extends AnimationPlayer class_name Skill @onready var character: Character = (get_owner() as Character) @onready var view: View = (%View as View) @onready var status: Status = (%Status as Status) @onready var effect: Effect = (%Effect as Effect) var skill_map: Dictionary = {} #input -> skillCfg[] func init(): cancel_skill() func add_skill(action: String, skillCfg: SkillCfg): if not action in skill_map: skill_map[action] = [] skill_map[action].append(skillCfg) func remove_skill(action: String, skillCfg: SkillCfg) -> void: if not action in skill_map: return skill_map[action].filter(func(cfg): return cfg != skillCfg) func _process(delta): if status.is_skill_running and status.is_pause == is_playing(): if status.is_pause: pause(); else: play(); func _on_animation_finished(_anim_name): cancel_skill() func cast_skill(cfg: SkillCfg, cast_dir: Vector2): break_skill() 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: Character = Global.character_mgr.get_character(status.target) if target: cast_dir = character.pos2D().direction_to(target.pos2D()).normalized() var animation_name: String = "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 status.speed_down_push_rate = 0 status.skill_move_stop = false status.is_speed_y_freeze = false if cast_dir.x != 0: status.is_right = cast_dir.x > 0 play(animation_name, -1, Setting.animation_speed_scale) else: print("技能animation不存在", animation_name) func break_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 status.speed_down_push_rate = 0 status.skill_move_stop = false status.is_speed_y_freeze = false effect.release_effect() func cancel_skill(): break_skill() view.reset() func on_attack_miss(): # 攻击未命中时跳帧 advance(Setting.animation_frame_rate) func on_check_ground(frame_offset: int) -> void: 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 var frame: int = int(current_animation_position / Setting.animation_frame_rate) - frame_offset frame = frame if frame >= 0 else 0 var frame_pos: float = frame * Setting.animation_frame_rate seek(frame_pos- Setting.animation_frame_rate / 2, true, true) func on_cast_sub_character() -> void: var cfg: SkillCfg = status.skill_cfg if not cfg or not cfg.sub_character: return var pos: Vector3 = character.pos() var dir: Vector2 = status.skill_dir Global.character_mgr.create_character(cfg.sub_character, status.team, pos, dir, status.id)