xiandie/script_templates/event_2d.gd

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GDScript3
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@tool
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extends Event2D
# var prev_stage := 0
# var stage := 0
func _ready() -> void:
super._ready()
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if Engine.is_editor_hint():
return
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func _on_global_stage_updated(e: StringName, s: int) -> void:
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super._on_global_stage_updated(e, s)
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func _on_ground_ready(_ground: Ground2D) -> void:
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pass
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func _on_pre_stage_updated() -> void:
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pass
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func _on_stage_updated() -> void:
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pass