@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.toggle_hud_display(false) SceneManager.lock_player() # 隐藏玩家 SceneManager.get_player().visible = false $"Pro癞子".play("癞子背坐呼吸") # 镜头靠近 var camera = SceneManager.get_camera_marker() camera.focus_node($"Pro癞子") camera.tween_zoom(1.2, 2.0) # 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() # 重置镜头 SceneManager.focus_player_and_reset_zoom(3.0) # 瞎子糕点结束后会有 2-3s 黑屏转场 await $"Closeup瞎子糕点".exit # 演出结束 EventManager.set_stage("c03_s03_laizi_braid", 2) SceneManager.enable_prop_item_silently("prop_辫子") SceneManager.get_player().visible = true await Util.wait(1.5) SceneManager.dizzy_effect(3.5) await Util.wait(2.5) SceneManager.toggle_hud_display(true) await SceneManager.pop_os_with_str("c03_s03_演出结束") SceneManager.unlock_player() SceneManager.enable_prop_item("prop_辫子")