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@tool
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extends AnimationSelectCfg
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class_name SkillCfg
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@export var name : String
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@export var skill_animation : Animation
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@export var attack_list : Array[AttackCfg]
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@export var sub_character_list : Array[CharacterCfg]
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@export var free_lock : bool
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@export var refresh_animation : bool :
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get:return false
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set(value):if Engine.is_editor_hint():check_animation()
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func check_animation():
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var res_name = Util.get_resource_name(self)
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var path = "res://resource/skill_animation/%s.tres" %res_name
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if sprite_frames == null:
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print("未设置技能动画资源")
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return false
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if animation_name == "":
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print("未设置技能动画名")
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return false
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if !sprite_frames.has_animation(animation_name):
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print("技能动画名不存在")
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return false
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var animation = ResourceLoader.load(path) as Animation
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if not animation:
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animation = Animation.new()
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animation.resource_name = res_name
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Util.refresh_animation_by_sprite_frames(path,sprite_frames,animation_name,animation)
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Util.refresh_animation_lib()
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skill_animation = load(path)
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func get_attack(index:int)->AttackCfg:
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if !attack_list:
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return ResourceManager.cfg_attack_normal
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if index >= len(attack_list):
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index = len(attack_list) - 1
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var attack = attack_list[index] as AttackCfg
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return attack
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func get_attack_particle(index:int)->Resource:
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var res_name = Util.get_resource_name(self)
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var path_index = "res://scene/effect/particle/%s_%d.tscn" % [res_name,index]
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if ResourceLoader.exists(path_index):
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return load(path_index)
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var path_default = "res://scene/effect/particle/%s.tscn" % res_name
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if ResourceLoader.exists(path_default):
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return load(path_default)
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return null
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