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51 lines
1.8 KiB
GDScript

@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