void SkillObjectEditor::OnNewSkill(wxCommandEvent &e)
{
	AddSkillDialog *dlg = new AddSkillDialog(this, wxID_ANY, /*_("Add Skill")*/wxT("添加新技能") );
	dlg->Centre();
	bool ok = dlg->ShowModal() == wxID_OK;
	if(ok)
	{
		// 获取所选的动作名称
		wxString selectedAnimName = dlg->mAnimComboBox->GetStringSelection();
		wxString skillName = dlg->mSkillNameTextCtrl->GetValue();

		Fairy::Skill *pSkill = Fairy::EffectManager::getSingleton().createSkillTemplate(skillName.c_str());
		pSkill->setAnimationName(selectedAnimName.c_str());
		mSkillTemplateName = pSkill->getSkillName();

		//mDObject->createSkill(skill->getSkillName(),false, false,10.0f);// mAnimationFadeOutTime);

		// 刷新动作进度条
		m_Frame->GetGraphDialog()->InitAnimTimePosSlider();
		InitSkillEditor(pSkill,mSkillTemplateName);
	}

	dlg->Destroy();

}
void ActorAnimationSettingDialog::OnAddSkillButtonDown(wxCommandEvent &e)
{	
	AddSkillDialog *dlg = new AddSkillDialog(this, wxID_ANY, /*_("Add Skill")*/wxT("添加新技能") );
	dlg->Centre();
	bool ok = dlg->ShowModal() == wxID_OK;
	if(ok)
	{
		// 获取所选的动作名称
		wxString selectedAnimName = dlg->mAnimComboBox->GetStringSelection();
		wxString skillName = dlg->mSkillNameTextCtrl->GetValue();

		Fairy::Skill *skill = Fairy::EffectManager::getSingleton().createSkillTemplate(skillName.c_str());
		skill->setAnimationName(selectedAnimName.c_str());

		mDObject->createSkill(skill->getSkillName(), mCheckBoxLoop->GetValue(), false, mAnimationFadeOutTime);

		// 刷新技能列表
		FillAllSkillListBox();

		// 刷新动作进度条
		InitAnimTimePosSlider();
	}

	dlg->Destroy();
}