Item):
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data.inventory.remove_item(item)
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@@ -182,7 +187,7 @@ func use_item(item : Item):
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data.energy -= item.energy_usage
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if item.is_one_time_use():
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data.inventory.remove_item(item)
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region.save()
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get_tree().create_timer(0.1).timeout.connect(region.save)
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func upgrade_max_energy(amount = 1):
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data.max_energy += amount
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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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