瞎子井与偷听李癞可在第二章开始后进行
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@ -33,11 +33,6 @@ func _on_ground_ready() -> void:
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gate.interact_mismatch_failed.connect(_on_gate_failed)
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gate.interacted.connect(_on_gate_interacted)
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eavesdrop_window = $"../DeployLayer/李氏赖子房间人影"
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if ArchiveManager.get_global_value(&"c02_eavesdrop_finished"):
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$"../DeployLayer/Ambush偷听对话".enabled = false
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eavesdrop_window.visible = false
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$"../DeployLayer/Closeup敲门游戏".exit.connect(_on_knock_exit)
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counter = $"../DeployLayer/Interactable柜子" as Interactable2D
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@ -64,23 +59,31 @@ func _on_ground_ready() -> void:
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$VibeSfx氛围.switch_to("c02_火灾")
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$"../DirectionalLight2D".energy = 0
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eavesdrop_window = $"../DeployLayer/李氏赖子房间人影"
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madman_npc = $"../DeployLayer/Npc井边疯子"
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madman_npc.visible = false
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# c02_madman_hitwall 之后, c02_ball_game_stage==3(游戏结束) 之前;同时 eavesdrop_finished
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if EventManager.get_stage(&"c02_ball_game_stage") < 3:
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# and ArchiveManager.get_global_value(&"c02_eavesdrop_finished")
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bully_layer = $"../DeployLayer/霸凌"
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burning_layer = $"../DeployLayer/火灾"
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var closeup_well = $"../DeployLayer/Closeup井"
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# 第一章霸凌阶段(弹珠游戏结束为开始)隐藏疯子与李癞偷听,第二章开始后显示
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if EventManager.get_stage(&"c02_ball_game_stage") == 3 and EventManager.get_chapter_stage() <= 2:
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_setup_bully_or_burning(true)
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# 弹珠游戏结束后就开始霸凌,此时禁止偷听。第一章结束后(火灾结束),第二章再偷听
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$"../DeployLayer/Ambush偷听对话".enabled = false
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eavesdrop_window.visible = false
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closeup_well.enabled = false
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else:
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if not ArchiveManager.get_global_value("c02_watched_the_well"):
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$"../DeployLayer/Closeup井".exit.connect(func(_arg): madman_npc.visible = true)
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else:
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madman_npc.visible = true
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(
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madman_npc
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. talk_finished
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. connect(
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func(): ArchiveManager.unlock_memory(2)
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# 2 号为井边记忆
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)
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)
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closeup_well.exit.connect(func(_arg):
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madman_npc.visible = true
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# 2 号为井边记忆
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ArchiveManager.unlock_memory(2)
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)
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# madman_npc.talk_finished.connect(ArchiveManager.unlock_memory.bind(2))
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if ArchiveManager.get_global_value(&"c02_eavesdrop_finished"):
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$"../DeployLayer/Ambush偷听对话".enabled = false
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eavesdrop_window.visible = false
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if ArchiveManager.get_global_value(&"c02_show_grounded_coins"):
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# 奠字 + 纸钱
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@ -116,10 +119,6 @@ func _on_ground_ready() -> void:
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elif EventManager.get_stage("c02_madman_interacted_stage") == 2:
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small_shoe.enabled = true
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bully_layer = $"../DeployLayer/霸凌"
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burning_layer = $"../DeployLayer/火灾"
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if EventManager.get_stage(&"c02_ball_game_stage") >= 3 and EventManager.get_chapter_stage() < 3:
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_setup_bully_or_burning(true)
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func drop_shoe(progress: float, y1: float, y2: float):
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@ -203,9 +202,6 @@ func eavesdrop() -> void:
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func _setup_bully_or_burning(reenter_scene := false):
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# 弹珠游戏结束后就开始霸凌,此时禁止偷听。第一章结束后(火灾结束),第二章再偷听
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$"../DeployLayer/Ambush偷听对话".enabled = false
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eavesdrop_window.visible = false
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if EventManager.get_stage(&"c02_burning_end_stage") == 2:
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# 火灾演出完全结束
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burning_layer.visible = false
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@ -1,10 +1,13 @@
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extends CanvasLayer
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signal exit()
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func _ready() -> void:
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layer = GlobalConfig.CANVAS_LAYER_LITTLE_GAME
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if not ArchiveManager.get_global_value("c02_watched_the_well"):
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ArchiveManager.set_global_entry("c02_watched_the_well", true)
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DialogueManager.show_dialogue_balloon(
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preload("res://asset/dialogue/npc.dialogue"), "c02_看井对话"
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)
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ArchiveManager.set_global_entry("c02_watched_the_well", true)
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await DialogueManager.dialogue_ended
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exit.emit()
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