@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): $"Closeup抓药游戏".exit.connect( func (arg): if arg: EventManager.set_stage_if_greater("c03_durg_game", 2) ) func _on_pre_stage_updated(): pass func _on_stage_updated(): pass