#include "Chr_Animation.h" #include "Global/Global_Game.h" #include "Actor/Object/CharacterObject.h" #include "Asset/Character/Chr_Equipment.h" std::string Chr_Animation::FormatImgPath(std::string ImgPath, Animation::ReplaceData data) { size_t pos = ImgPath.find("%04d"); if (pos != std::string::npos) { ImgPath.replace(pos, 4, "%02d%02d"); } char buffer[256]; snprintf(buffer, sizeof(buffer), ImgPath.c_str(), data.Param1, data.Param2); std::string newPath = buffer; return newPath; } void Chr_Animation::CreateSkinmationBySlot(std::string actionName, std::string slotName, std::string path) { // 皮肤在没有穿戴的情况下 格式化参数为0 if (slotName == "skin_avatar") { // 如果穿戴了皮肤时装 读取variation RefPtr 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 RefPtr Ani = new Animation(path, FormatImgPath, Data); 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 ShadowAni = new Animation(path, FormatImgPath, Data); // ShadowAni->SetVisible(false); // chr_parent->_Shadow->AddChild(ShadowAni); // chr_parent->_Shadow->ActionAnis[actionName].push_back(ShadowAni); } } } else { RefPtr 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]; // 读取装备路径 std::string EquipPath = Tool_TruncatePath(Equip->m_EquipmentPath); // 组装动画路径 std::string AniPath = EquipPath + Variation.AnimationGroup + path.substr(path.find_last_of("/"), path.length()); // 构造Ani RefPtr Ani = new Animation(AniPath, FormatImgPath, Data); Ani->SetZOrder(Variation.Layer); // 将构造好的Ani 添加进AniMap ActionAnis[actionName]->AddAnimation(Ani); } } } } void Chr_Animation::Init(CharacterObject *parent) { 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"); } void Chr_Animation::SetAction(std::string actionName) { // 先将原动作的Ani设置为不可见 ActionAnis[CurrentActionTag]->Reset(); ActionAnis[CurrentActionTag]->SetVisible(false); // 再将新动作的Ani设置为可见 ActionAnis[actionName]->SetVisible(true); CurrentActionTag = actionName; }