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94 lines
3.0 KiB
GDScript
94 lines
3.0 KiB
GDScript
@tool
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extends AnimationSelectCfg
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class_name SkillCfg
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@export var name: String
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@export var sub_character: CharacterCfg
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@export var sub_character_count: int
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@export var skill_animation: Animation
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@export_tool_button("刷新技能动画", "Callable")
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var refresh_animation: Callable = check_animation
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@export_group("Combo参数")
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@export var stance_from: Enum.EStance = Enum.EStance.GroundAny
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@export var stance_to: Enum.EStance
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@export var break_level: Enum.EBreakLevel = Enum.EBreakLevel.Break
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@export var is_charging: bool
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@export_group("攻击参数")
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@export var attack1: AttackCfg
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@export var attack1_box: AttackBoxCfg
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@export var attack1_with_stop: bool
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@export var attack2: AttackCfg
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@export var attack2_box: AttackBoxCfg
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@export var attack2_with_stop: bool
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@export_group("数值和标记")
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@export var mp_cost: int
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@export var mp_sub_cost: bool
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@export var free_lock: bool
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@export var ignore_push: bool
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@export var is_lock_x: bool = true # 技能释放方向锁定到x轴
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@export var is_lock_x_move: bool = false # 技能移动方向锁定到x轴
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@export var is_lock_x_move_sub: bool = true # 技能移动方向锁定到x轴45度偏差内
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@export_group("辅助参数")
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@export var range: float
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@export var warn_type: Enum.ESkillWarnType = Enum.ESkillWarnType.None
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var attack_particle: Dictionary = {}
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var owner: CharacterCfg
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func check_animation() -> bool:
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var res_name: String = get_res_name()
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var path: String = "res://resource/skill_animation/%s.tres" % res_name
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if sprite_frames == null:
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print("未设置技能动画资源:", res_name)
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return false
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if animation_name == "":
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print("未设置技能动画名")
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return false
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if !sprite_frames.has_animation(animation_name):
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print("技能动画名不存在")
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return false
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var animation: Animation = ResourceLoader.load(path) as Animation
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if not animation:
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animation = Animation.new()
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animation.resource_name = res_name
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Util.refresh_animation_by_sprite_frames(path, sprite_frames, animation_name, animation)
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Util.refresh_animation_lib()
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skill_animation = load(path)
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return true
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func get_attack1() -> AttackCfg: return attack1
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func get_attack1_box() -> AttackBoxCfg: return attack1_box
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func get_attack2() -> AttackCfg: return attack2
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func get_attack2_box() -> AttackBoxCfg: return attack2_box
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func get_attack_particle(index: int) -> Resource:
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var res_name: String = get_res_name()
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var path_index: String = "res://scene/effect/particle/%s_%d.tscn" % [res_name, index]
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if ResourceLoader.exists(path_index):
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attack_particle[index] = load(path_index)
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else:
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var path_default: String = "res://scene/effect/particle/%s.tscn" % res_name
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if ResourceLoader.exists(path_default):
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attack_particle[index] = load(path_default)
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if index in attack_particle:
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return attack_particle[index]
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return null
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func get_owner() -> CharacterCfg:
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if not owner:
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var owner_name: String = get_res_name().split("_")[0]
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var path: String = "res://config/character/%s.tres" % owner_name
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if ResourceLoader.exists(path):
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owner = load(path) as CharacterCfg
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return owner
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