This commit is contained in:
2026-02-08 16:20:50 +08:00
parent 0ae47e5d6a
commit 8b88904ef7
72 changed files with 5963 additions and 2038 deletions

View File

@@ -22,21 +22,20 @@ void Chr_Animation::CreateSkinmationBySlot(std::string actionName, std::string s
if (slotName == "skin_avatar")
{
// 如果穿戴了皮肤时装 读取variation
RefPtr<Equipment> Equip = ((CharacterObject *)m_Parent)->_EquipmentManager->GetEquip(slotName);
RefPtr<Equipment> Equip = ((CharacterObject *)GetParent())->_EquipmentManager->GetEquip(slotName);
if (Equip)
{
Animation::ReplaceData Data(0, 0);
for (auto &Variation : Equip->JobAni[this->chr_parent->Job])
{
Data.Param1 = Variation.ImgFormat[0];
Data.Param2 = Variation.ImgFormat[1];
// 构造Ani以后 统一设置为不可见 然后放入ActionAnis表
// 构造Ani
RefPtr<Animation> Ani = new Animation(path, FormatImgPath, Data);
Ani->SetVisible(false);
Ani->SetRenderZOrder(Variation.Layer);
this->AddChild(Ani);
ActionAnis[actionName].push_back(Ani);
Ani->SetZOrder(Variation.Layer);
// 将构造好的Ani 添加进AniMap
ActionAnis[actionName]->AddAnimation(Ani);
// 构造一下阴影对象 //TODO
// RefPtr<Animation> ShadowAni = new Animation(path, FormatImgPath, Data);
@@ -49,10 +48,9 @@ void Chr_Animation::CreateSkinmationBySlot(std::string actionName, std::string s
}
else
{
RefPtr<Equipment> Equip = ((CharacterObject *)m_Parent)->_EquipmentManager->GetEquip(slotName);
RefPtr<Equipment> Equip = ((CharacterObject *)GetParent())->_EquipmentManager->GetEquip(slotName);
if (Equip)
{
// SDL_Log("CreateSkinmationBySlot %s", slotName.c_str());
Animation::ReplaceData Data(0, 0);
for (auto &Variation : Equip->JobAni[this->chr_parent->Job])
{
@@ -64,12 +62,11 @@ void Chr_Animation::CreateSkinmationBySlot(std::string actionName, std::string s
// 组装动画路径
std::string AniPath = EquipPath + Variation.AnimationGroup + path.substr(path.find_last_of("/"), path.length());
// 构造Ani以后 统一设置为不可见 然后放入ActionAnis表
// 构造Ani
RefPtr<Animation> Ani = new Animation(AniPath, FormatImgPath, Data);
Ani->SetVisible(false);
Ani->SetRenderZOrder(Variation.Layer);
this->AddChild(Ani);
ActionAnis[actionName].push_back(Ani);
Ani->SetZOrder(Variation.Layer);
// 将构造好的Ani 添加进AniMap
ActionAnis[actionName]->AddAnimation(Ani);
}
}
}
@@ -77,24 +74,30 @@ void Chr_Animation::CreateSkinmationBySlot(std::string actionName, std::string s
void Chr_Animation::Init(CharacterObject *parent)
{
// 调用RenderBase类的初始化 才能挂上标签
RenderBase::Init();
parent->AddChild(this);
chr_parent = parent;
GlobalCharacterScript::CharacterConfig Config = Global_Game::GetInstance().CharacterConfigs[parent->Job];
// 遍历所有动作Ani路径
for (const auto &pair : Config.animationPath)
{
std::string ActionName = pair.first;
std::string Path = std::string("character/" + Config.jobTag + "/" + Tool_toLowerCase(pair.second));
//以动作为Key构造AniMap
ActionAnis[ActionName] = new AnimationMap();
ActionAnis[ActionName]->SetVisible(false);
// 遍历所有时装部位构造Ani
for (auto &AvatarPartPair : AvatarPart)
{
std::string AvatarPartName = AvatarPartPair.first;
CreateSkinmationBySlot(ActionName, AvatarPartName, Path);
}
// 将所有时装部位的Ani添加到动作AniMap以后完成构造
ActionAnis[ActionName]->CompleteConstruction();
this->AddChild(ActionAnis[ActionName]);
}
// 设置初始动作
SetAction("rest");
@@ -103,18 +106,9 @@ void Chr_Animation::Init(CharacterObject *parent)
void Chr_Animation::SetAction(std::string actionName)
{
// 先将原动作的Ani设置为不可见
for (auto Ani : ActionAnis[CurrentActionTag])
{
Ani->Reset();
Ani->SetVisible(false);
}
ActionAnis[CurrentActionTag]->Reset();
ActionAnis[CurrentActionTag]->SetVisible(false);
// 再将新动作的Ani设置为可见
for (auto Ani : ActionAnis[actionName])
{
Ani->SetVisible(true);
}
ActionAnis[actionName]->SetVisible(true);
CurrentActionTag = actionName;
// 设置阴影的动作
if(chr_parent->_Shadow)chr_parent->_Shadow->SetAction(actionName);
}

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@@ -1,13 +1,14 @@
#pragma once
#include "EngineFrame/Component/Animation.h"
#include "EngineFrame/Base/Actor.h"
#include "EngineFrame/Component/AnimationMap.h"
#include <string>
#include <vector>
#include <unordered_map>
class CharacterObject;
class Chr_Animation : public RenderBase
class Chr_Animation : public Actor
{
// 动作动画集合
using ActionAniList = std::map<std::string, std::vector<RefPtr<Animation>>>;
using ActionAniList = std::map<std::string, RefPtr<AnimationMap>>;
public:
inline static const std::unordered_map<std::string, std::string>

View File

@@ -28,7 +28,6 @@ float Chr_Controller::ConvertAxisValue(Sint16 rawValue)
void Chr_Controller::Init(CharacterObject *pCharacter)
{
addTag(Tag::HANDEL_EVENT);
m_pCharacter = pCharacter;
}

View File

@@ -1,8 +1,8 @@
#pragma once
#include "EngineFrame/Base/BaseNode.h"
#include "EngineFrame/Base/Node.h"
#include "Tool/Common.h"
class CharacterObject;
class Chr_Controller : public BaseNode
class Chr_Controller : public Node
{
private:
CharacterObject *m_pCharacter = nullptr;

View File

@@ -1,44 +0,0 @@
#include "Chr_Shadow.h"
#include "Global/Global_Game.h"
#include "Actor/Object/CharacterObject.h"
#include "Asset/Character/Chr_Equipment.h"
void Chr_Shadow::Init(CharacterObject *parent)
{
// 调用RenderBase类的初始化 才能挂上标签
RenderBase::Init();
chr_parent = parent;
SetRenderZOrder(1000000);
SetPos(parent->GetPos());
}
void Chr_Shadow::SetAction(std::string actionName)
{
// 先将原动作的Ani设置为不可见
for (auto Ani : ActionAnis[CurrentActionTag])
{
Ani->Reset();
Ani->SetVisible(false);
}
// 再将新动作的Ani设置为可见
for (auto Ani : ActionAnis[actionName])
{
Ani->SetVisible(true);
}
CurrentActionTag = actionName;
}
void Chr_Shadow::SetDirection(int dir)
{
Vec2 sc = GetScale();
// 朝右
if (dir == 0)
{
SetScale(Vec2({SDL_fabsf(sc.x), sc.y}));
}
// 朝左
else if (dir == 1)
{
SetScale(Vec2({-SDL_fabsf(sc.x), sc.y}));
}
}

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@@ -1,29 +0,0 @@
#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);
};

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@@ -5,7 +5,6 @@
void Chr_StateMachine::Init(CharacterObject *parent)
{
chr_Parent = parent;
addTag(Tag::UPDATE);
parent->AddChild(this);
}
void Chr_StateMachine::ChangeState(int state)

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@@ -1,8 +1,8 @@
#pragma once
#include "Global/Global_Enum.h"
#include "EngineFrame/Base/Actor.h"
#include "EngineFrame/Base/Node.h"
class CharacterObject;
class Chr_StateMachine : public Actor
class Chr_StateMachine : public Node
{
private:
// 父对象