extends Node3D var screenDoorALL = [] ##开整体屏蔽门 func openScreenDoorALL ()-> void: for child in screenDoorALL: child.openScreenDoor() ##关整体屏蔽门 func closeScreenDoorALL ()-> void: for child in screenDoorALL: child.closeScreenDoor() ##所有屏蔽门开门到位 func allScreenDoorOpen ()-> bool: for child in screenDoorALL: if child.screenDoorState != ScreenDoor.ScreenDoor_State.open : return false return true ##所有屏蔽门关门到位 func allScreenDoorClose ()-> bool: for child in screenDoorALL: if child.screenDoorState != ScreenDoor.ScreenDoor_State.close : return false return true func _ready() -> void: var screenDoor_scene = preload("res://sceen/platform/screenDoor.tscn") for i in range(1, 5): var screenDoorInstance = screenDoor_scene.instantiate() add_child(screenDoorInstance) screenDoorALL.append(screenDoorInstance) screenDoorInstance.position.x=(i-1)*4.385 screenDoorInstance.name = 'screenDoor{0}'.format([i]) screenDoorInstance.connect("clickLcbSignalAndSent",Callable($LCB,"_on_screen_door_click_lcb_signal")) screenDoorInstance.connect("clicksScreenDoorSignal",Callable($ScreenDoorOperate,"_on_screen_door_click_signal")) var count=0 func _process(delta: float) -> void: count+=1 if count>150 and count<360: if screenDoorALL[0].screenDoorState == ScreenDoor.ScreenDoor_State.close: openScreenDoorALL() elif count>540 and count<720 : if screenDoorALL[0].screenDoorState == ScreenDoor.ScreenDoor_State.open: closeScreenDoorALL() elif count>2000 : count=0