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

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GDScript3
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@tool
extends Sprite2D
@export var accept_tin_coin := false
@export var accept_ball_or_plier := false
@export var enabled := true:
set(val):
enabled = val
if is_node_ready():
sign_mark.enabled = val
@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
@onready var sign_mark = %Sign as Sign
@onready var area2d = %Area2D as Area2D
@onready var animated_sprite = $ 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
var holding_prop = ""
var coin
func _ready() -> void:
if Engine.is_editor_hint():
return
area2d.body_entered.connect(_reset)
area2d.body_exited.connect(_on_cancel)
sign_mark.interacted.connect(_on_interacted)
sign_mark.cancel.connect(_on_cancel)
sign_mark.base_scale = sign_mark.scale
sign_mark.enabled = enabled
# setup default value
ground_archive = ArchiveManager.archive.ground_archive()
sign_mark.enabled = enabled
coin = get_node("Ambush地上的元宝") as Ambush2D
coin.triggered.connect(_on_coin_interacted)
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)
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):
var interactable = false
if holding_prop != "":
# 手持物品时,允许交互,获得物品
interactable = true
if key == "prop_锡箔元宝":
interactable = true
elif accept_ball_or_plier and key == "prop_老虎钳":
interactable = ArchiveManager.get_global_value("pliers_to_ball", false)
elif accept_ball_or_plier and key == "prop_弹珠":
interactable = not ArchiveManager.get_global_value("pliers_to_ball", false)
if interactable:
sign_mark.sprite2d.texture = matched_sign_texture
else:
sign_mark.sprite2d.texture = unmatched_sign_texture
func _on_cancel(_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)
var interact_mutex = Mutex.new()
func _on_interacted() -> void:
if not interact_mutex.try_lock():
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 = ""
animated_sprite.play("小手_idle")
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")
if accept_tin_coin:
# 叠成纸杯电话
animated_sprite.play("小手_锡箔_hide")
# TODO
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")
await get_tree().create_timer(1.5).timeout
SceneManager.enable_prop_item("prop_小鞋子1")
ArchiveManager.set_global_entry("c02_mouse_follow_player", true)
# 稍等后显示小老鼠
await get_tree().create_timer(0.5).timeout
SceneManager.pop_debug_dialog_info("美术", "触发⼩⽼⿏跟在玩家身后")
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")
# TODO
SceneManager.pop_debug_dialog_info("美术", "丢下元宝: 小手_锡箔_drop + 小手_idle + 落地后的锡箔贴图")
await get_tree().create_timer(1.5).timeout
coin.visible = true
coin.enabled = true
# 是否允许老虎钳换弹珠
var pliers_to_ball = ArchiveManager.get_global_value("pliers_to_ball", false)
if accept_ball_or_plier 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")
# TODO
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"
elif accept_ball_or_plier 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")
# TODO
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()
sign_mark.invalid_shake()
# SceneManager.on_toggle_invalid_prop()
SceneManager.release_player()
interact_mutex.unlock()
func _on_coin_interacted() -> void:
SceneManager.enable_prop_item("prop_锡箔元宝")
coin.visible = false
coin.enabled = false