extends CanvasLayer @warning_ignore("unused_signal") signal exit(arg) @onready var animation_player = $AnimationPlayer as AnimationPlayer var current_stage := 0 func _ready() -> void: layer = GlobalConfig.CANVAS_LAYER_LITTLE_GAME # c03_li_paperwoman: 0:初始化隐藏 1:显示纸人 2:纸舌头完成 3:给药完成 current_stage = EventManager.get_stage("c03_li_paperwoman") if current_stage == 1: await Util.wait(0.5) SceneManager.pop_center_notification("ui_center_notify_c03纸人浆糊舌头") if current_stage >= 2: $"断舌头粘完整".show() if current_stage == 2: await Util.wait(0.5) SceneManager.pop_center_notification("ui_center_notify_c03纸人求药") var paste_used := false var holding := false func _unhandled_input(event: InputEvent) -> void: if event.is_action_pressed("interact"): get_viewport().set_input_as_handled() if holding: return var prop = SceneManager.get_current_prop() var prop_hud = SceneManager.get_prop_hud() if current_stage == 1: if not paste_used: if prop == "prop_浆糊": $"Sfx使用浆糊".play() paste_used = true var sprite = $"断舌头涂胶水" sprite.show() sprite.modulate.a = 0.0 create_tween().tween_property(sprite, "modulate:a", 1.0, 1.0) return else: # 浆糊&纸舌头 -> 纸钱 if prop == "prop_纸舌头": holding = true $"Sfx使用纸舌头".play() var sprite = $"断舌头粘完整" sprite.show() sprite.modulate.a = 0.0 create_tween().tween_property(sprite, "modulate:a", 1.0, 1.0) animation_player.play("give_scissor") await animation_player.animation_finished # 浆糊可以用两次 SceneManager.disable_prop_item("prop_纸舌头") SceneManager.enable_prop_item("prop_剪刀") EventManager.set_stage_if_greater("c03_li_paperwoman", 2) current_stage = 2 animation_player.play("RESET") holding = false return elif current_stage == 2: if prop == "prop_药包": holding = true # 给药 -> 2013 钥匙 (prop_2013钥匙) $"Sfx使用药包".play() animation_player.play("give_key") await animation_player.animation_finished current_stage = 3 EventManager.set_stage_if_greater("c03_li_paperwoman", 3) EventManager.set_stage_if_greater("c03_pangzi_pull_xchan", 1) SceneManager.disable_prop_item("prop_药包") SceneManager.enable_prop_item("prop_2013钥匙") animation_player.play("RESET") # 交互完成,退出 exit.emit(true) holding = false return if GlobalConfig.DEBUG: print("无效的道具:%s" % prop) prop_hud.on_toggle_invalid_prop()