@tool extends AnimationSelectCfg class_name SkillCfg @export var name : String @export var skill_animation : Animation @export var attack_list : Array[AttackCfg] @export var attack_particle : PackedScene @export var free_lock : bool @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 skill_animation_path = "res://resource/skill_animation/%s.tres" %res_name if !create_animation(res_name,skill_animation_path): return skill_animation = load(skill_animation_path) func create_animation(res_name,path) -> bool: 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() return true