71 lines
2.0 KiB
GDScript
71 lines
2.0 KiB
GDScript
@tool
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extends Event2D
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# var prev_stage := 0
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# var stage := 0
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func _ready() -> void:
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super._ready()
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if Engine.is_editor_hint():
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return
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func _on_global_stage_updated(e: StringName, s: int):
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super._on_global_stage_updated(e, s)
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@onready var boss_sprite = $"药车_老板/药铺老板" as AnimatedSprite2D
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@onready var interactable = $"药车_老板/Interactable抓药道具" as Interactable2D
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@onready var closeup = $"药车_老板/Closeup抓药游戏"
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func _on_ground_ready(_ground: Ground2D):
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interactable.interacted.connect(_boss_interacted)
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interactable.interact_mismatch_failed.connect(_boss_interacted.bind(false))
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if interactable.interacted_times >= 3:
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closeup.enabled = true
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boss_sprite.hide()
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elif interactable.interacted_times > 0:
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boss_sprite.play("抓药游戏_老板出现")
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closeup.exit.connect(_on_closeup_exit)
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func _on_closeup_exit(win := false) -> void:
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if win:
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# 完成抓药游戏
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EventManager.set_stage_if_greater("c03_drug_game", 2)
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func _boss_interacted(valid := true) -> void:
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if valid:
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if interactable.interacted_times >= 3:
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SceneManager.lock_player()
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boss_sprite.play("抓药游戏_老板做药")
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var camera = SceneManager.get_camera_marker()
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# TODO 惊悚的音效
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SceneManager.pop_debug_dialog_info("音效", "老板开始制药,稍后魂被吸走")
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var tween = create_tween()
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tween.tween_interval(1.0)
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tween.tween_property(camera, "force_offset:x", -100.0, 1.5)
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tween.tween_interval(2.0)
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tween.tween_property(camera, "force_offset:x", 0.0, 1.5)
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await tween.finished
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boss_sprite.play("抓药游戏_老板魂魄吸入")
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await boss_sprite.animation_finished
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closeup.enabled = true
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SceneManager.unlock_player()
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elif interactable.interacted_times == 1:
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boss_sprite.play("抓药游戏_老板出现")
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else:
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var current_prop = SceneManager.get_current_prop()
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if current_prop == "prop_纸铜钱1" or current_prop == "prop_2个纸铜钱":
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SceneManager.pop_os_with_str("c03_抓药铜钱不足")
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func _on_pre_stage_updated():
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pass
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func _on_stage_updated():
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pass
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