108 lines
3.6 KiB
GDScript
108 lines
3.6 KiB
GDScript
extends Node2D
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@onready var light = %"PointLight2D" as PointLight2D
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@onready var light_sprite = %"光线" as AnimatedSprite2D
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@onready var sitting_sprite = %"小蝉坐着" as Sprite2D
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@onready var facing_sprite = %"小蝉特写" as AnimatedSprite2D
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@onready var serious_sprite = %"嘴不笑" as Sprite2D
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@onready var blink_sprite = %"眨眼" as AnimatedSprite2D
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@onready var holding_balls_sprite = %"手拿弹珠" as AnimatedSprite2D
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func _ready() -> void:
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%"小蝉特写branch".show()
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%"二楼外侧回忆branch".hide()
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facing_sprite.hide()
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sitting_sprite.hide()
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holding_balls_sprite.show()
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serious_sprite.show()
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blink_sprite.hide()
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light.hide()
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# 更新光
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light_sprite.frame_changed.connect(_on_light_frame_changed)
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func start_show() -> void:
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# 场景中的 sfx 静音
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get_tree().call_group(GlobalConfig.GROUP_GROUND_SFX, "change_volumn_db", -20)
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$"Sfx二章结尾氛围".play()
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# 第一段:小蝉特写branch
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DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_绞肉机回忆小蝶和小婵2")
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await DialogueManager.dialogue_ended
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sitting_sprite.show()
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light.show()
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var tween = create_tween()
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tween.tween_property(holding_balls_sprite, "modulate:a", 0.0, 1.0)
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await tween.finished
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DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_绞肉机回忆小蝶和小婵3")
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await DialogueManager.dialogue_ended
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await _watch_back()
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DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_绞肉机回忆小蝶和小婵4")
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await DialogueManager.dialogue_ended
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DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_绞肉机回忆小蝶和小婵5")
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_smile()
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await DialogueManager.dialogue_ended
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await Util.wait(2.0)
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# 第二段:二楼外侧回忆branch
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# 从 小蝉特写branch 过渡到 第二段:二楼外侧回忆branch
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%"二楼外侧回忆branch".show()
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var xchan_branch = %"小蝉特写branch"
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tween = create_tween()
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tween.tween_property(xchan_branch, "modulate:a", 0.0, 3.0)
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await tween.finished
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var xdie = %"蝶晃腿" as ProAnimatedSprite2D
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xdie.play("小蝶爬墙")
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await xdie.animation_finished
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%"灰姑".play("灰姑呼实体吸帧_前进")
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# 6秒走完
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await Util.wait(5.5)
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xdie.play("小蝶爬墙")
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%"蝉晃腿".play("小蝉看向灰姑呼吸")
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xdie.play("小蝶看向灰姑呼吸")
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await Util.wait(1.0)
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DialogueManager.show_dialogue_balloon(GlobalConfig.DIALOG_C03, "c03_绞肉机回忆小蝶和小婵6")
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await DialogueManager.dialogue_ended
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await Util.wait(1.5)
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# c03_meat_grinder: 0:初始化 1:已装转盘 2:绞肉机演出 3:演出结束
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EventManager.set_stage_if_greater("c03_meat_grinder", 3)
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EventManager.set_stage_if_greater("c03_well_show", 1)
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# 李氏癞子房间离井边演出比较近,所以选择 5 号门
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SceneManager.get_ground_loader().transition_to_scene("c02_s03", "5")
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var dialog_was_ended = false
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func _on_dialogue_ended(_res) -> void:
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if _res == GlobalConfig.DIALOG_C03:
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dialog_was_ended = true
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DialogueManager.dialogue_ended.disconnect(_on_dialogue_ended)
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func _on_light_frame_changed() -> void:
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light.texture = light_sprite.sprite_frames.get_frame_texture(light_sprite.animation, light_sprite.frame)
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func _watch_back() -> void:
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facing_sprite.show()
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facing_sprite.modulate.a = 0
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var tween = create_tween()
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tween.tween_property(sitting_sprite, "modulate:a", 0.0, 0.3)
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tween.parallel().tween_property(facing_sprite, "modulate:a", 1.0, 0.3)
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await tween.finished
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func _smile() -> void:
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var tween = create_tween()
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tween.tween_property(serious_sprite, "modulate:a", 0.0, 0.3)
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# editor created
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func _on_timer_blink_timeout() -> void:
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blink_sprite.show()
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blink_sprite.play()
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await blink_sprite.animation_finished
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blink_sprite.hide()
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