npc对话气泡延长后不消失问题修复(将main的fix应用到demo)
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@ -69,6 +69,7 @@ var speaking_sign_mode := 0:
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speaking_sign_tween = create_tween()
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speaking_sign_tween = create_tween()
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if val == 0:
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if val == 0:
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speaking_sign_tween.tween_property(speaking_sign, "modulate:a", 0.0, 0.3)
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speaking_sign_tween.tween_property(speaking_sign, "modulate:a", 0.0, 0.3)
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speaking_animation.stop()
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elif val == 1:
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elif val == 1:
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speaking_sign_tween.tween_property(speaking_sign, "modulate", base_mod, 0.3)
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speaking_sign_tween.tween_property(speaking_sign, "modulate", base_mod, 0.3)
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speaking_sign_tween.parallel().tween_property(
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speaking_sign_tween.parallel().tween_property(
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@ -133,10 +134,10 @@ func _align_signs_status():
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func _on_toggle_active(activated: bool) -> void:
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func _on_toggle_active(activated: bool) -> void:
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if activated and speaking_sign_mode == 0:
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if not activated:
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speaking_sign_mode = 1
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elif not activated and speaking_sign_mode > 0:
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speaking_sign_mode = 0
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speaking_sign_mode = 0
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elif speaking_sign_mode == 0:
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speaking_sign_mode = 1
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func _on_interacted() -> void:
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func _on_interacted() -> void:
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@ -147,9 +148,10 @@ func _on_interacted() -> void:
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ground_archive.set_pair(name, "icount", icount)
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ground_archive.set_pair(name, "icount", icount)
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DialogueManager.show_dialogue_balloon(dialogue_res, dialogue_title)
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DialogueManager.show_dialogue_balloon(dialogue_res, dialogue_title)
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interacted.emit()
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interacted.emit()
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var out_of_range = speaking_sign_mode == 0
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speaking_sign_mode = 2
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speaking_sign_mode = 2
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await DialogueManager.dialogue_ended
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await DialogueManager.dialogue_ended
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speaking_sign_mode = 1
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speaking_sign_mode = 0 if out_of_range else 1
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# 在 unlock 之前发射
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# 在 unlock 之前发射
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talk_finished.emit()
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talk_finished.emit()
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SceneManager.unlock_player()
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SceneManager.unlock_player()
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