Files
DNF_DEV/source_game/Asset/Character/Chr_Animation.cpp
2025-10-06 04:18:49 +08:00

117 lines
4.1 KiB
C++

#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<Equipment> Equip = ((CharacterObject *)m_Parent)->_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];
// 构造好Ani以后 统一设置为不可见 然后放入ActionAnis表
RefPtr<Animation> Ani = new Animation(path, FormatImgPath, Data);
Ani->SetVisible(false);
Ani->SetRenderZOrder(Variation.Layer);
this->AddChild(Ani);
ActionAnis[actionName].push_back(Ani);
}
}
}
else
{
RefPtr<Equipment> Equip = ((CharacterObject *)m_Parent)->_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])
{
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());
// 构造好Ani以后 统一设置为不可见 然后放入ActionAnis表
RefPtr<Animation> Ani = new Animation(AniPath, FormatImgPath, Data);
Ani->SetVisible(false);
Ani->SetRenderZOrder(Variation.Layer);
this->AddChild(Ani);
ActionAnis[actionName].push_back(Ani);
}
}
}
}
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));
// 遍历所有时装部位构造Ani
for (auto &AvatarPartPair : AvatarPart)
{
std::string AvatarPartName = AvatarPartPair.first;
CreateSkinmationBySlot(ActionName, AvatarPartName, Path);
}
}
// 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
for (auto Ani : ActionAnis[CurrentActionTag])
{
Ani->Reset();
Ani->SetVisible(false);
}
// 再将新动作的Ani设置为可见
for (auto Ani : ActionAnis[actionName])
{
Ani->SetVisible(true);
}
CurrentActionTag = actionName;
}
void Chr_Animation::Update(float deltaTime)
{
RenderBase::Update(deltaTime);
// SDL_Log("Position %d %d", this->GetTransform().position.x, this->GetTransform().position.y);
// SDL_Log("IterPosition %d %d", this->GetIterationTransform().position.x, this->GetIterationTransform().position.y);
}