64 lines
2.3 KiB
GDScript3
64 lines
2.3 KiB
GDScript3
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extends Node3D
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@onready var player: FPVController = $PlayerFPV
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@onready var fridge_note: Interactable = $Fridge/WiFiNote
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@onready var door_back: Interactable = $WallS/DoorBack
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func _ready() -> void:
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_apply_textures()
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player.interactable_focused.connect(_on_player_focused)
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player.interactable_unfocused.connect(_on_player_unfocused)
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if GameState.wifi_password_found:
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fridge_note.set_interactable(false)
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else:
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fridge_note.set_interactable(true)
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door_back.set_interactable(true)
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DialogManager.set_date_time(GameState.game_date, GameState.game_time)
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if GameState.wifi_password_found:
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DialogManager.set_objective("Вернись в комнату — флешка ждёт")
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else:
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DialogManager.set_objective("Найди пароль Wi-Fi на холодильнике")
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func _apply_textures() -> void:
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var floor_mat: BaseMaterial3D = ($Floor/Mesh as MeshInstance3D).material_override
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TextureGen.apply_to_material(floor_mat, TextureGen.linoleum(), Vector3(6, 6, 6))
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var ceiling_mat: BaseMaterial3D = ($Ceiling/Mesh as MeshInstance3D).material_override
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TextureGen.apply_to_material(ceiling_mat, TextureGen.ceiling(), Vector3(4, 4, 4))
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for wall_path in ["WallN", "WallS", "WallE", "WallW"]:
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var wall_node: Node = get_node(wall_path)
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var wall_mat: BaseMaterial3D = (wall_node.get_node("Mesh") as MeshInstance3D).material_override
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TextureGen.apply_to_material(wall_mat, TextureGen.wallpaper(), Vector3(6, 5, 6))
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var door_panel_mat: BaseMaterial3D = ($WallS/DoorPanel as MeshInstance3D).material_override
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TextureGen.apply_to_material(door_panel_mat, TextureGen.door(), Vector3(1, 1, 1))
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func _on_player_focused(obj: Node) -> void:
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if obj.has_method("get_prompt"):
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DialogManager.set_prompt(obj.get_prompt())
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func _on_player_unfocused() -> void:
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DialogManager.clear_prompt()
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func _on_note_interacted(_p: Node) -> void:
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player.lock_input()
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DialogManager.clear_prompt()
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await DialogManager.show_note("«Wi-Fi: qwerty. Не парься.»\n— Бать")
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fridge_note.set_interactable(false)
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GameState.wifi_password_found = true
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GameState.unlock_achievement("Wi-Fi разведчик")
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DialogManager.set_objective("Вернись в комнату — флешка ждёт")
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player.unlock_input()
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func _on_door_back_interacted(_p: Node) -> void:
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SceneManager.go_room()
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