godot-psd-training/trainings/trainingCloseDoorFault/trainingCloseDoorFault.gd
joylink_fanyuhong 5bc8cb2749 实训调整
2024-05-13 16:05:03 +08:00

67 lines
1.9 KiB
GDScript

extends Node
## 实训名称
@export var trainingName: String = "实训"
## 场景描述
@export var trainingDesc: String = "场景描述"
var currentStep = ["LCB2","LCB_Key2","confirmUseKey","LCB2RightRotate","removeKeyOfWindowLCB2"]
var stepIndex = 0
func _ready():
$TrainingDescDialog.title = trainingName
$TrainingDescDialog.updateSceneDesc(trainingDesc)
stepIndex = 0
func _on_training_desc_dialog_start_training():
$total.trainComeAndOpenScreenDoor()
$total.setAssignScreenDoorsCloseFault([TotalScene.ScreenDoor_name.screenDoor2])
$DepartTimer.wait_time = 15
$DepartTimer.one_shot = true
$DepartTimer.connect("timeout", depart)
$DepartTimer.start()
func depart():
$total.closeScreenDoor()
func load_mp3(path):
var file = FileAccess.open(path, FileAccess.READ)
var sound = AudioStreamMP3.new()
sound.data = file.get_buffer(file.get_length())
return sound
func _on_total_screen_door_close_confirm_signal(screenDoor):
if screenDoor.name == "screenDoor1":
var sound = load_mp3("res://Assets/training_speech/gmgz/2hmgmgz.mp3")
await $VoiceCommunication.play_reply(sound)
$total.currenNeedClickNode = currentStep[stepIndex]
print()
$TrainTip.setTrainingTip($total.allClickEquipmentInfo[currentStep[stepIndex]])
if screenDoor.name == "screenDoor2":
var sound3 = load_mp3("res://Assets/training_speech/gmgz/mtdxm.mp3")
await $VoiceCommunication.play_reply(sound3)
$total.trainLeave()
func _input(event):
if event is InputEventKey:
if event.pressed:
if event.keycode == KEY_SPACE: # 检查是否按下了空格键
$VoiceCommunication.speech_record_check(event.keycode)
func _on_total_current_click_check_signal(isCorrect):
if isCorrect:
stepIndex = stepIndex + 1
if stepIndex == currentStep.length:
$total.currenNeedClickNode = currentStep[stepIndex]
$TrainTip.setTrainingTip($total.allClickEquipmentInfo[currentStep[stepIndex]])
else:
$TrainTip.setTrainingTip('')