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