@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: pass func _on_pre_stage_updated() -> void: pass func _on_stage_updated() -> void: pass func start_show() -> void: SceneManager.lock_player() # 隐藏玩家 SceneManager.get_player().visible = false SceneManager.get_camera_marker().force_offset.x = 50.0 # TODO SceneManager.pop_debug_dialog_info("美术&音效", "剪辫子演出") await Util.wait(2.5) DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_s03_理发店演出2") await DialogueManager.dialogue_ended $"Pro瞎子".play("方瞎子走路-右") await Util.wait(2.0) $"Closeup瞎子糕点".display() SceneManager.get_camera_marker().force_offset.x = 0.0 SceneManager.get_player().visible = true SceneManager.unlock_player()