xiandie/scene/ground/script/c02/s03_event_2d抓药游戏.gd

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@tool
extends Event2D
# var prev_stage := 0
# var stage := 0
func _ready() -> void:
super._ready()
if Engine.is_editor_hint():
return
func _on_global_stage_updated(e: StringName, s: int):
super._on_global_stage_updated(e, s)
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@onready var boss_sprite = $"药车_老板/药铺老板" as AnimatedSprite2D
@onready var interactable = $"药车_老板/Interactable抓药道具" as Interactable2D
@onready var closeup = $"药车_老板/Closeup抓药游戏"
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func _on_ground_ready(_ground: Ground2D):
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interactable.interacted.connect(_boss_interacted)
interactable.interact_mismatch_failed.connect(_boss_interacted.bind(false))
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if interactable.interacted_times >= 4:
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closeup.enabled = true
boss_sprite.hide()
func _boss_interacted(valid := true) -> void:
if valid:
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if interactable.interacted_times >= 4:
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SceneManager.lock_player()
boss_sprite.play("抓药游戏_老板做药")
var camera = SceneManager.get_camera_marker()
# TODO 惊悚的音效
SceneManager.pop_debug_dialog_info("音效", "老板开始制药,稍后魂被吸走")
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$"Sfx2D药车铃铛声_左".play()
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var tween = create_tween()
tween.tween_interval(1.0)
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tween.tween_property(camera, "force_offset:x", -400.0, 3.0)
tween.tween_interval(5.0)
await tween.finished
# 运镜过去后,开始播放老板红光
var amb_light = $"老板红光" as PointLight2D
$"Sfx2D药车铃铛声_右".play()
tween = create_tween()
tween.tween_property(amb_light, "energy" , 1.5, 3.0)
tween.tween_callback($"Sfx药车鬼影擦肩".play)
tween.tween_property(amb_light, "energy" , 0.8, 0.5)
tween.tween_property(amb_light, "energy" , 1.5, 1.5)
tween.tween_interval(2.0)
tween.tween_property(amb_light, "energy" , 0.0, 2.0)
tween.parallel().tween_property(boss_sprite, "modulate:a" , 0.0, 2.0)
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tween.tween_interval(2.0)
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tween.tween_callback(func():
SceneManager.unlock_player()
SceneManager.pop_os_with_str("c03_老板被吸走")
)
# 运镜回来
tween = create_tween()
tween.tween_interval(1.0)
tween.tween_property(camera, "force_offset:x", 0.0, 3.0)
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await tween.finished
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# 不使用被吸入,而是使用红色光效
# boss_sprite.play("抓药游戏_老板魂魄吸入")
# await boss_sprite.animation_finished
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closeup.enabled = true
else:
var current_prop = SceneManager.get_current_prop()
if current_prop == "prop_纸铜钱1" or current_prop == "prop_2个纸铜钱":
SceneManager.pop_os_with_str("c03_抓药铜钱不足")
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func _on_pre_stage_updated():
pass
func _on_stage_updated():
pass