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52 lines
1.6 KiB
GDScript

@tool
extends AnimationSelectCfg
class_name SkillCfg
@export var name : String
@export var skill_animation : Animation
@export var attack_list : Array[AttackCfg]
@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 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_attack(index:int)->AttackCfg:
if !attack_list:
return ResourceManager.cfg_attack_normal
if index >= len(attack_list):
index = len(attack_list) - 1
var attack = attack_list[index] as AttackCfg
return attack
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