extends Node3D @onready var player: FPVController = $PlayerFPV @onready var gift_box: Interactable = $GiftBox @onready var system_unit: Node3D = $SystemUnit @onready var note: Interactable = $SystemUnit/Note @onready var flash_drive: Interactable = $Desk/FlashDrive @onready var door: Interactable = $WallE/Door @onready var father: Node3D = $FatherNPC enum State { INTRO, EXPLORE_GIFT, INSIDE_GIFT, NOTE_READ, FATHER_FAREWELL, SEEK_DRIVE, ENDING } var state: State = State.INTRO func _ready() -> void: _apply_textures() player.interactable_focused.connect(_on_player_focused) player.interactable_unfocused.connect(_on_player_unfocused) DialogManager.set_date_time(GameState.game_date, GameState.game_time) DialogManager.set_crosshair_visible(true) DialogManager.set_controls_hint("WASD ходить · мышь смотреть · ЛКМ взаимодействие · ESC мышь · Q выход") # Если возвращаемся из кухни — пропускаем интро if GameState.act1_father_left: _setup_post_intro_state() else: await _play_intro() func _apply_textures() -> void: var floor_mat: BaseMaterial3D = ($Floor/Mesh as MeshInstance3D).material_override TextureGen.apply_to_material(floor_mat, TextureGen.linoleum(), Vector3(8, 8, 8)) var ceiling_mat: BaseMaterial3D = ($Ceiling/Mesh as MeshInstance3D).material_override TextureGen.apply_to_material(ceiling_mat, TextureGen.ceiling(), Vector3(6, 6, 6)) for wall_path in ["WallN", "WallS", "WallE", "WallW"]: var wall_node: Node = get_node(wall_path) var wall_mat: BaseMaterial3D = (wall_node.get_node("Mesh") as MeshInstance3D).material_override TextureGen.apply_to_material(wall_mat, TextureGen.wallpaper(), Vector3(8, 5, 8)) var carpet_mat: BaseMaterial3D = ($WallS/WallCarpet as MeshInstance3D).material_override TextureGen.apply_to_material(carpet_mat, TextureGen.wall_carpet(), Vector3(1, 1, 1)) var blanket_mat: BaseMaterial3D = ($Bed/Blanket as MeshInstance3D).material_override TextureGen.apply_to_material(blanket_mat, TextureGen.blanket(), Vector3(2, 2, 2)) var csgo_mat: BaseMaterial3D = ($WallN/PosterCSGO as MeshInstance3D).material_override TextureGen.apply_to_material(csgo_mat, TextureGen.poster_csgo(), Vector3(1, 1, 1)) var morgen_mat: BaseMaterial3D = ($WallN/PosterMorgen as MeshInstance3D).material_override TextureGen.apply_to_material(morgen_mat, TextureGen.poster_morgen(), Vector3(1, 1, 1)) var desk_mat: BaseMaterial3D = ($Desk/Mesh as MeshInstance3D).material_override TextureGen.apply_to_material(desk_mat, TextureGen.desk_white(), Vector3(2, 2, 2)) var door_panel_mat: BaseMaterial3D = ($WallE/DoorPanel as MeshInstance3D).material_override TextureGen.apply_to_material(door_panel_mat, TextureGen.door(), Vector3(1, 1, 1)) # Книги var book_letters: Array[String] = ["A", "B", "C", "D", "E"] for i in range(book_letters.size()): var book_node: Node = $Shelf.get_node("Book" + book_letters[i]) if book_node != null and book_node is MeshInstance3D: var book_mat: BaseMaterial3D = (book_node as MeshInstance3D).material_override TextureGen.apply_to_material(book_mat, TextureGen.book_color(i), Vector3(1, 1, 1)) func _play_intro() -> void: system_unit.visible = false note.visible = false gift_box.set_interactable(false) flash_drive.set_interactable(false) door.set_interactable(false) player.lock_input() DialogManager.set_objective("Распакуй подарок от бати") await get_tree().create_timer(0.8).timeout await DialogManager.say("ОТЕЦ", "Ну? Чё стоишь. Распаковывай давай. Сам собирал, между прочим — полночи не спал.") await DialogManager.think("Так… новый пека? Серьёзно? После моего динозавра?") state = State.EXPLORE_GIFT gift_box.set_interactable(true) player.unlock_input() func _setup_post_intro_state() -> void: # Возвращение из кухни — отец уже ушёл system_unit.visible = true note.visible = false gift_box.visible = false gift_box.set_interactable(false) note.set_interactable(false) father.visible = false state = State.SEEK_DRIVE flash_drive.set_interactable(true) door.set_interactable(true) DialogManager.set_objective("Возьми флешку с Шиндовс") 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_gift_interacted(_p: Node) -> void: if state != State.EXPLORE_GIFT: return state = State.INSIDE_GIFT GameState.act1_gift_opened = true gift_box.set_interactable(false) gift_box.visible = false system_unit.visible = true note.visible = true note.set_interactable(true) DialogManager.clear_prompt() DialogManager.set_objective("Прочитай записку") func _on_note_interacted(_p: Node) -> void: if state != State.INSIDE_GIFT: return state = State.NOTE_READ GameState.act1_note_read = true note.set_interactable(false) player.lock_input() DialogManager.clear_prompt() await DialogManager.show_note("«Не сожги. Пароль от Wi-Fi на холодильнике. — Бать»") await DialogManager.think("Бать ну ты красавчик конечно.") state = State.FATHER_FAREWELL await DialogManager.say("ОТЕЦ", "Флешка с Шиндой на столе. Ставь сам, не маленький. Если запорешь — сам и переставляй.") await _walk_father_out() father.visible = false GameState.act1_father_left = true state = State.SEEK_DRIVE flash_drive.set_interactable(true) door.set_interactable(true) DialogManager.set_objective("Возьми флешку с Шиндовс") player.unlock_input() func _walk_father_out() -> void: # Отец поворачивается лицом к двери (восток = +X) и шагает в неё var leg_l: Node3D = father.get_node("LegL") var leg_r: Node3D = father.get_node("LegR") var arm_l: Node3D = father.get_node("ArmL") var arm_r: Node3D = father.get_node("ArmR") # Поворот корпуса к двери (Y rotation -90° → лицом на восток) var turn_tween: Tween = create_tween() turn_tween.tween_property(father, "rotation:y", -PI / 2.0, 0.3) await turn_tween.finished # Шагание: 4 шага по 0.35 сек, общий путь 1.0 м на восток var initial_x: float = father.position.x var walk_duration: float = 1.4 var walk_distance: float = 1.0 var steps: int = 4 var walk_tween: Tween = create_tween() walk_tween.set_parallel(true) # Движение walk_tween.tween_property(father, "position:x", initial_x + walk_distance, walk_duration) # Покачивание тела walk_tween.tween_method( func(t: float) -> void: father.position.y = abs(sin(t * PI * float(steps))) * 0.04, 0.0, 1.0, walk_duration ) # Махание ногами walk_tween.tween_method( func(t: float) -> void: var ang: float = sin(t * PI * float(steps)) * 0.4 leg_l.rotation.x = ang leg_r.rotation.x = -ang arm_l.rotation.x = -ang * 0.6 arm_r.rotation.x = ang * 0.6, 0.0, 1.0, walk_duration ) await walk_tween.finished func _on_door_interacted(_p: Node) -> void: if state != State.SEEK_DRIVE: return SceneManager.go_kitchen() func _on_drive_interacted(_p: Node) -> void: if state != State.SEEK_DRIVE: return state = State.ENDING GameState.act1_drive_taken = true flash_drive.set_interactable(false) door.set_interactable(false) player.lock_input() DialogManager.clear_prompt() DialogManager.set_objective("") await DialogManager.think("Ну ладно. Андрюхино так Андрюхино. Поехали.") await DialogManager.say("СИСТЕМА", "Конец Акта 1. Запускаю Акт 2 — Установка Шиндовс…") GameState.game_time = "10:42" SceneManager.go_install()