demo 0.2.0.1 hotfix
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@ -10,6 +10,7 @@ func _ready() -> void:
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# called from dialogue
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# 传送进入隧道
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func transfer_to_tunnel():
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ArchiveManager.set_global_entry("c02_entered_the_splitted_space", true)
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SceneManager.get_ground_loader().transition_to_scene("c02_s09", "right")
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@ -381,12 +381,15 @@ func show_settings() -> void:
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#### 游戏场景树暂停计数器,设置、memory、bag 等菜单都会导致 pause
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var pause_counter := 0
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var pause_counter_mutex := Mutex.new()
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func toggle_pause_counter(plus := true) -> void:
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# 若不 lock,会导致快速切换菜单时出现并发问题(pause_counter 成为负数)
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pause_counter_mutex.lock()
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pause_counter += 1 if plus else -1
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print("SceneTree pause_counter: ", pause_counter)
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get_tree().paused = pause_counter > 0
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pause_counter_mutex.unlock()
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func quit_game() -> void:
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@ -21,6 +21,8 @@ signal hold_changed(count: int, is_add: bool)
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# 实例级别的锁定请求追踪
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var _freeze_requests: int = 0
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var _hold_requests: int = 0
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# 处理 _freeze_requests / _hold_requests 增减时需要 _request_mutex lock
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var _request_mutex := Mutex.new()
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func _ready() -> void:
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@ -51,14 +53,18 @@ func _create_timer(duration: float, callable: Callable):
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func freeze(duration := 0.0) -> void:
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if duration > 0:
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_create_timer(duration, release)
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_request_mutex.lock()
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_freeze_requests += 1
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var f_requests = _freeze_requests
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_request_mutex.unlock()
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if GlobalConfig.DEBUG:
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print("[Lock] Freeze applied: ", _freeze_requests)
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print("freeze from: ", _get_stack_info())
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freeze_changed.emit(_freeze_requests, true)
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freeze_changed.emit(f_requests, true)
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func release() -> void:
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_request_mutex.lock()
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_freeze_requests -= 1
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if _freeze_requests < 0:
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printerr(
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@ -69,17 +75,21 @@ func release() -> void:
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" Reset to 0."
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)
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_freeze_requests = 0
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var f_requests = _freeze_requests
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_request_mutex.unlock()
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if GlobalConfig.DEBUG:
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print("[Lock] Release applied: ", _freeze_requests)
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print("release from: ", _get_stack_info())
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freeze_changed.emit(_freeze_requests, false)
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freeze_changed.emit(f_requests, false)
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# Hold 相关方法
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func hold(duration := 0.0) -> void:
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if duration > 0:
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_create_timer(duration, unhold)
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_request_mutex.lock()
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_hold_requests += 1
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_request_mutex.unlock()
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if GlobalConfig.DEBUG:
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print("[Lock] Hold applied: ", _hold_requests)
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print("hold from: ", _get_stack_info())
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@ -87,6 +97,7 @@ func hold(duration := 0.0) -> void:
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func unhold() -> void:
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_request_mutex.lock()
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_hold_requests -= 1
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if _hold_requests < 0:
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printerr(
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@ -97,10 +108,12 @@ func unhold() -> void:
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" Reset to 0."
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)
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_hold_requests = 0
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var h_requests = _hold_requests
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_request_mutex.unlock()
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if GlobalConfig.DEBUG:
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print("[Lock] Unhold applied: ", _hold_requests)
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print("unhold from: ", _get_stack_info())
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hold_changed.emit(_hold_requests, false)
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hold_changed.emit(h_requests, true)
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# 静态方法:查询当前状态
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@ -124,16 +137,21 @@ func get_hold_count() -> int:
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func lock_all(duration := 0.0) -> void:
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if duration > 0:
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_create_timer(duration, unlock_all)
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_request_mutex.lock()
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_hold_requests += 1
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_freeze_requests += 1
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var h_requests = _hold_requests
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var f_requests = _freeze_requests
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_request_mutex.unlock()
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if GlobalConfig.DEBUG:
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prints("[Lock] LockAll applied (hold, freeze): ", _hold_requests, _freeze_requests)
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print("lock_all from: ", _get_stack_info())
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hold_changed.emit(_hold_requests, true)
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freeze_changed.emit(_freeze_requests, true)
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hold_changed.emit(h_requests, true)
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freeze_changed.emit(f_requests, true)
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func unlock_all() -> void:
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_request_mutex.lock()
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_freeze_requests -= 1
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_hold_requests -= 1
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if _freeze_requests < 0:
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@ -154,8 +172,11 @@ func unlock_all() -> void:
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" Reset to 0."
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)
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_hold_requests = 0
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freeze_changed.emit(_freeze_requests, false)
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hold_changed.emit(_hold_requests, false)
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var h_requests = _hold_requests
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var f_requests = _freeze_requests
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_request_mutex.unlock()
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hold_changed.emit(h_requests, false)
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freeze_changed.emit(f_requests, false)
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if GlobalConfig.DEBUG:
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prints("[Lock] UnlockAll applied (hold, freeze): ", _hold_requests, _freeze_requests)
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print("unlock_all from: ", _get_stack_info())
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@ -167,8 +188,8 @@ func _to_string() -> String:
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func _get_stack_info() -> String:
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var stack = get_stack()
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# 0: [self] _get_stack_info();
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# 1: [caller] i.e. print("...", _get_stack_info());
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# 0: [self] _get_stack_info();
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# 1: [caller] i.e. print("...", _get_stack_info());
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# 2: scene_manager.gd
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# 3: target caller
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# {function:bar, line:12, source:res://script.gd}
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@ -187,10 +187,9 @@ func _blink_label(init := true):
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func _on_cancel(_body = null):
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if STATUS_TRANSITIONING == status:
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if STATUS_TRANSITIONING == status or status == STATUS_NORAML:
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return
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if status != STATUS_NORAML:
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quit_inspecting.emit()
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quit_inspecting.emit()
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status = STATUS_TRANSITIONING
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var tween = create_tween()
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tween.tween_property(container, "modulate:a", 0.0, 0.15)
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@ -87,6 +87,7 @@ func _ready() -> void:
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ground_archive = ArchiveManager.archive.ground_archive()
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icount = ground_archive.get_value(name, "icount", 0)
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visibility_changed.connect(_visibility_changed)
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_visibility_changed()
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func _visibility_changed():
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@ -100,9 +100,14 @@ func _ready() -> void:
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_check_sign_mark_and_texture()
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area2d.body_entered.connect(_reset)
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area2d.body_exited.connect(_on_cancel)
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sign_snapper.arrived.connect(_on_interacted)
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sign_mark.cancel.connect(_on_cancel)
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visibility_changed.connect(_visibility_changed)
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# left / right 不使用 snapper,其他使用
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if portal_name == "left" or portal_name == "right":
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sign_snapper.enabled = false
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sign_mark.interacted.connect(_on_interacted)
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else:
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sign_snapper.arrived.connect(_on_interacted)
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func _visibility_changed():
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@ -208,8 +208,8 @@ func _reset_archive() -> void:
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debug_global_data[e] = 0
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archive.event_stage[e] = debug_global_data[e]
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# 重置 props 状态
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var props = debug_global_data["enabled_items"] as Dictionary
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if props == null:
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var props = debug_global_data.get("enabled_items")
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if props == null or not props is Dictionary:
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props = {}
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debug_global_data["enabled_items"] = props
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var prop_disabler_regx = RegEx.create_from_string(r'SceneManager.disable_prop_item\(.?"(.+)"') as RegEx
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@ -291,7 +291,7 @@ speed = 90.0
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position = Vector2(1241, -1)
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sprite_frames = ExtResource("2_l4axy")
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animation = &"秋千"
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frame = 1
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frame = 3
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[node name="Sfx2D" type="AudioStreamPlayer2D" parent="Ground/DeployLayer/秋千"]
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process_mode = 1
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@ -320,7 +320,8 @@ metadata/_custom_type_script = "uid://wapo47a1oddf"
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position = Vector2(1358, 0)
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sprite_frames = ExtResource("2_l4axy")
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animation = &"跷跷板"
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frame = 1
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autoplay = "跷跷板"
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frame = 5
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[node name="Sfx2D" type="AudioStreamPlayer2D" parent="Ground/DeployLayer/跷跷板"]
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process_mode = 1
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@ -369,7 +370,6 @@ action_configs = Array[Dictionary]([{
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position = Vector2(43, -44.5)
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sprite_frames = ExtResource("7_dsj2r")
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animation = &"【画画男孩-1】呼吸"
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frame = 1
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action_configs = Array[Dictionary]([{
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"animation_intro": "【画画男孩-1】呼吸",
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"animation_next": "【画画男孩-1】画画",
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@ -425,7 +425,6 @@ one_shot = false
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position = Vector2(1558, -12)
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sprite_frames = ExtResource("7_dsj2r")
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animation = &"【站立小孩-3】呼吸"
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frame = 1
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action_configs = Array[Dictionary]([{
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"animation_intro": &"【站立小孩-3】转身",
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"animation_next": "【站立小孩-3】走路",
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@ -513,6 +512,7 @@ position = Vector2(1505, 19)
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sprite_frames = ExtResource("7_dsj2r")
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animation = &"【站立小孩-2】侧面呼吸"
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autoplay = "【站立小孩-2】侧面呼吸"
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frame = 1
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action_configs = Array[Dictionary]([{
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"animation_intro": "【站立小孩-2】转身",
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"animation_next": "【站立小孩-2】走路",
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@ -605,7 +605,7 @@ z_index = 1
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position = Vector2(1733, 5)
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sprite_frames = ExtResource("7_dsj2r")
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animation = &"【胖小孩背着残疾小孩】画画"
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frame = 7
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frame = 5
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action_configs = Array[Dictionary]([{
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"animation_intro": "【胖小孩背着残疾小孩】呼吸",
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"animation_next": "【胖小孩背着残疾小孩】画画",
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@ -745,13 +745,11 @@ position = Vector2(377, 18)
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scale = Vector2(0.9, 0.9)
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sprite_frames = ExtResource("2_l4axy")
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animation = &"中蓝衣小孩呼吸"
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frame = 2
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[node name="门口_右绿衣男孩" parent="Ground/ParallaxForeground/BGParallaxLayer" index="3" instance=ExtResource("8_ouldg")]
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position = Vector2(408, 3)
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sprite_frames = ExtResource("2_l4axy")
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animation = &"右绿衣男孩呼吸"
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frame = 1
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[node name="门口_红衣姑娘" parent="Ground/ParallaxForeground/BGParallaxLayer" index="4" instance=ExtResource("8_ouldg")]
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light_mask = 2
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@ -779,7 +777,6 @@ texture_scale = 0.5
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position = Vector2(301, 8.5)
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sprite_frames = ExtResource("2_l4axy")
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animation = &"院长呼吸"
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frame = 2
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action_configs = Array[Dictionary]([{
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"animation_intro": "院长翻书",
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"animation_next": "院长呼吸",
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@ -40,9 +40,6 @@ metadata/_custom_type_script = "uid://bbg4vopj4apl6"
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[node name="BGSprite2D" parent="Ground" index="2"]
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texture = ExtResource("3_slkid")
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[node name="portal_right" parent="Ground/DeployLayer" index="1"]
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target_scene = "c01_s11"
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[node name="小小蝶探头" type="AnimatedSprite2D" parent="Ground/DeployLayer" index="2"]
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position = Vector2(48, 7)
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sprite_frames = ExtResource("4_bhb7e")
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@ -62,6 +59,13 @@ ambient_light_color = Color(0.895255, 0.473027, 0.312609, 1)
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[node name="MainPlayer" parent="Ground" index="5"]
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visible = false
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character = "小小蝶"
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player_movement_rect = Rect2(18, -158, 653, 316)
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[node name="CameraFocusMarker" parent="Ground" index="6"]
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limit_left = 0
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limit_top = -158
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limit_right = 701
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limit_bottom = 158
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[node name="PlayerLine2D" parent="Ground/ParallaxForeground" index="2"]
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points = PackedVector2Array(18, 150, 671, 150)
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@ -33,7 +33,7 @@ func _on_ground_ready() -> void:
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# 相机抖动
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camera.shake_camera()
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# 不显示玩家,锁定玩家移动
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SceneManager.freeze_player(0)
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SceneManager.lock_player()
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main_character = $"../DeployLayer/车夫与吕萍"
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footstep_sfx = $"黄包车Sfx"
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# 注意第一段 dialog 在鬼差探头阶段播放
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@ -621,8 +621,13 @@ visible = false
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position = Vector2(26, 118)
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catty_light_energy = 1.0
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character = "小小蝶"
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player_movement_rect = Rect2(37, -158, 11313, 316)
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[node name="CameraFocusMarker" parent="Ground" index="6" node_paths=PackedStringArray("focusing_node")]
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limit_left = 0
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limit_top = -384
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limit_right = 11377
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limit_bottom = 384
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focusing_node = NodePath("../DeployLayer/车夫与吕萍")
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force_offset = Vector2(40, -30)
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@ -294,8 +294,15 @@ texture = SubResource("GradientTexture2D_fvldj")
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[node name="MainPlayer" parent="Ground" index="5"]
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position = Vector2(53, 98)
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player_movement_rect = Rect2(19, -158, 667, 316)
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facing_direction = Vector2(1, 0)
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[node name="CameraFocusMarker" parent="Ground" index="6"]
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limit_left = 0
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limit_top = -158
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limit_right = 700
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limit_bottom = 158
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[node name="PlayerLine2D" parent="Ground/ParallaxForeground" index="2"]
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points = PackedVector2Array(19, 150, 686, 150)
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@ -37,7 +37,9 @@ data = {
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}
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debug_global_data = Dictionary[String, Variant]({
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"c02_tin_coin_taken": 0,
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"enabled_items": ["prop_火柴", "prop_院长的信", "prop_银元"],
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"enabled_items": {
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"prop_锡箔元宝": true
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},
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"handnote_c02_list_namesAndGoal": 0,
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"player_x": 30.0
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})
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@ -1357,6 +1357,7 @@ position = Vector2(269, 57)
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sprite_frames = ExtResource("40_7i4w0")
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animation = &"c00_头套小婵_idle"
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autoplay = "c00_头套小婵_idle"
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frame = 1
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flip_h = true
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move_configs = Array[Dictionary]([{
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"animation": "c00_头套小婵_run",
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@ -32,7 +32,10 @@ data = {
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"oneshot_animation_played": false
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}
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debug_global_data = Dictionary[String, Variant]({
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"enabled_items": PackedStringArray("prop_火柴", "prop_院长的信", "prop_银元"),
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"enabled_items": {
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"prop_粘鼠板": true,
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"prop_锡箔元宝": true
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},
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"player_x": 30.0
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})
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debug_ground_data = Dictionary[String, Variant]({
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@ -116,7 +116,30 @@ data = {
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"oneshot_animation_played": false
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}
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debug_global_data = Dictionary[String, Variant]({
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"enabled_items": ["prop_火柴", "prop_院长的信", "prop_银元"]
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"c02_the_blind_room_unlocked": false,
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"handnote_c02_split_illusionSpace": 0
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})
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debug_ground_data = Dictionary[String, Variant]({
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"Ambush偷听": {
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"played": false
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},
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"Ambush回看洞口": {
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"played": false
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},
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"AnimationPlayer": {
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"first_entered": false,
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"hole_interacted_times": 0,
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"oneshot_animation_played": false
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},
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"Closeup画": {
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"interacted_times": 0
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},
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"Closeup讨厌他们": {
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"interacted_times": 0
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},
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"煤油灯": {
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"interacted_times": 0
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}
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})
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oneshot_animation = ""
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@ -28,7 +28,7 @@ func _on_ground_ready() -> void:
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else:
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var default_counter_x = 364.0
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var counter_x = ArchiveManager.get_global_value(&"c02_counter_x", default_counter_x)
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var diff = counter_x - default_counter_x
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var diff = float(counter_x) - default_counter_x
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counter.position.x += diff
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# rope_range
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rope = $"../DeployLayer/麻绳"
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@ -180,6 +180,23 @@ footstep_type = "crawling"
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|
||||
[node name="AnimationPlayer" parent="Ground" index="0"]
|
||||
script = ExtResource("2_34a6f")
|
||||
debug_global_data = Dictionary[String, Variant]({
|
||||
"c02_counter_pushed_out": false,
|
||||
"c02_counter_x": 100.0,
|
||||
"enabled_items": {},
|
||||
"player_x": 4500.0
|
||||
})
|
||||
debug_ground_data = Dictionary[String, Variant]({
|
||||
"Ambush剪影指天": {
|
||||
"played": false
|
||||
},
|
||||
"Ambush老鼠": {
|
||||
"played": false
|
||||
},
|
||||
"AnimationPlayer": {
|
||||
"oneshot_animation_played": false
|
||||
}
|
||||
})
|
||||
oneshot_animation = ""
|
||||
|
||||
[node name="背景音效_通道" type="AudioStreamPlayer" parent="Ground/AnimationPlayer" index="0"]
|
||||
@ -714,6 +731,7 @@ texture = ExtResource("16_7mvsg")
|
||||
position = Vector2(637.5, -19)
|
||||
sprite_frames = ExtResource("21_kpfk1")
|
||||
animation = &"剪影人物床_呼吸"
|
||||
frame = 3
|
||||
action_configs = Array[Dictionary]([{
|
||||
"animation_intro": "剪影人物床_指天",
|
||||
&"animation_next": "剪影人物床_指天呼吸",
|
||||
@ -884,6 +902,7 @@ position = Vector2(2987, -12)
|
||||
position = Vector2(4461, 115)
|
||||
lock_move_right = true
|
||||
character = "吕萍爬行"
|
||||
player_movement_rect = Rect2(80, -158, 4420.93, 316)
|
||||
facing_direction = Vector2(-1, 0)
|
||||
|
||||
[node name="RemoteTransform2D" type="RemoteTransform2D" parent="Ground/MainPlayer" index="6"]
|
||||
@ -891,6 +910,12 @@ remote_path = NodePath("../../DeployLayer/隆起碰撞")
|
||||
update_rotation = false
|
||||
update_scale = false
|
||||
|
||||
[node name="CameraFocusMarker" parent="Ground" index="6"]
|
||||
limit_left = 0
|
||||
limit_top = -158
|
||||
limit_right = 4536
|
||||
limit_bottom = 158
|
||||
|
||||
[node name="前景" type="Sprite2D" parent="Ground/ParallaxForeground/BGParallaxLayer" index="0"]
|
||||
position = Vector2(4295, 21)
|
||||
texture = ExtResource("6_nntqg")
|
||||
|
@ -40,7 +40,7 @@ func _on_ground_ready() -> void:
|
||||
portal_note = $"../DeployLayer/Note进入隧道询问"
|
||||
|
||||
# 进过瞎子卧室后,通道关闭
|
||||
if ArchiveManager.get_global_value(&"c02_the_blind_room_unlocked"):
|
||||
if ArchiveManager.get_global_value(&"c02_entered_the_splitted_space"):
|
||||
# 遮挡的空房间
|
||||
$"../BGSprite2D".texture = preload("uid://ba57knu57jp3u")
|
||||
|
||||
@ -198,8 +198,8 @@ func after_counter_moved():
|
||||
catty_head.enabled = false
|
||||
return
|
||||
catty_head.enabled = true
|
||||
# 进过瞎子卧室后,通道关闭
|
||||
var entered = ArchiveManager.get_global_value(&"c02_the_blind_room_unlocked", false)
|
||||
# 通道关闭
|
||||
var entered = ArchiveManager.get_global_value(&"c02_entered_the_splitted_space")
|
||||
if not entered and catty_head.picked:
|
||||
portal_note.enabled = true
|
||||
|
||||
@ -226,5 +226,5 @@ func _on_pick_catty_head() -> void:
|
||||
SceneManager.pop_os_with_str("c02_获得小猫玩具")
|
||||
SceneManager.unlock_player()
|
||||
# 进过瞎子卧室后,通道关闭
|
||||
if not ArchiveManager.get_global_value(&"c02_the_blind_room_unlocked"):
|
||||
if not ArchiveManager.get_global_value(&"c02_entered_the_splitted_space"):
|
||||
portal_note.enabled = true
|
||||
|
@ -235,6 +235,7 @@ note_key = "c03_s01_门口看病牌子"
|
||||
|
||||
[node name="Interactable放肉处" parent="Ground/DeployLayer" index="4" instance=ExtResource("5_tutxu")]
|
||||
position = Vector2(567, 39)
|
||||
disable_prop_after_interacted = true
|
||||
prop_key = "prop_奇怪的肉"
|
||||
|
||||
[node name="EventBinder" type="Node" parent="Ground/DeployLayer/Interactable放肉处"]
|
||||
|
@ -156,10 +156,10 @@ func _on_interacted() -> void:
|
||||
return
|
||||
interacting = true
|
||||
interact_start.emit()
|
||||
if icount == 0:
|
||||
do_first_interact(false)
|
||||
await _increase_icount()
|
||||
if icount == 1:
|
||||
await do_first_interact(false)
|
||||
elif holding_prop != "":
|
||||
if holding_prop != "":
|
||||
# 手持物品时,交互直接给玩家物品
|
||||
SceneManager.enable_prop_item(holding_prop)
|
||||
if holding_prop == "prop_老虎钳":
|
||||
|
@ -56,7 +56,7 @@ size_flags_horizontal = 4
|
||||
theme_override_colors/font_color = Color(0, 0, 0, 1)
|
||||
theme_override_fonts/font = ExtResource("3_emo0y")
|
||||
theme_override_font_sizes/font_size = 13
|
||||
text = "感谢试玩"
|
||||
text = "c02_demo感谢试玩"
|
||||
horizontal_alignment = 1
|
||||
vertical_alignment = 1
|
||||
autowrap_mode = 3
|
||||
@ -71,10 +71,7 @@ size_flags_horizontal = 4
|
||||
theme_override_colors/font_color = Color(0, 0, 0, 1)
|
||||
theme_override_fonts/font = ExtResource("3_qgsol")
|
||||
theme_override_font_sizes/font_size = 8
|
||||
text = "以上是《衔蝶》demo的全部内容啦,感谢你抽出宝贵的时间体验我们的游戏!
|
||||
试玩虽然结束,但吕萍的旅程才刚刚开始,后面的故事将更加精彩!你在游戏中探索的每一步都是对我们的鼓励和支持!
|
||||
在游戏上线前,我们将继续优化游戏内容,完善和打磨游戏设计、叙事流程,音效、画面表现等。
|
||||
最后,欢迎你对《衔蝶》的试玩提出反馈,这对我们非常重要!期待与你的下次相遇,再见!"
|
||||
text = "c02_demo公告"
|
||||
vertical_alignment = 1
|
||||
autowrap_mode = 3
|
||||
script = ExtResource("5_emo0y")
|
||||
|
Loading…
Reference in New Issue
Block a user