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extends Node3D
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class_name Battle
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@export var hit_back_limit_curve : Curve
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@onready var character = (get_owner() as Character)
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@onready var status = (%Status as Status)
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@onready var skill = (%Skill as Skill)
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class HitInfo:
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var from : int
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var to : int
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var dir : Vector2
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var attack : AttackCfg
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func attack1():
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var attack = status.skill_cfg.get_attack1()
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var attack_box = status.skill_cfg.get_attack1_box()
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call_deferred("_attack",attack,attack_box)
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func attack2():
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var attack = status.skill_cfg.get_attack2()
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var attack_box = status.skill_cfg.get_attack2_box()
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call_deferred("_attack",attack,attack_box)
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func _attack(attack:AttackCfg,attack_box:AttackBoxCfg):
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var pos = character.pos()
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var attack_dir = status.skill_dir.normalized()
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var offset_xz = attack_dir * attack_box.offset.x
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var offset_y = attack_box.offset.y
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pos += Vector3(offset_xz.x,offset_y,offset_xz.y)
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var result = Util.raycast_character(attack_box.shape,pos,attack_dir)
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var is_stuck = false
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for target:Character in result:
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if target.team() == character.team():
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continue
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target.add_attack(character.id(),attack_dir,attack)
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is_stuck = true
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if !is_stuck and !attack.is_force_pause:
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skill.on_attack_miss()
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func add_attack(from:int,dir:Vector2 ,attack:AttackCfg):
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var hit_info = HitInfo.new()
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hit_info.from = from
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hit_info.to = character.id()
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hit_info.dir = dir
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hit_info.attack = attack
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settle(hit_info)
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func settle(hit_info:HitInfo) -> bool:
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var character_from = Global.character_mgr.get_character(hit_info.from) as Character
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var character_to = Global.character_mgr.get_character(hit_info.to) as Character
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if !character_from or !character_to:
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return false
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var cfg_from = character_from.cfg()
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var cfg_to = character_to.cfg()
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var is_stun = character_to.get_status("is_stun")
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var hp = character_to.get_status("hp")
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var shield = character_to.get_status("shield")
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var has_shield = shield > 0
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var attack = hit_info.attack
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var is_floating = attack.is_floating or not character_to.get_status("is_on_floor")
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var is_hit_down = attack.is_hit_down
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var is_rebound = attack.is_rebound
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var is_break_shield = false
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var is_break_stun = false
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var is_block = false
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var is_kill = false
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var is_break_skill = false
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var pause_time = attack.pause_time
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#造成伤害
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var damage = attack.damage_rate * cfg_from.attack
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if has_shield:
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damage = min(shield,damage)
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character_to.set_status("shield",shield-damage)
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is_break_shield = damage == shield
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if is_break_shield:
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character_to.remove_buff("shield_recover_cd")
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character_to.remove_buff("shield_recover")
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has_shield = false
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else:
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character_to.remove_buff("shield_recover")
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character_to.add_buff("shield_recover_cd",cfg_to.shield.recover_cd)
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else:
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damage = min(hp,damage)
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character_to.set_status("hp",hp-damage)
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is_kill = damage == hp
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if is_kill:
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character_to.add_buff("die",1)
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#眩晕值累加
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if not is_stun:
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var stun_damage = attack.stun_attack
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var stun = character_to.get_status("stun")
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var stun_max = character_to.get_status("stun_max")
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stun_damage = min(stun_max-stun,stun_damage)
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character_to.set_status("stun",stun+stun_damage)
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is_break_stun = stun_damage == stun_max-stun
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if is_break_stun:
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is_stun = true
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character_to.set_status("is_stun",true)
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character_to.remove_buff("stun_recover_cd")
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character_to.remove_buff("stun_recover")
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character_to.add_buff("stun_recover_break_cd",cfg_to.stun.recover_break_cd)
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else:
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character_to.remove_buff("stun_recover")
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character_to.add_buff("stun_recover_cd",cfg_to.stun.recover_cd)
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#mp累加
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character_from.add_mp(damage * cfg_from.mp.add_rate_attack)
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character_from.remove_buff("mp_recover")
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character_from.add_buff("mp_recover_cd",status.cfg.mp.recover_cd)
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character_to.add_mp(damage * cfg_to.mp.add_rate_hit)
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character_to.remove_buff("mp_recover")
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character_to.add_buff("mp_recover_cd",status.cfg.mp.recover_cd)
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#硬直等级
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var break_level_def = cfg_to.shield.break_level_on if has_shield else cfg_to.shield.break_level_off
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var break_level_sub = clampi(attack.break_level - break_level_def,0,3)
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is_break_skill = break_level_sub > 0
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if is_break_skill:
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#取消技能
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if character_to.get_status("is_skill_running"):
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character_to.cancel_skill()
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#停止移动
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character_to.move_stop()
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#受击动画
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var trigger_hit = ""
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if is_rebound: trigger_hit="rebound"
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elif is_floating: trigger_hit = "air_hit_down" if is_hit_down else "air_hit_up"
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elif is_stun: trigger_hit="stun_hit"
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elif break_level_sub == 3: trigger_hit="lhit"
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elif break_level_sub == 2: trigger_hit="mhit"
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elif break_level_sub == 1: trigger_hit="hit"
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character_to.set_view_trigger(trigger_hit)
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#浮空 击落 强制位移
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var hit_up_speed = attack.hit_up_speed
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var hit_back_speed = attack.hit_back_speed
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if is_floating:
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character_to.add_buff("stagger",-1)
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character_to.add_buff("floating",-1)
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if hit_info.dir.x!=0:
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character_to.set_status("is_right",hit_info.dir.x<0)
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else:
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character_to.add_buff("stagger",1)
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hit_up_speed = 0
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if is_hit_down:
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character_to.add_buff("hit_down",-1)
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if hit_back_limit_curve:
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var dir = character_from.pos2D() - character_to.pos2D()
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var dist = clamp(dir.length(),0,1)
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hit_back_speed = max(hit_back_limit_curve.sample(dist),hit_back_speed)
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character_to.set_hit_move(hit_info.dir,hit_back_speed,hit_up_speed)
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character_to.add_buff("hit_back",attack.hit_back_duration)
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character_to.add_buff("hit_up",attack.hit_up_duration)
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#受击特效
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match attack.damage_type:
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Enum.EDamageType.Sharp:character_to.cast_particle(ResourceManager.particle_hit_sharp,false)
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Enum.EDamageType.Blunt:character_to.cast_particle(ResourceManager.particle_hit_blunt,false)
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#抖动
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character_to.add_buff("shake_x",0.2,true)
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#闪白
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character_to.add_buff("flash_white",0.1)
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#卡帧
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character_from.set_pause_time(pause_time)
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character_to.set_pause_time(pause_time)
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#全局特效
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Global.camera_mgr.effect(pause_time)
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#伤害跳字
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character_to.show_hit_damage(damage)
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#状态跳字
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if is_break_shield:character_to.show_hit_text("Break")
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elif is_break_stun:character_to.show_hit_text("Stun")
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elif not is_break_skill:character_to.show_hit_text("Block")
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return true
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func add_mp(value:float):
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var mp = character.get_status("mp")
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var mp_max = character.get_status("mp_max")
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var mp_sub = character.get_status("mp_sub")
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var mp_sub_max = character.get_status("mp_sub_max")
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value = min(mp_sub_max-mp_sub,value)
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if value == mp_sub_max-mp_sub:
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var mp_add = min(mp_max-mp,1)
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if mp_add > 0:
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character.set_status("mp",mp+mp_add)
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character.set_status("mp_sub",0)
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else:
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character.set_status("mp_sub",mp_sub_max)
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character.remove_buff("mp_recover_cd")
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character.remove_buff("mp_recover")
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else:
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character.set_status("mp_sub",mp_sub+value)
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func check_ground():
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skill.on_check_ground()
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