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44 lines
1.1 KiB
GDScript

2 years ago
extends AnimationPlayer
class_name Skill
@onready var view = (%View as View)
@onready var status = (%Status as Status)
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func init():
cancel_skill()
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func cast_skill(cfg:SkillCfg,cast_dir:Vector2):
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if cast_dir.length() == 0:
cast_dir = Vector2.RIGHT if status.is_right else Vector2.LEFT
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var animation_name = "animation_library/%s" % Util.get_resource_name(cfg)
if has_animation(animation_name):
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status.speed_up_rate = -1
status.skill_move_speed = 0
status.skill_float_speed = 0
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status.is_free_control = false
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status.is_free_turn = false
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status.is_skill_running = true
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status.skill_cfg = cfg
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status.skill_dir = cast_dir
status.break_level = Enum.EBreakLevel.None
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if cast_dir.x != 0: status.is_right = cast_dir.x > 0
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play(animation_name)
else:
print("技能animation不存在",animation_name)
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func cancel_skill():
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stop()
status.speed_up_rate = 0
status.skill_move_speed = 0
status.skill_float_speed = 0
status.is_free_control = true
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status.is_free_turn = true
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status.is_skill_running = false
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status.skill_cfg = null
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status.break_level = Enum.EBreakLevel.Walk
view.reset()
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func _on_animation_finished(_anim_name):
cancel_skill()