@tool extends AnimationSelectCfg class_name SkillCfg @export var name : String @export var skill_animation : Animation @export var free_lock : 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(): var res_name = Util.get_resource_name(self) var path = "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 = 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) 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 = Util.get_resource_name(self) var path_index = "res://scene/effect/particle/%s_%d.tscn" % [res_name,index] if ResourceLoader.exists(path_index): return load(path_index) var path_default = "res://scene/effect/particle/%s.tscn" % res_name if ResourceLoader.exists(path_default): return load(path_default) return null