加入 Node节点类 还未测试新框架
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120
source_game/Global/GameCamera.cpp
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120
source_game/Global/GameCamera.cpp
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#include "GameCamera.h"
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#include "EngineCore/Game.h"
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#include "Actor/Map/GameMap.h"
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#include "Actor/Object/BaseObject.h"
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#include "Global/Global_Game.h"
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#include <algorithm>
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void GameCamera::SetFromActor(BaseObject *actor)
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{
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// 如果原来有跟随对象
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if (this->_FromActor)
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{
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this->_FromActor->RemoveCallbackOnUpdate("Camear Update");
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}
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this->_FromActor = actor;
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actor->SetCallbackOnUpdate("Camear Update", [](float deltaTime) mutable
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{ Global_Game::GetInstance().GetCamera()->Update(deltaTime); });
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}
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void GameCamera::Update(float deltaTime)
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{
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SyncPosByFromParent(deltaTime);
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}
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void GameCamera::SyncPos(float deltaTime)
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{
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}
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void GameCamera::SetPos(float x, float y, float z)
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{
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// this->X = x;
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// this->Y = y;
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// this->Z = z;
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}
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void GameCamera::AddPos(float x, float y, float z)
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{
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// this->X += x;
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// this->Y += y;
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// this->Z += z;
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}
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void GameCamera::SyncPosByFromParent(float deltaTime)
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{
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if (this->_FromActor == nullptr)
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{
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return;
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}
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float targetX = _FromActor->Position.x;
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float targetY = _FromActor->Position.y;
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if (_isSmoothMoving)
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{
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// 平滑移动计算
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Vec2 targetPosition(targetX, targetY);
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_currentPosition = SmoothDamp(_currentPosition, targetPosition, _velocity, _smoothTime, _maxSpeed, deltaTime);
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}
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else
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{
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_currentPosition.x = targetX;
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_currentPosition.y = targetY;
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}
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}
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Vec2 GameCamera::SmoothDamp(const Vec2 ¤t, const Vec2 &target, Vec2 ¤tVelocity, float smoothTime, float maxSpeed, float deltaTime)
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{
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// 平滑时间为0时直接返回目标位置并重置速度
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if (smoothTime <= 0.f)
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{
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currentVelocity = Vec2(0, 0);
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return target;
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}
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// 临界阻尼系数计算(避免过冲的核心参数)
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const float omega = 2.0f / smoothTime;
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const float x = omega * deltaTime;
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const float expTerm = 1.0f / (1.0f + x + 0.48f * x * x + 0.235f * x * x * x);
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// 计算当前位置与目标的差值
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Vec2 delta = target - current;
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// 计算目标速度(基于阻尼公式和当前差值)
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// 注意:这里先通过浮点计算保持精度,最后转换为整数
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const float tx = delta.x * (omega * omega * deltaTime) - currentVelocity.x * (1.0f + 0.48f * x) * x;
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const float ty = delta.y * (omega * omega * deltaTime) - currentVelocity.y * (1.0f + 0.48f * x) * x;
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Vec2 targetVelocity(tx, ty);
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// 应用速度衰减(指数平滑)
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currentVelocity += targetVelocity;
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currentVelocity = Vec2(currentVelocity.x * expTerm, currentVelocity.y * expTerm);
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// 限制最大速度(如果设置了maxSpeed)
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if (maxSpeed > 0)
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{
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// 计算当前速度的模长(浮点精度)
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const float speedSq = currentVelocity.x * currentVelocity.x + currentVelocity.y * currentVelocity.y;
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const float maxSpeedSq = maxSpeed * maxSpeed;
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if (speedSq > maxSpeedSq)
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{
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// 速度超限,按比例缩放至最大速度
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const float scale = maxSpeed / sqrtf(speedSq);
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currentVelocity = Vec2(currentVelocity.x * scale, currentVelocity.y * scale);
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}
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}
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// 计算新位置(当前位置 + 速度 * 时间)
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Vec2 newPos = current + Vec2(currentVelocity.x * deltaTime, currentVelocity.y * deltaTime);
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// 检测过冲:如果新位置已越过目标,直接锁定目标并重置速度
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// 点积 > 0 表示方向相反(已超过目标)
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const float dot = delta.x * (newPos.x - target.x) + delta.y * (newPos.y - target.y);
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if (dot > 0)
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{
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newPos = target;
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currentVelocity = Vec2(0, 0);
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}
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return newPos;
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}
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35
source_game/Global/GameCamera.h
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35
source_game/Global/GameCamera.h
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@@ -0,0 +1,35 @@
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#pragma once
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#include "EngineFrame/Base/Actor.h"
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class GameMap;
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class BaseObject;
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class GameCamera : public Actor
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{
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private:
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// 跟随对象
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BaseObject *_FromActor = nullptr;
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public:
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// 缩放比率
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float CameraRate = 1.0;
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// 添加平滑移动相关的成员变量
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bool _isSmoothMoving = false;
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Vec2 _currentPosition; // 当前摄像机位置
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Vec2 _velocity; // 当前移动速度(用于平滑移动)
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float _smoothTime = 0.1f; // 平滑时间(秒),可调整
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float _maxSpeed = 2000; // 最大移动速度,防止过快
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public:
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void SetFromActor(BaseObject *actor);
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void Update(float deltaTime);
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void SetPos(float x, float y, float z);
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void AddPos(float x, float y, float z);
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// 同步坐标相关
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void SyncPos(float deltaTime);
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void SyncPosByFromParent(float deltaTime);
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// 平滑阻尼函数(类似Unity的Mathf.SmoothDamp)
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Vec2 SmoothDamp(const Vec2 ¤t, const Vec2 &target, Vec2 ¤tVelocity, float smoothTime, float maxSpeed, float deltaTime);
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};
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@@ -4,9 +4,6 @@
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Global_Game::Global_Game()
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{
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}
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Global_Game::~Global_Game()
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{
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}
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void Global_Game::InitFont()
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{
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@@ -65,11 +62,6 @@ void Global_Game::InitFont()
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void Global_Game::Init()
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{
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InitFont();
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// TTF_Font *FontBuf = TTF_OpenFont("Fonts/NotoSansSC-Regular.otf", 24);
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// TTF_Font *FontBuf = TTF_OpenFont("Fonts/calibri.ttf", 24);
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}
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void Global_Game::InitGame()
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@@ -83,9 +75,11 @@ void Global_Game::InitGame()
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// 初始化松鼠脚本管理器
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SquirrelManager::GetInstance().Init();
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// 读取存档
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SavaManager::GetInstance().Init();
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//创建摄像机
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_GameCamera = new GameCamera();
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// 游戏初始化完成标志
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InitFlag = true;
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}
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@@ -109,4 +103,9 @@ GlobalMonsterScript::MonsterConfig Global_Game::GetMonsterInfo(int id)
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MonsterConfig.id = id;
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MonsterInfoMap[id] = MonsterConfig;
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return MonsterConfig;
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}
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}
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RefPtr<GameCamera> Global_Game::GetCamera()
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{
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return _GameCamera;
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}
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@@ -4,6 +4,7 @@
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#include "Global/Script/EquipmentConfig.h"
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#include "Global/Script/MonsterConfig.h"
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#include "Global/Save/SavaManager.h"
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#include "Global/GameCamera.h"
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class Global_Game
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{
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@@ -19,14 +20,15 @@ public:
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return instance;
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}
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Global_Game();
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// 游戏资源加载之前的初始化
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void Init();
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// 游戏资源加载之后的初始化
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void InitGame();
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public:
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// 当前游戏状态 0未初始化
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int game_state = 0;
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private:
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void InitFont();
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public:
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// 字体资源
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@@ -39,14 +41,14 @@ public:
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// 怪物相关
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std::map<int, std::string> MonsterPathMap; // 路径
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std::map<int, GlobalMonsterScript::MonsterConfig> MonsterInfoMap; // 信息
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GlobalMonsterScript::MonsterConfig GetMonsterInfo(int id); // 获取怪物信息
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GlobalMonsterScript::MonsterConfig GetMonsterInfo(int id); // 获取怪物信息
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// 游戏资源初始化标志
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// 游戏摄像机
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RefPtr<GameCamera> _GameCamera = nullptr;
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// 游戏资源初始化标志
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bool InitFlag = false;
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private:
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Global_Game(/* args */);
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~Global_Game();
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void InitFont();
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public:
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RefPtr<GameCamera> GetCamera();
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};
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