第二章首次结束时必然进行离开/留下选择
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@ -108,8 +108,8 @@ var stream_exit_by_choice = preload("uid://dlvxxvcx7ga3w")
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func c02_exit_from_corridor() -> void:
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func c02_exit_from_corridor() -> void:
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SceneManager.lock_player()
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SceneManager.lock_player()
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if not ArchiveManager.get_global_value("has_exited_by_player_choice"):
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if not ArchiveManager.get_global_value("has_been_exited_by_player_choice"):
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ArchiveManager.set_global_entry("has_exited_by_player_choice", true)
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ArchiveManager.set_global_entry("has_been_exited_by_player_choice", true)
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# 首次选择时,播放离开音效
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# 首次选择时,播放离开音效
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SceneManager.black_transition(0.7, 10.0)
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SceneManager.black_transition(0.7, 10.0)
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# amb_玩家主动选择离开游戏 8.46s
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# amb_玩家主动选择离开游戏 8.46s
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@ -122,7 +122,7 @@ func c02_exit_from_corridor() -> void:
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func c03_final_choose_exit() -> void:
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func c03_final_choose_exit() -> void:
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# 选择离开的话,不会更新 show stage 状态
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# 选择离开的话,不会更新 show stage 状态
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# EventManager.set_stage_if_greater("c03_well_show", 2)
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# EventManager.set_stage_if_greater("c03_well_show", 2)
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ArchiveManager.set_global_entry("has_exited_by_player_choice", true)
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ArchiveManager.set_global_entry("c03_exited_by_player_choice", true)
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# 黑屏播放结束音效后回到主菜单
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# 黑屏播放结束音效后回到主菜单
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# 如果出公寓做过选择,此处就不出现选择
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# 如果出公寓做过选择,此处就不出现选择
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SceneManager.lock_player()
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SceneManager.lock_player()
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@ -47,7 +47,7 @@ func _start_well_show() -> void:
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await Util.wait(2.5)
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await Util.wait(2.5)
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DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_井边回忆")
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DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_井边回忆")
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await DialogueManager.dialogue_ended
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await DialogueManager.dialogue_ended
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var was_choosen = ArchiveManager.get_global_value("has_exited_by_player_choice")
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var was_choosen = ArchiveManager.get_global_value("c03_exited_by_player_choice")
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if not was_choosen:
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if not was_choosen:
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DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_井边回忆_选择")
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DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_井边回忆_选择")
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await DialogueManager.dialogue_ended
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await DialogueManager.dialogue_ended
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