257 lines
6.5 KiB
GDScript
257 lines
6.5 KiB
GDScript
@tool
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extends CanvasLayer
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signal exiting
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signal success
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const NON_SELECTED = [-1, -1]
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@export var shuffle_times := 20
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@export var debug_relocate := false:
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set(value):
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debug_relocate = false
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if Engine.is_editor_hint():
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_init_answer_and_connect_signals()
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_measure_width_by_row()
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for row in range(3):
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_relocate_books(row)
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@onready var sfx_select = $SfxSelect as Sfx
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@onready var sfx_interchange = $SfxInterchange as Sfx
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var current_answer := []
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var book_width_by_row := []
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var suffling := false
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# [row, col]
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var selected_book := NON_SELECTED:
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set(value):
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if selected_book == value:
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return
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# 在 suffling 时不允许改变 selected_book
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if suffling:
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selected_book = value
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return
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if selected_book != NON_SELECTED:
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_toggle_book(false, selected_book[0], selected_book[1])
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if value != NON_SELECTED:
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_toggle_book(true, value[0], value[1])
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selected_book = value
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var gameover = false
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func _ready() -> void:
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# init answer first
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_init_answer_and_connect_signals()
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if Engine.is_editor_hint():
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return
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_measure_width_by_row()
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# shuffle at the end
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_shuffle_books()
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func _init_answer_and_connect_signals() -> void:
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current_answer.clear()
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for row in range(3):
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var r_size = get_node("./Shelf/Layer" + str(row)).get_child_count()
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# current_answer append a r_size arr
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var arr = []
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for id in range(r_size):
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arr.append(id)
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var book = _get_book_by_id(row, id)
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if not Engine.is_editor_hint():
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book.get_node("BookButton").pressed.connect(_on_book_pressed.bind(row, id))
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current_answer.append(arr)
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func _measure_width_by_row() -> void:
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# 书本间的额外间隙,用于调整书本之间的间隔
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var extra_gap = [2., 3., 2.]
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book_width_by_row = []
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for row in range(3):
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var length = current_answer[row].size()
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var width_arr = []
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for col in range(length):
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var book_btn = _get_book_by_id(row, col).get_node("BookButton") as TextureButton
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width_arr.append(book_btn.texture_normal.get_width() + extra_gap[row])
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book_width_by_row.append(width_arr)
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func _shuffle_books() -> void:
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selected_book = NON_SELECTED
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if GlobalConfig.DEBUG:
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SceneManager.pop_debug_dialog_info(
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"备注", "debug模式每列随机洗牌 1 次,正常模式每列随机洗牌 " + str(shuffle_times) + " 次"
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)
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shuffle_times = 1
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suffling = true
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rand_from_seed(Time.get_ticks_usec())
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for row in range(3):
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# shuffle each row 20 times
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var r_size = current_answer[row].size()
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for _i in range(shuffle_times):
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var col_1 = randi() % r_size
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var col_2 = randi() % r_size
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selected_book = [row, col_1]
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_interchange_book(row, col_2, false)
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_relocate_books(row)
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# turn off initilazing after shuffle
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suffling = false
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func _on_book_pressed(row: int, id: int) -> void:
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if gameover:
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return
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var col = current_answer[row].find(id)
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if selected_book == NON_SELECTED:
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selected_book = [row, col]
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else:
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if selected_book == [row, col]:
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selected_book = NON_SELECTED
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elif selected_book[0] == row:
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_interchange_book(row, col)
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else:
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selected_book = [row, col]
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func _get_book_by_id(row: int, id: int) -> Node2D:
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return get_node("./Shelf/Layer" + str(row) + "/Book" + str(id))
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# func _get_book_by_pos(row: int, col: int) -> Node2D:
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# var layer = get_node("./Shelf/Layer" + str(row))
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# return layer.get_child(col)
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var mute_toggle = false
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func _toggle_book(selected: bool, row: int, col: int) -> void:
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var id = current_answer[row][col]
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var book = _get_book_by_id(row, id)
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var book_tween = create_tween()
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if not mute_toggle:
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sfx_select.play()
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if selected:
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book_tween.parallel().tween_property(book, "position:y", -10.0, 0.2)
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else:
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book_tween.parallel().tween_property(book, "position:y", 0.0, 0.2)
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func _interchange_book(row: int, col: int, relocate := true) -> void:
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if selected_book == NON_SELECTED or selected_book[0] != row:
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return
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var col2 = selected_book[1]
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sfx_interchange.play()
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# interchange current_answer
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var temp = current_answer[row][col]
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current_answer[row][col] = current_answer[row][col2]
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current_answer[row][col2] = temp
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# reset selected_book
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mute_toggle = true
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selected_book = NON_SELECTED
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mute_toggle = false
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# relocate after reset selected_book
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if relocate:
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_relocate_books(row)
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# check answer
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_check_answer()
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func _relocate_books(row: int) -> void:
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selected_book = NON_SELECTED
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var r_size = current_answer[row].size()
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var x = 0
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for col in range(r_size):
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var id = current_answer[row][col]
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var book = _get_book_by_id(row, id)
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book.position.x = x
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book.position.y = 0.0
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x += book_width_by_row[row][id]
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func _check_answer() -> void:
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# 第一行需要顺序排列
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var row1 = current_answer[0]
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for col in range(row1.size()):
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if row1[col] != col:
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return
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# 第二行需要正序排列
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var row2 = current_answer[1]
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var size2 = row2.size()
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if row2[0] == 0:
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# 正序
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for col in range(1, size2):
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if row2[col] != col:
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return
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else:
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return
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# # 倒序
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# for col in range(size2):
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# if row2[col] != size2 - 1 - col:
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# return
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# 第三行正序或者倒序都可以
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var _row3 = current_answer[2]
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var _size3 = _row3.size()
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if _row3[0] == 0:
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# 正序
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for col in range(1, _size3):
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if _row3[col] != col:
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return
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else:
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# 倒序
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for col in range(_size3):
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if _row3[col] != _size3 - 1 - col:
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return
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# # 最后一行按色块排列;0-6 蓝色(7个)在一起,7-11 红色(5个)在一起,12-17 黄色(6个)在一起
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# var row3 = current_answer[2]
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# # 0: blue, 1: red, 2: yellow
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# var visited = [7, 5, 6]
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# var visiting_init = true
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# var visiting = -1
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# for col in range(row3.size()):
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# var color = _get_color(row3[col])
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# if visiting_init:
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# visiting = color
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# visiting_init = false
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# if color != visiting:
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# return
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# visited[color] -= 1
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# if visited[color] == 0:
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# visiting_init = true
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# success
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_success()
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# 0: blue, 1: red, 2: yellow
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func _get_color(index: int) -> int:
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# 0-6 蓝色(7个)在一起,7-11 红色(5个)在一起,12-17 黄色(6个)在一起
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if index < 7:
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return 0
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elif index < 12:
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return 1
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else:
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return 2
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func _success() -> void:
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gameover = true
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print("书架游戏通关! 播放生死簿动画")
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# TODO 生死簿倒下的动画
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SceneManager.pop_debug_dialog_info("美术", "生死簿倒下的动画")
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$"生死簿".show()
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# 完成后释放信号
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$"生死簿".finished.connect(_on_success_finished)
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# 生死簿阅读完成后
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func _on_success_finished() -> void:
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success.emit()
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# exit
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get_parent().remove_child(self)
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func _unhandled_input(event: InputEvent) -> void:
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# 阻塞输入
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get_viewport().set_input_as_handled()
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if event.is_action_pressed("cancel"):
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exiting.emit()
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get_parent().remove_child(self)
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