78 lines
1.7 KiB
GDScript3
78 lines
1.7 KiB
GDScript3
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@tool
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extends Button
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@export var packed_scene: PackedScene:
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set(val):
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packed_scene = val
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if is_node_ready():
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_reload_scene()
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@export var title: String:
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set(val):
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title = val
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if is_node_ready():
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title_label.text = val
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@export_tool_button("重载场景") var reload = _reload_scene
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@onready var title_label = %Title as Label
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@onready var scene_panel = %ScenePanel as Control
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@onready var display_layer = %DisplayLayer as CanvasLayer
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func _ready() -> void:
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display_layer.layer = GlobalConfig.CANVAS_LAYER_GALLERY_CARD
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title_label.text = title
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_reload_scene()
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mouse_entered.connect(_on_toggle_hover.bind(true))
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mouse_exited.connect(_on_toggle_hover.bind(false))
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pressed.connect(_on_pressed)
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var current_scene: Node2D
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func _reload_scene():
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if current_scene:
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current_scene.queue_free()
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if not packed_scene:
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return
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current_scene = packed_scene.instantiate()
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scene_panel.add_child(current_scene)
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current_scene.scale = Vector2(0.2, 0.2)
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func _on_toggle_hover(focus: bool):
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if current_scene and not displaying:
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current_scene.toggle_card(focus)
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var displaying = false:
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set(val):
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displaying = val
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%ControlMask.visible = val
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func _on_pressed():
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if displaying:
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return
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displaying = true
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if current_scene:
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current_scene.reparent(display_layer)
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current_scene.scale = Vector2(1, 1)
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current_scene.position = Vector2.ZERO
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current_scene.display()
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current_scene.display_finished.connect(_on_display_finished, CONNECT_ONE_SHOT)
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func _on_display_finished():
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displaying = false
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_reload_scene()
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func _unhandled_input(event: InputEvent) -> void:
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if event.is_action_released("cancel") or event.is_action_released("escape"):
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if displaying:
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_on_display_finished()
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get_viewport().set_input_as_handled()
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