From 5bd23edb6e665e18063ee93c9c00627a66cc6240 Mon Sep 17 00:00:00 2001 From: cakipaul Date: Sat, 13 Sep 2025 16:35:57 +0800 Subject: [PATCH] =?UTF-8?q?=E7=AC=AC=E4=BA=8C=E7=AB=A0=E9=A6=96=E6=AC=A1?= =?UTF-8?q?=E7=BB=93=E6=9D=9F=E6=97=B6=E5=BF=85=E7=84=B6=E8=BF=9B=E8=A1=8C?= =?UTF-8?q?=E7=A6=BB=E5=BC=80/=E7=95=99=E4=B8=8B=E9=80=89=E6=8B=A9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- manager/scene/global_functor.gd | 6 +++--- scene/ground/script/c02/s03_event_2d第二章结束井边演出.gd | 2 +- 2 files changed, 4 insertions(+), 4 deletions(-) diff --git a/manager/scene/global_functor.gd b/manager/scene/global_functor.gd index 79272d9d..c2e59987 100644 --- a/manager/scene/global_functor.gd +++ b/manager/scene/global_functor.gd @@ -108,8 +108,8 @@ var stream_exit_by_choice = preload("uid://dlvxxvcx7ga3w") func c02_exit_from_corridor() -> void: SceneManager.lock_player() - if not ArchiveManager.get_global_value("has_exited_by_player_choice"): - ArchiveManager.set_global_entry("has_exited_by_player_choice", true) + if not ArchiveManager.get_global_value("has_been_exited_by_player_choice"): + ArchiveManager.set_global_entry("has_been_exited_by_player_choice", true) # 首次选择时,播放离开音效 SceneManager.black_transition(0.7, 10.0) # amb_玩家主动选择离开游戏 8.46s @@ -122,7 +122,7 @@ func c02_exit_from_corridor() -> void: func c03_final_choose_exit() -> void: # 选择离开的话,不会更新 show stage 状态 # EventManager.set_stage_if_greater("c03_well_show", 2) - ArchiveManager.set_global_entry("has_exited_by_player_choice", true) + ArchiveManager.set_global_entry("c03_exited_by_player_choice", true) # 黑屏播放结束音效后回到主菜单 # 如果出公寓做过选择,此处就不出现选择 SceneManager.lock_player() diff --git a/scene/ground/script/c02/s03_event_2d第二章结束井边演出.gd b/scene/ground/script/c02/s03_event_2d第二章结束井边演出.gd index 63c4246a..11a7d563 100644 --- a/scene/ground/script/c02/s03_event_2d第二章结束井边演出.gd +++ b/scene/ground/script/c02/s03_event_2d第二章结束井边演出.gd @@ -47,7 +47,7 @@ func _start_well_show() -> void: await Util.wait(2.5) DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_井边回忆") await DialogueManager.dialogue_ended - var was_choosen = ArchiveManager.get_global_value("has_exited_by_player_choice") + var was_choosen = ArchiveManager.get_global_value("c03_exited_by_player_choice") if not was_choosen: DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_井边回忆_选择") await DialogueManager.dialogue_ended