@tool extends AnimationSelectCfg class_name SkillCfg @export var name: String @export var skill_animation: Animation @export var free_lock: bool @export var ignore_push: bool @export var attack1: AttackCfg @export var attack1_box: AttackBoxCfg @export var attack2: AttackCfg @export var attack2_box: AttackBoxCfg @export var refresh_animation: bool: get: return false set(value): if Engine.is_editor_hint(): check_animation() func check_animation() -> bool: var res_name: String = Util.get_resource_name(self) var path: String = "res://resource/skill_animation/%s.tres" % res_name if sprite_frames == null: print("未设置技能动画资源") return false if animation_name == "": print("未设置技能动画名") return false if !sprite_frames.has_animation(animation_name): print("技能动画名不存在") return false var animation: Animation = ResourceLoader.load(path) as Animation if not animation: animation = Animation.new() animation.resource_name = res_name Util.refresh_animation_by_sprite_frames(path, sprite_frames, animation_name, animation) Util.refresh_animation_lib() skill_animation = load(path) return true func get_attack1()->AttackCfg: return attack1 if attack1 else ResourceManager.cfg_attack_normal func get_attack1_box()->AttackBoxCfg: return attack1_box if attack1_box else ResourceManager.cfg_attack_box_normal func get_attack2()->AttackCfg: return attack2 if attack2 else ResourceManager.cfg_attack_normal func get_attack2_box()->AttackBoxCfg: return attack2_box if attack2_box else ResourceManager.cfg_attack_box_normal func get_attack_particle(index: int)->Resource: var res_name: String = Util.get_resource_name(self) var path_index: String = "res://scene/effect/particle/%s_%d.tscn" % [res_name, index] if ResourceLoader.exists(path_index): return load(path_index) var path_default: String = "res://scene/effect/particle/%s.tscn" % res_name if ResourceLoader.exists(path_default): return load(path_default) return null