@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): super._on_global_stage_updated(e, s) func _on_ground_ready(_ground: Ground2D): var ambush = $"Ambush疯子慌张跑开" as Ambush2D if stage == 0: # 重置 ambush ambush.reset_counter() ambush.triggered.connect(_on_ambush_triggered) _on_stage_updated() func _on_ambush_triggered() -> void: SceneManager.lock_player() var pro_sprite = $"Pro疯子慌张跑开" pro_sprite.play("疯子_慌张转身") await Util.wait(4.0) EventManager.set_stage(event_name, 1) SceneManager.unlock_player() var paperman_x = 24 func _on_pre_stage_updated(): pass func _on_stage_updated(): if stage == 1: $"../左侧纸人".visible = true # 显示纸人的时候阻塞通道 $"../portal_left".enabled = false else: $"../左侧纸人".visible = false $"../portal_left".enabled = true