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DNF_DEV/source_game/Scene/Scene_SelectCharacter_UI.hpp

99 lines
3.0 KiB
C++

#pragma once
#include "EngineFrame/Scene/Scene.h"
#include "Asset/AssetManager.h"
#include "EngineFrame/Component/Animation.h"
#include "Actor/Map/GameMap.h"
#include "Actor/Map/GameMapCamera.h"
#include "Actor/Object/CharacterObject.h"
class Scene_SelectCharacter_UI : public Scene
{
private:
/* data */
GameMap *map;
RefPtr<GameMapCamera> camera = nullptr;
public:
Scene_SelectCharacter_UI(/* args */) {
};
~Scene_SelectCharacter_UI() {
};
public:
void Enter() override
{
map = new GameMap;
map->LoadMap("map/cataclysm/town/elvengard/new_elvengard.map");
map->Enter(this);
RefPtr<CharacterObject> obj = new CharacterObject();
obj->SetPosition({620, 200, 0});
// 构造为鬼剑士
obj->Construction(0);
map->AddObject(obj);
camera = new GameMapCamera;
camera->SetParentMap(map);
camera->SetFromActor(obj.Get());
AddChild(camera);
// RefPtr<Actor> actor = new Actor;
// actor->SetPos(VecFPos{450, 350});
// // actor->SetAnchor(VecFPos{0.5, 0.5});
// actor->SetScale(VecFPos{-1.f, 1.f});
// AddChild(actor);
// RefPtr<Actor> actor2 = new Actor;
// actor->AddChild(actor2);
// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
// // ani4->SetScale(VecFPos{-1.0, 1.0});
// actor2->AddChild(ani4);
// RefPtr<Animation> ani3 = new Animation("map/cataclysm/town/elvengard/animation/obj/serialight01_right.ani");
// ani3->SetPos(VecPos{300, 300});
// actor->AddChild(ani3);
// RefPtr<Animation> ani4 = new Animation("map/cataclysm/town/hendonmyre/animation/object/gateall_02.ani");
// ani4->SetPos(VecPos{300, 500});
// actor->AddChild(ani4);
// for (size_t i = 0; i < 400; i++)
// {
// RefPtr<Actor> actor = new Actor;
// AddChild(actor);
// // RefPtr<Animation> ani3 = new Animation("common/commoneffect/animation/priestslowheal1.ani");
// // actor->AddComponent(ani3);
// // ani3->SetRenderZOrder(1000);
// // RefPtr<Animation> ani = new Animation("common/anton/main.ani");
// // actor->AddComponent(ani);
// // ani->SetRenderZOrder(500);
// RefPtr<Sprite> sprite = new Sprite("sprite/item/avatar/swordman/0sm_acap.img", 0);
// actor->AddComponent(sprite);
// // RefPtr<Animation> ani2 = new Animation("common/anton/face/0/0.ani");
// // actor->AddComponent(ani2);
// // ani2->SetRenderZOrder(1000);
// }
// SDL_Log("进入了选择角色场景!");
};
void HandleEvents(SDL_Event *e) override
{
Scene::HandleEvents(e);
map->HandleEvents(e);
};
void Update(float deltaTime) override
{
Scene::Update(deltaTime);
map->Update(deltaTime);
};
// void Render() override;
// void Exit() override;
};