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@ -3,10 +3,16 @@ extends AnimationSelectCfg
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class_name SkillCfg
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class_name SkillCfg
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@export var name: String
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@export var name: String
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@export var sub_character: CharacterCfg
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@export var skill_animation: Animation
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@export var skill_animation: Animation
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@export var range: float
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@export_tool_button("刷新技能动画", "Callable")
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@export var free_lock: bool
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var refresh_animation: Callable = check_animation
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@export var ignore_push: bool
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@export_group("Combo参数")
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@export var stance_from: Enum.EStance = Enum.EStance.GroundAny
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@export var stance_to: Enum.EStance
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@export var break_level: Enum.EBreakLevel = Enum.EBreakLevel.Break
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@export var is_charging: bool
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@export_group("攻击参数")
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@export var attack1: AttackCfg
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@export var attack1: AttackCfg
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@export var attack1_box: AttackBoxCfg
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@export var attack1_box: AttackBoxCfg
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@export var attack1_with_pause_frame: bool
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@export var attack1_with_pause_frame: bool
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@ -15,21 +21,18 @@ class_name SkillCfg
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@export var attack2_box: AttackBoxCfg
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@export var attack2_box: AttackBoxCfg
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@export var attack2_with_pause_frame: bool
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@export var attack2_with_pause_frame: bool
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@export var attack2_with_stop: bool
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@export var attack2_with_stop: bool
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@export var sub_character: CharacterCfg
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@export_group("数值和标记")
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@export var stance_from: Enum.EStance = Enum.EStance.GroundAny
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@export var stance_to: Enum.EStance
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@export var break_level: Enum.EBreakLevel = Enum.EBreakLevel.Break
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@export var is_charging: bool
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@export var mp_cost: int
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@export var mp_cost: int
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@export var mp_sub_cost: bool
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@export var mp_sub_cost: bool
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@export var warn_type: Enum.ESkillWarnType = Enum.ESkillWarnType.None
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@export var free_lock: bool
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@export var ignore_push: bool
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@export var with_stop: bool = false
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@export var with_stop: bool = false
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@export var is_lock_x: bool = true
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@export var is_lock_x: bool = true
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@export var is_lock_x_move: bool = false
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@export var is_lock_x_move: bool = false
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@export_group("辅助参数")
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@export var range: float
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@export var warn_type: Enum.ESkillWarnType = Enum.ESkillWarnType.None
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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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var attack_particle: Dictionary = {}
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var attack_particle: Dictionary = {}
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var owner: CharacterCfg
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var owner: CharacterCfg
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@ -39,7 +42,7 @@ func check_animation() -> bool:
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var res_name: String = get_res_name()
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var res_name: String = get_res_name()
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var path: String = "res://resource/skill_animation/%s.tres" % res_name
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var path: String = "res://resource/skill_animation/%s.tres" % res_name
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if sprite_frames == null:
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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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print("未设置技能动画资源:", res_name)
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return false
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return false
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if animation_name == "":
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if animation_name == "":
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print("未设置技能动画名")
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print("未设置技能动画名")
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