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121 lines
3.7 KiB
GDScript

2 years ago
extends AnimationPlayer
class_name Skill
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@onready var character: Character = (get_owner() as Character)
@onready var view: View = (%View as View)
@onready var status: Status = (%Status as Status)
@onready var effect: Effect = (%Effect as Effect)
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var skill_dict: Dictionary = {} #name -> skill
var skill_map: Dictionary = {} #input -> skillCfg[]
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func init():
cancel_skill()
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func add_skill(action: String, skillCfg: SkillCfg):
if not action in skill_map:
skill_map[action] = []
skill_map[action].append(skillCfg)
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skill_dict[skillCfg.get_res_name()] = skillCfg
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func remove_skill(action: String, skillCfg: SkillCfg) -> void:
if not action in skill_map:
return
skill_map[action].filter(func(cfg): return cfg != skillCfg)
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skill_dict.erase(skillCfg.get_res_name())
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func _process(delta):
if status.is_skill_running and status.is_pause == is_playing():
if status.is_pause: pause();
else: play();
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func _on_animation_finished(_anim_name):
cancel_skill()
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func cast_skill_by_name(name: String, cast_dir: Vector2):
var cfg: SkillCfg = skill_dict.get(name)
if cfg:
cast_skill(cfg, cast_dir)
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func cast_skill(cfg: SkillCfg, cast_dir: Vector2):
break_skill()
if cast_dir.length() == 0:
cast_dir = Vector2.RIGHT if status.is_right else Vector2.LEFT
if !cfg.free_lock and status.target:
var target: Character = Global.character_mgr.get_character(status.target)
if target:
cast_dir = character.pos2D().direction_to(target.pos2D()).normalized()
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var animation_name: String = "animation_library/%s" % cfg.get_res_name()
if has_animation(animation_name):
status.speed_up_rate = -1
status.is_free_control = false
status.is_free_turn = false
status.is_skill_running = true
status.skill_cfg = cfg
status.skill_dir = cast_dir
status.break_level = Enum.EBreakLevel.None
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status.stance = cfg.stance_to
if cast_dir.x != 0: status.is_right = cast_dir.x > 0
play(animation_name, -1, Setting.animation_speed_scale)
else:
print("技能animation不存在", animation_name)
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func break_skill():
stop()
status.speed_up_rate = 0
status.skill_move_speed = 0
status.skill_float_speed = 0
status.is_free_control = true
status.is_free_turn = true
status.is_skill_running = false
status.skill_cfg = null
status.break_level = Enum.EBreakLevel.Walk
status.speed_down_push_rate = 0
status.skill_move_stop = false
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status.is_speed_y_freeze = false
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if status.throw_target != 0:
var character_to: Character = Global.character_mgr.get_character(status.throw_target)
character_to.set_status("is_be_throw", false)
status.throw_target = 0
effect.release_effect()
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func cancel_skill():
break_skill()
view.reset()
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func on_attack_miss():
# 攻击未命中时跳帧
advance(Setting.animation_frame_rate)
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func on_check_ground(frame_offset: int) -> void:
if status.is_on_floor:
# 落地检测成功时跳帧
advance(Setting.animation_frame_rate)
else:
# 落地检测失败时回退半帧
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var frame: int = int(current_animation_position / Setting.animation_frame_rate) - frame_offset
frame = frame if frame >= 0 else 0
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var frame_pos: float = frame * Setting.animation_frame_rate
seek(frame_pos- Setting.animation_frame_rate / 2, true, true)
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func on_cast_sub_character() -> void:
var cfg: SkillCfg = status.skill_cfg
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if not cfg or not cfg.sub_character:
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return
var pos: Vector3 = character.pos()
var dir: Vector2 = status.skill_dir
Global.character_mgr.create_character(cfg.sub_character, status.team, pos, dir, status.id)