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112 lines
3.4 KiB
GDScript
112 lines
3.4 KiB
GDScript
extends AnimationPlayer
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class_name Skill
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@onready var character: Character = (get_owner() as Character)
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@onready var view: View = (%View as View)
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@onready var status: Status = (%Status as Status)
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@onready var effect: Effect = (%Effect as Effect)
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var skill_map: Dictionary = {} #input -> skillCfg[]
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func init():
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cancel_skill()
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func add_skill(action: String, skillCfg: SkillCfg):
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if not action in skill_map:
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skill_map[action] = []
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skill_map[action].append(skillCfg)
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func remove_skill(action: String, skillCfg: SkillCfg) -> void:
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if not action in skill_map:
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return
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skill_map[action].filter(func(cfg): return cfg != skillCfg)
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func _process(delta):
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if status.is_skill_running and status.is_pause == is_playing():
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if status.is_pause: pause();
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else: play();
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func _on_animation_finished(_anim_name):
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cancel_skill()
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func cast_skill(cfg: SkillCfg, cast_dir: Vector2):
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break_skill()
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if cast_dir.length() == 0:
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cast_dir = Vector2.RIGHT if status.is_right else Vector2.LEFT
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if !cfg.free_lock and status.target:
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var target: Character = Global.character_mgr.get_character(status.target)
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if target:
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cast_dir = character.pos2D().direction_to(target.pos2D()).normalized()
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var animation_name: String = "animation_library/%s" % Util.get_resource_name(cfg)
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if has_animation(animation_name):
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status.speed_up_rate = -1
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status.skill_move_speed = 0
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status.skill_float_speed = 0
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status.is_free_control = false
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status.is_free_turn = false
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status.is_skill_running = true
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status.skill_cfg = cfg
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status.skill_dir = cast_dir
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status.break_level = Enum.EBreakLevel.None
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status.speed_down_push_rate = 0
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status.skill_move_stop = false
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status.is_speed_y_freeze = false
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if cast_dir.x != 0: status.is_right = cast_dir.x > 0
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play(animation_name, -1, Setting.animation_speed_scale)
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else:
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print("技能animation不存在", animation_name)
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func break_skill():
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stop()
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status.speed_up_rate = 0
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status.skill_move_speed = 0
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status.skill_float_speed = 0
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status.is_free_control = true
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status.is_free_turn = true
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status.is_skill_running = false
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status.skill_cfg = null
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status.break_level = Enum.EBreakLevel.Walk
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status.speed_down_push_rate = 0
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status.skill_move_stop = false
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status.is_speed_y_freeze = false
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effect.release_effect()
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func cancel_skill():
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break_skill()
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view.reset()
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func on_attack_miss():
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# 攻击未命中时跳帧
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advance(Setting.animation_frame_rate)
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func on_check_ground(frame_offset: int) -> void:
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if status.is_on_floor:
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# 落地检测成功时跳帧
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advance(Setting.animation_frame_rate)
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else:
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# 落地检测失败时回退半帧
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var frame: int = int(current_animation_position / Setting.animation_frame_rate) - frame_offset
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frame = frame if frame >= 0 else 0
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var frame_pos: float = frame * Setting.animation_frame_rate
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seek(frame_pos- Setting.animation_frame_rate / 2, true, true)
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func on_cast_sub_character() -> void:
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var cfg: SkillCfg = status.skill_cfg
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if not cfg or not cfg.sub_character:
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return
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var pos: Vector3 = character.pos()
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var dir: Vector2 = status.skill_dir
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Global.character_mgr.create_character(cfg.sub_character, status.team, pos, dir, status.id)
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