Merge remote-tracking branch 'origin/demo'
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commit
4d5ceaadc9
@ -35,7 +35,7 @@ func display() -> void:
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return
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return
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if packed_scene:
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if packed_scene:
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if on_display_hide_hud and SceneManager.get_ground().display_hud:
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if on_display_hide_hud and SceneManager.get_ground().display_hud:
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SceneManager.get_prop_hud().hide_hud()
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SceneManager.toggle_hud_display(false)
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if on_display_change_volumn:
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if on_display_change_volumn:
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get_tree().call_group(GlobalConfig.GROUP_GROUND_SFX, "change_volumn_db" , on_display_changed_volumn_db)
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get_tree().call_group(GlobalConfig.GROUP_GROUND_SFX, "change_volumn_db" , on_display_changed_volumn_db)
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get_tree().call_group(GlobalConfig.GROUP_GROUND_SFX2D, "change_volumn_db" , on_display_changed_volumn_db)
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get_tree().call_group(GlobalConfig.GROUP_GROUND_SFX2D, "change_volumn_db" , on_display_changed_volumn_db)
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@ -53,7 +53,7 @@ func display() -> void:
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func _exit(arg = null):
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func _exit(arg = null):
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if current_child:
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if current_child:
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if on_display_hide_hud and SceneManager.get_ground().display_hud:
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if on_display_hide_hud and SceneManager.get_ground().display_hud:
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SceneManager.get_prop_hud().display_hud()
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SceneManager.toggle_hud_display(true)
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if on_display_change_volumn:
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if on_display_change_volumn:
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get_tree().call_group(GlobalConfig.GROUP_GROUND_SFX, "reset_volumn_to_default")
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get_tree().call_group(GlobalConfig.GROUP_GROUND_SFX, "reset_volumn_to_default")
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get_tree().call_group(GlobalConfig.GROUP_GROUND_SFX2D, "reset_volumn_to_default")
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get_tree().call_group(GlobalConfig.GROUP_GROUND_SFX2D, "reset_volumn_to_default")
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@ -264,7 +264,7 @@ func _chechout_stage(s: int, play_sfx := true) -> void:
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var display_handle_outline = false
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var display_handle_outline = false
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if s >= 3:
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if s >= 3:
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# 隐藏道具栏
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# 隐藏道具栏
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SceneManager.get_prop_hud().hide_hud()
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SceneManager.toggle_hud_display(false)
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# 禁止退出特写
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# 禁止退出特写
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var closeup = get_parent() as Closeup2D
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var closeup = get_parent() as Closeup2D
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if closeup:
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if closeup:
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@ -336,7 +336,7 @@ func _unhandled_input(event: InputEvent) -> void:
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if stage == 3:
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if stage == 3:
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# 摇把手阶段不可退出
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# 摇把手阶段不可退出
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return
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return
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SceneManager.get_prop_hud().display_hud()
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SceneManager.toggle_hud_display(true)
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exit.emit(false)
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exit.emit(false)
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@ -75,7 +75,7 @@ var shooting = false
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func checkout_round(r: int):
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func checkout_round(r: int):
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if r == 0:
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if r == 0:
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# 游戏开始,隐藏 hud
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# 游戏开始,隐藏 hud
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SceneManager.get_prop_hud().hide_hud()
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SceneManager.toggle_hud_display(false)
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round_id = r
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round_id = r
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# 关闭所有碰撞
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# 关闭所有碰撞
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for i in range(3):
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for i in range(3):
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@ -263,7 +263,7 @@ func game_win() -> void:
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var scene = DialogueManager.show_dialogue_balloon_scene(dialog_balloon_scene, dialogue_c02, "c02_弹珠游戏4")
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var scene = DialogueManager.show_dialogue_balloon_scene(dialog_balloon_scene, dialogue_c02, "c02_弹珠游戏4")
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await scene.ball_dialogue_ended
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await scene.ball_dialogue_ended
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await Util.wait(3.0)
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await Util.wait(3.0)
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SceneManager.get_prop_hud().display_hud()
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SceneManager.toggle_hud_display(true)
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exit.emit(true)
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exit.emit(true)
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