@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) -> void: super._on_global_stage_updated(e, s) func _on_ground_ready(_ground: Ground2D) -> void: # c03_well_show: 0:初始化 1:准备演出 2:演出完成 if stage == 1: _start_well_show() const start_x = 2236.0 @onready var xchan = $"Pro小蝉" as ProAnimatedSprite2D func _start_well_show() -> void: xchan.modulate.a = 0.0 var player = SceneManager.get_player() SceneManager.lock_player() player.position.x = start_x player.set_facing_direction(Vector2.LEFT) # c02_吕萍_背靠呼吸 player.player_action(20, false) await Util.wait(3.0) var tween = create_tween() tween.tween_property(xchan, "modulate:a", 1.0, 1.0) await tween.finished if not ArchiveManager.get_global_value("has_exited_by_player_choice"): DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_井边回忆") else: DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_井边回忆_无选项") await DialogueManager.dialogue_ended # 如果选择离开,此处不会设置,需要在 GlobalFunctor.c03_final_choose_exit() 中设置 EventManager.set_stage_if_greater("c03_well_show", 2) create_tween().tween_property(xchan, "modulate:a", 0.0, 0.5) await Util.wait(1.0) # c02_吕萍_背靠起身 await player.player_action(19, true) SceneManager.unlock_player() func _on_pre_stage_updated() -> void: pass func _on_stage_updated() -> void: pass