#pragma once
#include "EngineFrame/Component/Animation.h"
#include <string>
#include <vector>
#include <unordered_map>
class CharacterObject;
class Chr_Shadow : public RenderBase
{
    // 动作动画集合
    using ActionAniList = std::map<std::string, std::vector<RefPtr<Animation>>>;

private:
    /* data */
public:
    // 父对象
    CharacterObject *chr_parent;
    // 时装部位对应的动作动画集合
    ActionAniList ActionAnis;
    // 当前动作Tag
    std::string CurrentActionTag = "waiting";

    // 初始化时
    void Init(CharacterObject *parent);
    // 设置动作
    void SetAction(std::string actionName);

    // 设置方向
    void SetDirection(int dir);
};
