76 lines
2.2 KiB
GDScript
76 lines
2.2 KiB
GDScript
extends Node
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_PAUSABLE
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# called from dialogue
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# 传送进入隧道
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func transfer_to_tunnel():
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SceneManager.get_ground_loader().transition_to_scene("c02_s09", "right")
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# called from Amush2D's global_method
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# c02 盒子猫游戏,小猫交互门
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var knocking = false
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func c02_cat_play_with_door():
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if knocking:
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return
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knocking = true
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var knock_stream = preload("uid://6q5qi1qon35r")
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AudioManager.play_sfx(knock_stream)
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SceneManager.freeze_player(1.5, 6, true)
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await get_tree().create_timer(1.5).timeout
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knocking = false
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var c02_fire_count_down_timer: Timer
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# 尝试燃烧倒计时(每次回到 s03 院子都会尝试一次)
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func c02_fire_count_down_try_start():
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if c02_fire_count_down_timer:
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return
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c02_fire_count_down_timer = Timer.new()
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c02_fire_count_down_timer.autostart = true
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c02_fire_count_down_timer.wait_time = 60
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c02_fire_count_down_timer.one_shot = false
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c02_fire_count_down_timer.timeout.connect(_on_c02_fire_count_down_timeout)
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add_child(c02_fire_count_down_timer)
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SceneManager.pop_debug_dialog_info("音效", "霸凌救小蝉倒计时")
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# TODO 音效
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# res://asset/audio/BGM/心跳背景音.mp3
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var sfx = preload("uid://b3g7ubpcldrhe")
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AudioManager.loop_bgm_music("霸凌救小蝉倒计时", sfx)
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func _on_c02_fire_count_down_timeout():
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SceneManager.pop_debug_dialog_info("音效", "【重开】霸凌救小蝉倒计时")
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c02_fire_count_down_timer.stop()
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AudioManager.stop_bgm_music("霸凌救小蝉倒计时")
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# c02_9小蝉_游戏失败效果
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var sfx = preload("uid://chebys30sd8ee")
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AudioManager.play_sfx(sfx)
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await get_tree().create_timer(3.0).timeout
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SceneManager.get_ground_loader().transition_to_scene("c02_s03", "4")
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# TODO 音效
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# res://asset/audio/BGM/心跳背景音.mp3
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await get_tree().create_timer(3.0).timeout
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SceneManager.pop_debug_dialog_info("音效", "霸凌救小蝉倒计时")
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sfx = preload("uid://b3g7ubpcldrhe")
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AudioManager.loop_bgm_music("霸凌救小蝉倒计时", sfx)
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c02_fire_count_down_timer.start()
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func c02_fire_count_down_stop():
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if c02_fire_count_down_timer:
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c02_fire_count_down_timer.stop()
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#TODO 同时停止音效
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AudioManager.stop_bgm_music("霸凌救小蝉倒计时")
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#
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