Hide the debug fly and level skip behind a 房★主★有★神★器★ easter-egg panel
cheat_panel replaces the level_skip autoload: a single small button in the top-right opens a panel holding the fly toggle and the level jump buttons, so nothing that looks like leftover debug UI is on screen. The fly is no longer gated behind OS.is_debug_build, so the easter egg works in exported builds too, and the 1/2/3 shortcuts only fire while the panel is open so they cannot be hit by accident. Space stays unbound and no gameplay content was touched.
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extends CanvasLayer
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## 「房★主★有★神★器★」:把两个调试功能(飞行 / 跳关)藏在一个彩蛋按钮里。
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##
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## 平时屏幕上只有右上角一个小小的「房★主★有★神★器★」按钮,
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## 点一下才弹出面板,里面是飞行开关和跳关按钮。
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## 面板打开时键盘 1/2/3 也能跳关,Esc 或再点一次按钮关闭。
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## 正式版里也能用(这是刻意留的彩蛋,不是调试残留)。
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@export var levels: Array[String] = [
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"res://scenes/main.tscn",
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"res://scenes/level2.tscn",
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"res://scenes/level3.tscn",
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]
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## 是否显示那个彩蛋按钮(关掉的话就只能靠别的方式打开面板了)
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@export var show_button: bool = true
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var _panel: Control = null
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var _open_button: Button = null
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var _fly_button: Button = null
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var _player: Node = null
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var _open: bool = false
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func _ready() -> void:
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visible = true
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_panel = get_node_or_null("Panel")
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_open_button = get_node_or_null("OpenButton")
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_fly_button = get_node_or_null("Panel/VBox/FlyButton")
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if _open_button != null:
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_open_button.visible = show_button
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_open_button.pressed.connect(toggle_panel)
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var close := get_node_or_null("Panel/VBox/CloseButton")
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if close != null:
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close.pressed.connect(toggle_panel)
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if _fly_button != null:
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_fly_button.pressed.connect(toggle_fly)
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var row := get_node_or_null("Panel/VBox/Row")
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if row != null:
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var index := 1
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for path in levels:
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var btn := Button.new()
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btn.text = str(index)
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btn.custom_minimum_size = Vector2(26.0, 24.0)
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btn.focus_mode = Control.FOCUS_NONE
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btn.add_theme_font_size_override("font_size", 12)
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btn.pressed.connect(jump_to.bind(path))
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row.add_child(btn)
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index += 1
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if _panel != null:
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_panel.visible = false
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func _process(_delta: float) -> void:
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if _fly_button == null:
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return
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if _player == null or not is_instance_valid(_player):
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_player = get_tree().get_first_node_in_group("player")
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if _player == null:
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_fly_button.text = "飞行(F)"
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return
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_fly_button.text = "飞行:开(F)" if bool(_player.flying) else "飞行:关(F)"
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func _unhandled_input(event: InputEvent) -> void:
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if not _open:
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return
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var key := event as InputEventKey
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if key == null or not key.pressed or key.echo:
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return
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if key.physical_keycode == KEY_ESCAPE:
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toggle_panel()
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return
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var n := 0
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match key.physical_keycode:
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KEY_1:
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n = 1
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KEY_2:
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n = 2
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KEY_3:
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n = 3
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KEY_4:
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n = 4
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KEY_5:
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n = 5
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if n >= 1 and n <= levels.size():
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jump_to(levels[n - 1])
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func toggle_panel() -> void:
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_open = not _open
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if _panel != null:
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_panel.visible = _open
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func toggle_fly() -> void:
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if _player == null or not is_instance_valid(_player):
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_player = get_tree().get_first_node_in_group("player")
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if _player == null or not _player.has_method("set_flying"):
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return
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_player.set_flying(not bool(_player.flying))
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func jump_to(path: String) -> void:
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get_tree().paused = false
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get_tree().change_scene_to_file(path)
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