@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: if stage == 1: var sprite = $"胖子拖小蝉" # 胖子拖小蝉演出 SceneManager.lock_player() sprite.play("c03_胖子_托小孩") # c03_胖子_托小孩 结束 await sprite.animation_finished # c03_胖子_拖小孩_走 结束 await sprite.animation_finished SceneManager.unlock_player() # 更新事件,节点消失 EventManager.set_stage_if_greater("c03_pangzi_pull_xchan", 2) func _on_pre_stage_updated() -> void: pass func _on_stage_updated() -> void: pass