@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 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 !ResourceLoader.exists(skill_animation_path): if !create_animation(res_name,skill_animation_path): return skill_animation = load(skill_animation_path) func create_animation(res_name,path) -> bool: if sprite_frams == 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 print(animation_name) if !sprite_frams.has_animation(animation_name): print("技能动画名不存在") return false var animation = Animation.new() animation.resource_name = res_name var track_sprite_frames = animation.add_track(Animation.TYPE_VALUE) animation.track_set_path(track_sprite_frames,"View:sprite_frames") animation.track_insert_key(track_sprite_frames,0,sprite_frams) var track_animation = animation.add_track(Animation.TYPE_VALUE) animation.track_set_path(track_animation,"View:animation") animation.track_insert_key(track_animation,0,animation_name) var track_frame = animation.add_track(Animation.TYPE_VALUE) animation.track_set_path(track_frame,"View:frame") var animation_speed = 0.1 var animation_frame_count = sprite_frams.get_frame_count(animation_name) animation.length = animation_speed*animation_frame_count for i in range(0,animation_frame_count): var time = i * animation_speed animation.track_insert_key(track_frame,time,i) ResourceSaver.save(animation,path) Util.refresh_animation_lib() return true