@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: $"Ambush陆蝶演出".triggered.connect(_start_show, CONNECT_ONE_SHOT) func _on_pre_stage_updated() -> void: pass func _on_stage_updated() -> void: pass func _start_show() -> void: SceneManager.lock_player() await SceneManager.pop_os_with_str("c04_鬼打墙_开始os") SceneManager.unlock_player()