init
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84
scripts/player/player.gd
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84
scripts/player/player.gd
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extends CharacterBody3D
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@export var SPEED = 5.0
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const MOUSE_SENSITIVITY_X = 0.3
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const MOUSE_SENSITIVITY_Y = 0.15
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const MAX_ROTATION = 85.0
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var rotation_x = 0.0
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var in_dialogue = false
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@export var raycast: RayCast3D
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@export var eyes: Node2D
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@export var photo_preview: Control
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# Get the gravity from the project settings to be synced with RigidBody nodes.
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var gravity = ProjectSettings.get_setting("physics/3d/default_gravity")
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var enabled = false
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func enable():
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Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
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enabled = true
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func _input(event):
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if !enabled || DialogueManager.is_dialog_active:
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return
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if in_dialogue:
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photo_preview.hide_picture()
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eyes.timer_going = true
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in_dialogue = false
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if event is InputEventMouseMotion:
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rotation_degrees.y -= MOUSE_SENSITIVITY_X * event.relative.x
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rotation_x -= MOUSE_SENSITIVITY_Y * event.relative.y
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rotation_x = clamp(rotation_x, -MAX_ROTATION, MAX_ROTATION)
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$Camera3D.rotation_degrees.x = rotation_x
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var npc: CharacterBody3D
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func _process(delta):
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if !enabled:
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return
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if raycast.is_colliding():
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npc = raycast.get_collider()
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npc.pointing(true)
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if Input.is_action_just_pressed("interact"):
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DialogueManager.start_dialog(raycast.get_collider().get_text())
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if raycast.get_collider().is_photo():
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photo_preview.show_picture(raycast.get_collider().get_photo_index())
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raycast.get_collider().destroy()
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in_dialogue = true
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eyes.timer_going = false
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elif npc != null:
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npc.pointing(false)
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npc = null
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func _physics_process(delta):
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if !enabled:
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return
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# Add the gravity.
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if not is_on_floor():
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velocity.y -= gravity * delta
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# Get the input direction and handle the movement/deceleration.
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# As good practice, you should replace UI actions with custom gameplay actions.
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var input_dir = Input.get_vector("move_left", "move_right", "move_forwards", "move_backwards")
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var direction = (transform.basis * Vector3(input_dir.x, 0, input_dir.y)).normalized()
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if direction:
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velocity.x = direction.x * SPEED
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velocity.z = direction.z * SPEED
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else:
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velocity.x = move_toward(velocity.x, 0, SPEED)
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velocity.z = move_toward(velocity.z, 0, SPEED)
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if DialogueManager.is_dialog_active:
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velocity = Vector3(0, velocity.y, 0)
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move_and_slide()
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