extends CanvasLayer @warning_ignore("unused_signal") signal exit(arg) func _ready() -> void: $"BG折起来/HoverLight钥匙".interacted.connect(_on_prop_picked.bind("prop_2013钥匙")) $"BG折起来/HoverLight刀柄".interacted.connect(_on_prop_picked.bind("prop_刀把")) layer = GlobalConfig.CANVAS_LAYER_LITTLE_GAME $"BG展开/报纸展开".picked.connect(_on_newspaper_picked) func _on_newspaper_picked(_node) -> void: $"BG展开".hide() $"BG折起来".show() func _on_prop_picked(prop_key: String) -> void: SceneManager.enable_prop_item(prop_key) if ( (prop_key == "prop_2013钥匙" and EventManager.get_stage(&"c03_s06_hole_knife_handle") > 0) or (prop_key == "prop_刀把" and EventManager.get_stage(&"c03_s06_hole_key") > 0) ): await SceneManager.get_inspector().quit_and_hidden # TODO SceneManager.pop_debug_dialog_info("美术&音效", "背后响起画外音(偷东西?)") # 画面抖动变红,玩家被打晕,画面变黑 await Util.wait(2.0) exit.emit()