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88
source_game/Scene/Scene_SelectCharacter_UI.hpp
Normal file
88
source_game/Scene/Scene_SelectCharacter_UI.hpp
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#pragma once
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#include "EngineFrame/Scene/Scene.h"
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#include "Asset/AssetManager.h"
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#include "EngineFrame/Component/Animation.h"
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#include "Actor/Map/GameMap.h"
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#include "Actor/Map/GameMapCamera.h"
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class Scene_SelectCharacter_UI : public Scene
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{
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private:
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/* data */
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GameMap *map;
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RefPtr<GameMapCamera> camera = nullptr;
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public:
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Scene_SelectCharacter_UI(/* args */) {
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};
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~Scene_SelectCharacter_UI() {
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};
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public:
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void Enter() override
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{
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map = new GameMap;
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map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
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map->Enter(this);
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camera = new GameMapCamera;
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AddChild(camera);
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return;
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RefPtr<Actor> actor = new Actor;
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actor->SetPos(VecFPos{450, 350});
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// actor->SetAnchor(VecFPos{0.5, 0.5});
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actor->SetScale(VecFPos{-1.f, 1.f});
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AddChild(actor);
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RefPtr<Actor> actor2 = new Actor;
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actor->AddChild(actor2);
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RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
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// ani4->SetScale(VecFPos{-1.0, 1.0});
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actor2->AddChild(ani4);
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// RefPtr<Animation> ani3 = new Animation("map/cataclysm/town/elvengard/animation/obj/serialight01_right.ani");
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// ani3->SetPos(VecPos{300, 300});
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// actor->AddChild(ani3);
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// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
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// ani4->SetPos(VecPos{300, 500});
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// actor->AddChild(ani4);
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// for (size_t i = 0; i < 400; i++)
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// {
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// RefPtr<Actor> actor = new Actor;
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// AddChild(actor);
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// // RefPtr<Animation> ani3 = new Animation("common/commoneffect/animation/priestslowheal1.ani");
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// // actor->AddComponent(ani3);
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// // ani3->SetRenderZOrder(1000);
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// // RefPtr<Animation> ani = new Animation("common/anton/main.ani");
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// // actor->AddComponent(ani);
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// // ani->SetRenderZOrder(500);
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// RefPtr<Sprite> sprite = new Sprite("sprite/item/avatar/swordman/0sm_acap.img", 0);
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// actor->AddComponent(sprite);
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// // RefPtr<Animation> ani2 = new Animation("common/anton/face/0/0.ani");
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// // actor->AddComponent(ani2);
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// // ani2->SetRenderZOrder(1000);
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// }
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// SDL_Log("进入了选择角色场景!");
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};
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void HandleEvents(SDL_Event *e) override
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{
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Scene::HandleEvents(e);
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map->HandleEvents(e);
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};
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void Update(float deltaTime) override
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{
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Scene::Update(deltaTime);
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map->Update(deltaTime);
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};
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// void Render() override;
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// void Exit() override;
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};
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