@tool extends Event2D # var prev_stage := 0 # var stage := 0 func _ready() -> void: super._ready() if Engine.is_editor_hint(): return func _on_global_stage_updated(e: StringName, s: int): super._on_global_stage_updated(e, s) func _on_ground_ready(ground: Ground2D): _on_stage_updated() func _on_pre_stage_updated(): pass func _on_stage_updated(): # 0初始隐藏 1准备播放 2播放结束隐藏 if stage == 1: var ambush = $"Ambush走到尽头后小蝉跑" as Ambush2D ambush.enabled = true var sprite = $"AutoplayAnimatedSprite" ambush.triggered.connect(func(): sprite.play("c00_头套小婵_run") SceneManager.lock_player() SceneManager.pop_os_with_str("c02_二楼小蝉跑掉") await Util.wait(3.0) SceneManager.unlock_player() EventManager.set_stage(event, 2) )