extends Node func _ready() -> void: process_mode = Node.PROCESS_MODE_PAUSABLE # called from dialogue # 传送进入隧道 func transfer_to_tunnel(): SceneManager.get_ground_loader().transition_to_scene("c02_s09", "right") # called from Amush2D's global_method # c02 盒子猫游戏,小猫交互门 var knocking = false func c02_cat_play_with_door(): if knocking: return knocking = true var knock_stream = preload("uid://6q5qi1qon35r") AudioManager.play_sfx(knock_stream) SceneManager.freeze_player(1.5, 6, true) await get_tree().create_timer(1.5).timeout knocking = false var c02_fire_count_down_timer: Timer # 尝试燃烧倒计时(每次回到 s03 院子都会尝试一次) func c02_fire_count_down_try_start(): if c02_fire_count_down_timer: return c02_fire_count_down_timer = Timer.new() c02_fire_count_down_timer.autostart = true c02_fire_count_down_timer.wait_time = 60 c02_fire_count_down_timer.one_shot = false c02_fire_count_down_timer.timeout.connect(_on_c02_fire_count_down_timeout) add_child(c02_fire_count_down_timer) SceneManager.pop_debug_dialog_info("音效", "霸凌救小蝉倒计时") # TODO 音效 # res://asset/audio/BGM/心跳背景音.mp3 var sfx = preload("uid://b3g7ubpcldrhe") AudioManager.loop_bgm_music("霸凌救小蝉倒计时", sfx) func _on_c02_fire_count_down_timeout(): SceneManager.pop_debug_dialog_info("音效", "【重开】霸凌救小蝉倒计时") c02_fire_count_down_timer.stop() AudioManager.stop_bgm_music("霸凌救小蝉倒计时") # c02_9小蝉_游戏失败效果 var sfx = preload("uid://chebys30sd8ee") AudioManager.play_sfx(sfx) await get_tree().create_timer(3.0).timeout SceneManager.get_ground_loader().transition_to_scene("c02_s03", "4") # TODO 音效 # res://asset/audio/BGM/心跳背景音.mp3 await get_tree().create_timer(3.0).timeout SceneManager.pop_debug_dialog_info("音效", "霸凌救小蝉倒计时") sfx = preload("uid://b3g7ubpcldrhe") AudioManager.loop_bgm_music("霸凌救小蝉倒计时", sfx) c02_fire_count_down_timer.start() func c02_fire_count_down_stop(): if c02_fire_count_down_timer: c02_fire_count_down_timer.stop() #TODO 同时停止音效 AudioManager.stop_bgm_music("霸凌救小蝉倒计时") #