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);
}