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67 lines
1.7 KiB
GDScript
67 lines
1.7 KiB
GDScript
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2 years ago
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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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var animation_library = load("res://resource/skill_animation_library/animation_library.tres")
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var _has_animation : bool
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@export var has_animation : bool :
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get:
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return _has_animation
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set(value):
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if Engine.is_editor_hint():
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if value != _has_animation:
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check_animation(value)
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else:
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_has_animation = value
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func check_animation(value):
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if value:
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var res_name = Util.get_resource_name(self)
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var skill_animation_path = "res://resource/skill_animation/%s.tres" %res_name
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if !ResourceLoader.exists(skill_animation_path):
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if !create_animation(res_name,skill_animation_path):
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return
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skill_animation = load(skill_animation_path)
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_has_animation = value
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else:
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skill_animation = null
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_has_animation = value
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func create_animation(res_name,path) -> bool:
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if sprite_frams == 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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print(animation_name)
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if !sprite_frams.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 = Animation.new()
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animation.resource_name = res_name
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ResourceSaver.save(animation,path)
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refresh_animation_lib()
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return true
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func refresh_animation_lib():
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var dir_path = "res://resource/skill_animation"
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var dir = DirAccess.open(dir_path)
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for file in dir.get_files():
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var path = dir_path + "/" + file
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var res = load(path)
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if res is Animation:
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var animation = res as Animation
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var animation_name = Util.get_resource_name(animation)
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animation_library.add_animation(animation_name,animation)
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animation_library.animation_added.emit(animation_name)
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