建档
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116
source_game/Asset/Character/Chr_Animation.cpp
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116
source_game/Asset/Character/Chr_Animation.cpp
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#include "Chr_Animation.h"
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#include "Global/Global_Game.h"
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#include "Actor/Object/CharacterObject.h"
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#include "Asset/Character/Chr_Equipment.h"
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std::string Chr_Animation::FormatImgPath(std::string ImgPath, Animation::ReplaceData data)
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{
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size_t pos = ImgPath.find("%04d");
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if (pos != std::string::npos)
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{
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ImgPath.replace(pos, 4, "%02d%02d");
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}
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char buffer[256];
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snprintf(buffer, sizeof(buffer), ImgPath.c_str(), data.Param1, data.Param2);
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std::string newPath = buffer;
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return newPath;
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}
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void Chr_Animation::CreateSkinmationBySlot(std::string actionName, std::string slotName, std::string path)
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{
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// 皮肤在没有穿戴的情况下 格式化参数为0
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if (slotName == "skin_avatar")
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{
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// 如果穿戴了皮肤时装 读取variation
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RefPtr<Equipment> Equip = ((CharacterObject *)m_Parent)->_EquipmentManager->GetEquip(slotName);
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if (Equip)
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{
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Animation::ReplaceData Data(0, 0);
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for (auto &Variation : Equip->JobAni[this->chr_parent->Job])
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{
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Data.Param1 = Variation.ImgFormat[0];
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Data.Param2 = Variation.ImgFormat[1];
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// 构造好Ani以后 统一设置为不可见 然后放入ActionAnis表
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RefPtr<Animation> Ani = new Animation(path, FormatImgPath, Data);
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Ani->SetVisible(false);
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Ani->SetRenderZOrder(Variation.Layer);
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this->AddChild(Ani);
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ActionAnis[actionName].push_back(Ani);
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}
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}
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}
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else
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{
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RefPtr<Equipment> Equip = ((CharacterObject *)m_Parent)->_EquipmentManager->GetEquip(slotName);
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if (Equip)
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{
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// SDL_Log("CreateSkinmationBySlot %s", slotName.c_str());
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Animation::ReplaceData Data(0, 0);
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for (auto &Variation : Equip->JobAni[this->chr_parent->Job])
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{
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Data.Param1 = Variation.ImgFormat[0];
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Data.Param2 = Variation.ImgFormat[1];
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// 读取装备路径
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std::string EquipPath = Tool_TruncatePath(Equip->m_EquipmentPath);
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// 组装动画路径
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std::string AniPath = EquipPath + Variation.AnimationGroup + path.substr(path.find_last_of("/"), path.length());
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// 构造好Ani以后 统一设置为不可见 然后放入ActionAnis表
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RefPtr<Animation> Ani = new Animation(AniPath, FormatImgPath, Data);
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Ani->SetVisible(false);
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Ani->SetRenderZOrder(Variation.Layer);
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this->AddChild(Ani);
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ActionAnis[actionName].push_back(Ani);
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}
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}
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}
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}
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void Chr_Animation::Init(CharacterObject *parent)
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{
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// 调用RenderBase类的初始化 才能挂上标签
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RenderBase::Init();
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parent->AddChild(this);
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chr_parent = parent;
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GlobalCharacterScript::CharacterConfig Config = Global_Game::GetInstance().CharacterConfigs[parent->Job];
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// 遍历所有动作Ani路径
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for (const auto &pair : Config.animationPath)
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{
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std::string ActionName = pair.first;
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std::string Path = std::string("character/" + Config.jobTag + "/" + Tool_toLowerCase(pair.second));
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// 遍历所有时装部位构造Ani
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for (auto &AvatarPartPair : AvatarPart)
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{
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std::string AvatarPartName = AvatarPartPair.first;
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CreateSkinmationBySlot(ActionName, AvatarPartName, Path);
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}
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}
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// 设置初始动作
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SetAction("rest");
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}
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void Chr_Animation::SetAction(std::string actionName)
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{
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// 先将原动作的Ani设置为不可见
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for (auto Ani : ActionAnis[CurrentActionTag])
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{
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Ani->Reset();
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Ani->SetVisible(false);
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}
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// 再将新动作的Ani设置为可见
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for (auto Ani : ActionAnis[actionName])
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{
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Ani->SetVisible(true);
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}
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CurrentActionTag = actionName;
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}
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void Chr_Animation::Update(float deltaTime)
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{
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RenderBase::Update(deltaTime);
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// SDL_Log("Position %d %d", this->GetTransform().position.x, this->GetTransform().position.y);
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// SDL_Log("IterPosition %d %d", this->GetIterationTransform().position.x, this->GetIterationTransform().position.y);
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}
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