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