xiandie/scene/ground/script/c02/小手讨东西.gd

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@tool
extends Sprite2D
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signal interacted
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# 0保卫科 1二楼内侧
@export_enum("保卫科", "二楼内侧") var id := 0
@export var enabled := true:
set(val):
enabled = val
if is_node_ready():
sign_mark.enabled = val
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@export var unrevealed_sign_texture: Texture2D
@export var unmatched_sign_texture: Texture2D
@export var matched_sign_texture: Texture2D
@onready var sfx_invalid = $SfxInvalid as Sfx
@onready var sfx_success = $SfxSuccess as Sfx
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@onready var sfx_bgm = $SfxBgm as AudioStreamPlayer
@onready var sign_mark = %Sign as Sign
@onready var area2d = %Area2D as Area2D
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@onready var animated_sprite = $"小手" as AnimatedSprite2D
var ground_archive: GroundArchive
static var item_config_res = preload("res://asset/dialogue/item_description.dialogue")
# 当前小手手持的 prop
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var holding_prop = "":
set(val):
holding_prop = val
ground_archive.set_pair(name, "holding_prop", val)
# 是否手持纸杯电话
var is_holding_cup = false:
set(val):
is_holding_cup = val
ground_archive.set_pair(name, "is_holding_cup", val)
# 锡纸是否在地上
var tin_coin_drop = false:
set(val):
tin_coin_drop = val
ground_archive.set_pair(name, "tin_coin_drop", tin_coin_drop)
if is_node_ready():
coin.enabled = val
if tin_coin_drop:
coin.reset()
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# 尝试互动的次数
var tried_times: int:
set(val):
tried_times = val
ground_archive.set_pair(name, "tried_times", val)
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var coin: Pickable2D
func _ready() -> void:
if Engine.is_editor_hint():
return
area2d.body_entered.connect(_reset)
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area2d.body_exited.connect(_on_exit)
sign_mark.interacted.connect(_on_interacted)
sign_mark.cancel.connect(_on_cancel)
sign_mark.base_scale = sign_mark.scale
sign_mark.enabled = enabled
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# setup default value
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ground_archive = ArchiveManager.archive.ground_archive() as GroundArchive
is_holding_cup = ground_archive.get_value(name, "is_holding_cup", false)
holding_prop = ground_archive.get_value(name, "holding_prop", "")
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tried_times = ground_archive.get_value(name, "tried_times", 0)
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if holding_prop == "prop_弹珠":
animated_sprite.play("小手_弹珠_idle")
elif holding_prop == "prop_老虎钳":
animated_sprite.play("小手_老虎钳_idle")
elif is_holding_cup:
animated_sprite.play("小手_纸杯_idle")
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elif tried_times > 0:
animated_sprite.play("小手_show")
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coin = get_node("Pickable元宝")
tin_coin_drop = ground_archive.get_value(name, "tin_coin_drop", false)
coin.triggered.connect(func(): tin_coin_drop = false)
func _reset(_body = null) -> void:
_reset_sign_testure_to_prop()
var prop_hud = SceneManager.get_prop_hud() as PropHud
if not prop_hud.current_item_changed.is_connected(_set_sign_texture_to_prop):
prop_hud.current_item_changed.connect(_set_sign_texture_to_prop)
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# 在场景中调用该方法,可以跳过小手初次交互的伸出过程
func do_first_interact(immediatelly := false):
if immediatelly:
animated_sprite.play("小手_idle")
else:
animated_sprite.play("小手_show")
_reset_sign_testure_to_prop()
func _reset_sign_testure_to_prop():
var key = SceneManager.get_current_prop(false)
_set_sign_texture_to_prop(key)
# 根据当前 prop调整 sign 所显示的 texture
func _set_sign_texture_to_prop(key):
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if tried_times == 0:
# 首次交互前 unrevealed
sign_mark.sprite2d.texture = unrevealed_sign_texture
return
sign_mark.sprite2d.texture = matched_sign_texture
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func _on_exit(_body = null) -> void:
# disconnect signal
var prop_hud = SceneManager.get_prop_hud() as PropHud
if prop_hud and prop_hud.current_item_changed.is_connected(_set_sign_texture_to_prop):
prop_hud.current_item_changed.disconnect(_set_sign_texture_to_prop)
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func _on_cancel(_body = null) -> void:
if communicating:
_quit_communicating()
return
func _quit_communicating() -> void:
sfx_bgm.stop()
if sfx_bgm.finished.is_connected(_quit_communicating):
sfx_bgm.finished.disconnect(_quit_communicating)
communicating = false
SceneManager.release_player()
# 重置动画
SceneManager.get_player().set_facing_direction(Vector2.ONE)
animated_sprite.visible = true
var interact_mutex = Mutex.new()
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var communicating = false
func _on_interacted() -> void:
if not interact_mutex.try_lock():
return
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interacted.emit()
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tried_times += 1
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if tried_times == 1:
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do_first_interact(false)
return
if holding_prop != "":
# 手持物品时,交互直接给玩家物品
SceneManager.enable_prop_item(holding_prop)
holding_prop = ""
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animated_sprite.play("小手_show")
interact_mutex.unlock()
return
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if is_holding_cup:
# 对话
if not communicating:
communicating = true
# # 走到指定地点
# SceneManager.get_player().walk_to(Vector2(225, 98.0), 1.5)
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# await SceneManager.get_player().animation_finished
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animated_sprite.visible = false
# 7 拿起纸杯 8 监听纸杯
SceneManager.freeze_player(0, 7)
SceneManager.get_player().force_play_animation("c00_吕萍_听纸杯")
SceneManager.pop_debug_dialog_info("音效", "纸杯电话童谣")
sfx_bgm.play()
# 交互时,已经在对话中
sfx_bgm.finished.connect(_quit_communicating, CONNECT_ONE_SHOT)
else:
_quit_communicating()
interact_mutex.unlock()
return
var key = SceneManager.get_current_prop(false)
var interacted_success = false
SceneManager.freeze_player(0)
# accept_tin_coin
if key == "prop_锡箔元宝":
interacted_success = true
SceneManager.disable_prop_item("prop_锡箔元宝")
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if id == 1:
# 叠成纸杯电话
animated_sprite.play("小手_锡箔_hide")
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is_holding_cup = true
SceneManager.pop_debug_dialog_info("美术", "叠成纸杯: 小手_锡箔_hide + 小手_纸杯_show + 小手_纸杯_idle")
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await get_tree().create_timer(2).timeout
# 稍等片刻再给小鞋子
SceneManager.enable_prop_item("prop_小鞋子1")
ArchiveManager.set_global_entry("c02_mouse_follow_player", true)
var node = get_node("../自动跟随的老鼠") as Node2D
if node:
node.visible = true
else:
printerr("小手已接受锡箔;自动跟随的老鼠节点不存在")
else:
# 丢下元宝
animated_sprite.play("小手_锡箔_drop")
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# 先设置允许 pickable然后再设置可见性等待动画播完再显示
tin_coin_drop = true
coin.visible = false
await get_tree().create_timer(1.5).timeout
coin.visible = true
# 是否允许老虎钳换弹珠
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var pliers_to_ball = ArchiveManager.get_global_value("c02_pliers_to_ball", false)
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if id == 0 and key == "prop_老虎钳" and pliers_to_ball:
interacted_success = true
SceneManager.disable_prop_item("prop_老虎钳")
animated_sprite.play("小手_老虎钳_hide")
SceneManager.pop_debug_dialog_info("美术", "小手_老虎钳_hide + 小手_弹珠_show + 小手_弹珠_idle")
await get_tree().create_timer(1.5).timeout
holding_prop = "prop_弹珠"
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elif id == 0 and key == "prop_弹珠" and not pliers_to_ball:
interacted_success = true
SceneManager.disable_prop_item("prop_弹珠")
animated_sprite.play("小手_弹珠_hide")
SceneManager.pop_debug_dialog_info("美术", "小手_弹珠_hide + 小手_老虎钳_show + 小手_老虎钳_idle")
await get_tree().create_timer(1.5).timeout
holding_prop = "prop_老虎钳"
if interacted_success:
# sfx_success.play()
EventManager.prop_interacted(name, key, 1)
_reset_sign_testure_to_prop()
else:
sfx_invalid.play()
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sign_mark.invalid_shake(matched_sign_texture, unmatched_sign_texture)
SceneManager.release_player()
interact_mutex.unlock()