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72 lines
2.0 KiB
GDScript

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extends AnimationPlayer
class_name Skill
@onready var character = (get_owner() as Character)
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@onready var view = (%View as View)
@onready var status = (%Status as Status)
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@onready var effect = (%Effect as Effect)
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func init():
cancel_skill()
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 cast_skill(cfg:SkillCfg,cast_dir:Vector2):
break_skill()
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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 = 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 = "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
play(animation_name,-1,Setting.animation_speed_scale)
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else:
print("技能animation不存在",animation_name)
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func break_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
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effect.release_effect()
func cancel_skill():
break_skill()
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view.reset()
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func on_attack_miss():
# 攻击未命中时跳帧
advance(Setting.animation_frame_rate)
func on_check_ground():
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
seek(current_animation_position - Setting.animation_frame_rate / 2 ,true,true)
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func _on_animation_finished(_anim_name):
cancel_skill()