xiandie/scene/ground/script/c03/s04_closeup整理麻将游戏.gd

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GDScript3
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extends CanvasLayer
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signal exit(success: bool)
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var c03_dialog = preload("uid://b66v5hsf3tdox")
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var mahjongs = {
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"三条": preload("uid://b2ectbek7vksi"),
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"三筒": preload("uid://b2pypf81rgqkw"),
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"九筒": preload("uid://dis6qtf1hvop2"),
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"二筒": preload("uid://doxc87cp3e8i4"),
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"伍万": preload("uid://bo4hrg3sqpoou"),
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"一条": preload("uid://dduhqah1p81tb"),
"一筒": preload("uid://dwyk0e1c2eg37")
}
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var answer_of_in_hand_mahjongs = {
preload("uid://bo4hrg3sqpoou"): "伍万",
preload("uid://b2ectbek7vksi"): "三条"
}
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@onready var box_init_btn = %"0"
@onready var box_mahjongs_btn: Array[TextureButton] = [%"1", %"2", %"3", %"4", %"5", %"6", %"7", %"8", %"9", %"10", %"11"]
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@onready var hand_mahjongs_btn: Array[TextureButton] = [%"12", %"13"]
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var freezing = true
var success = false
func _ready() -> void:
layer = GlobalConfig.CANVAS_LAYER_LITTLE_GAME
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_toggle_activation_for_all(false)
if not SceneManager.has_prop("prop_麻将2"):
%"12".visible = false
SceneManager.pop_center_notification("input_麻将游戏_麻将不足")
await Util.wait(3.0)
exit.emit(false)
return
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box_init_btn.pressed.connect(_start_game)
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box_init_btn.mouse_entered.connect(_toggle_activation.bind(box_init_btn, true))
box_init_btn.mouse_exited.connect(_toggle_activation.bind(box_init_btn, false))
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for b in box_mahjongs_btn:
b.mouse_entered.connect(_toggel_hover.bind(b, true))
b.mouse_exited.connect(_toggel_hover.bind(b, false))
b.pressed.connect(_on_btn_pressed.bind(b))
for b in hand_mahjongs_btn:
b.mouse_entered.connect(_toggel_hover.bind(b, true))
b.mouse_exited.connect(_toggel_hover.bind(b, false))
b.pressed.connect(_on_btn_pressed.bind(b))
func _start_game() -> void:
$SfxStart.play()
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SceneManager.pop_center_notification("input_麻将游戏_操作规则")
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box_init_btn.queue_free()
freezing = false
func _toggel_hover(btn: TextureButton, hovering: bool) -> void:
if freezing:
return
if activated_btn and btn == activated_btn:
return
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_toggle_activation(btn, hovering)
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var activated_btn: TextureButton
func _on_btn_pressed(btn: TextureButton) -> void:
if freezing:
return
if btn != activated_btn:
if activated_btn:
_exchange_texture(btn, activated_btn)
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_toggle_activation(btn, false)
_toggle_activation(activated_btn, false)
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activated_btn = null
else:
$SfxSelect.play()
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_toggle_activation(btn, true)
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activated_btn = btn
else:
$SfxSelect.play()
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_toggle_activation(btn, false)
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activated_btn = null
_check_if_success()
func _exchange_texture(btn1: TextureButton, btn2: TextureButton) -> void:
if btn1 and btn2:
$SfxSwitch.play()
var texture = btn1.texture_normal
btn1.texture_normal = btn2.texture_normal
btn2.texture_normal = texture
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func _toggle_activation(btn: TextureButton, hightlight: bool) -> void:
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if null == btn:
return
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btn.get_node("光束").enabled = hightlight
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func _toggle_activation_for_all(activated: bool) -> void:
if box_init_btn:
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_toggle_activation(box_init_btn, activated)
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for b in box_mahjongs_btn:
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_toggle_activation(b, activated)
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for b in hand_mahjongs_btn:
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_toggle_activation(b, activated)
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func _check_if_success() -> void:
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success = true
for hb in hand_mahjongs_btn:
if not hb.texture_normal in answer_of_in_hand_mahjongs:
success = false
break
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if success:
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var animation_player = $AnimationPlayer as AnimationPlayer
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$SfxSuccess.play()
freezing = true
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SceneManager.disable_prop_item("prop_麻将")
SceneManager.disable_prop_item("prop_麻将2")
# 下一阶段
EventManager.set_stage_if_greater("c03_mahjong_game", 1)
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DialogueManager.show_dialogue_balloon(c03_dialog, "c03_s04_整理麻将游戏0")
animation_player.play("take_to_the_desk")
await DialogueManager.dialogue_ended
if animation_player.is_playing():
await animation_player.animation_finished
DialogueManager.show_dialogue_balloon(c03_dialog, "c03_s04_整理麻将游戏1", [GlobalConfig.DIALOG_IGNORE_INPUT])
SceneManager.black_transition(0.7, 7.0)
ArchiveManager.runtime_set("c03_mahjong_game_black_transition_time", 7.0)
await Util.wait(1.0)
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exit.emit(true)