refactor(character): 重构角色动作与动画系统
- 移除自动回退动作生成逻辑,改为严格检查动作定义 - 增加动作资源缺失时的详细错误报告机制 - 统一输入事件处理接口,优化角色对象生命周期管理 - 改进动画标签管理,移除隐式回退逻辑 - 增强状态机对无效动作的处理能力
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@@ -21,12 +21,13 @@ public:
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const character::CharacterConfig& config,
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const CharacterEquipmentManager& equipmentManager);
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void SetAction(const std::string& actionName);
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bool SetAction(const std::string& actionName);
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void SetDirection(int direction);
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const std::string& GetCurrentAction() const { return currentActionTag_; }
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bool HasAction(const std::string& actionName) const {
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return actionAnimations_.count(actionName) > 0;
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}
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std::string DescribeAvailableActions() const;
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private:
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static std::string FormatImgPath(std::string path, Animation::ReplaceData data);
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