extends CanvasLayer @warning_ignore("unused_signal") signal exit(arg) @onready var pic = %"Hover照片" @onready var pic_label = %"照片文字" @onready var drug_spec = %"Hover药方" @onready var mahjong = %"Hover麻将" func _ready() -> void: layer = GlobalConfig.CANVAS_LAYER_LITTLE_GAME mahjong.interacted.connect(_on_majhong_interacted, CONNECT_ONE_SHOT) drug_spec.interacted.connect(_on_drug_spec_interacted, CONNECT_ONE_SHOT) pic.interacted.connect(_on_pic_interacted) func _on_majhong_interacted() -> void: SceneManager.enable_prop_item("prop_麻将") func _on_drug_spec_interacted() -> void: # 拿药方后,启动 drug game EventManager.set_stage("c03_drug_game", 1) SceneManager.enable_prop_item("prop_药方", true) EventManager.set_stage_if_greater("handnote_c03_prop_drug", 1) func _on_pic_interacted() -> void: if pic.freezing: return pic.freezing = true pic_label.show() func _unhandled_input(event: InputEvent) -> void: if pic.freezing: if event.is_action_pressed("cancel"): get_viewport().set_input_as_handled() pic.freezing = false pic_label.hide()