extends AnimationPlayer class_name Skill @onready var view = (%View as View) @onready var status = (%Status as Status) func init(): cancel_skill() func cast_skill(cfg:SkillCfg,cast_dir:Vector2): if cast_dir.length() == 0: cast_dir = Vector2.RIGHT if status.is_right else Vector2.LEFT var animation_name = "animation_library/%s" % Util.get_resource_name(cfg) if has_animation(animation_name): status.speed_up_rate = -1 status.skill_move_speed = 0 status.skill_float_speed = 0 status.is_free_control = false status.is_free_turn = false status.is_skill_running = true status.skill_cfg = cfg status.skill_dir = cast_dir status.break_level = Enum.EBreakLevel.None if cast_dir.x != 0: status.is_right = cast_dir.x > 0 play(animation_name) else: print("技能animation不存在",animation_name) func cancel_skill(): stop() status.speed_up_rate = 0 status.skill_move_speed = 0 status.skill_float_speed = 0 status.is_free_control = true status.is_free_turn = true status.is_skill_running = false status.skill_cfg = null status.break_level = Enum.EBreakLevel.Walk view.reset() func _on_animation_finished(_anim_name): cancel_skill()