feat(npc): 添加NPC交互高亮效果及复合纹理支持

实现NPC交互时的绿色高亮效果,通过InteractionHighlightSprite类实现
重构NpcAnimation支持复合纹理渲染,优化高亮效果的性能
添加ShaderManager获取所有加载Shader的方法,优化渲染器uniform更新逻辑
This commit is contained in:
2026-04-07 23:17:34 +08:00
parent caad22cca7
commit 5af657c5c9
11 changed files with 418 additions and 56 deletions

View File

@@ -0,0 +1,20 @@
#pragma once
#include <frostbite2D/2d/sprite.h>
namespace frostbite2D {
class InteractionHighlightSprite : public Sprite {
public:
InteractionHighlightSprite();
void SetGroundAnchorInTexture(const Vec2& groundAnchorInTexture);
protected:
void ConfigureShader(Shader* shader) const override;
private:
Vec2 texelSize_ = Vec2::One();
};
} // namespace frostbite2D

View File

@@ -2,6 +2,7 @@
#include "npc/NpcDataLoader.h"
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/2d/canvas_actor.h>
#include <frostbite2D/animation/animation.h>
#include <string>
@@ -9,17 +10,47 @@ namespace frostbite2D {
class NpcAnimation : public Actor {
public:
struct CompositeFrameInfo {
bool valid = false;
Rect localBounds;
Vec2 originInTexture = Vec2::Zero();
Vec2 groundAnchorInTexture = Vec2::Zero();
int width = 1;
int height = 1;
};
bool Init(const npc::NpcConfig& config);
void Update(float deltaTime) override;
void Render() override;
void SetDirection(int direction);
bool IsReady() const { return displayAnimation_ != nullptr; }
bool IsAnimationFinished() const;
const std::string& GetAnimationPath() const { return animationPath_; }
bool GetDisplayLocalBounds(Rect& outBounds) const;
bool EnsureCompositeTextureReady();
bool HasCompositeTexture() const;
Ptr<Texture> GetCompositeTexture() const;
Vec2 GetCompositeTextureSize() const;
Vec2 GetCompositeGroundAnchorInTexture() const;
uint64 GetCompositeVersion() const { return compositeVersion_; }
private:
CompositeFrameInfo ComputeCompositeFrameInfo(int direction) const;
CompositeFrameInfo GetCurrentCompositeFrameInfo() const { return compositeFrameInfo_; }
uint64 CaptureCurrentRenderSignature() const;
void MarkCompositeDirty();
void UpdateCompositeCamera();
void RefreshCompositeTextureIfNeeded();
void RenderCurrentAnimationToCompositeCanvas();
RefPtr<Animation> displayAnimation_ = nullptr;
RefPtr<CanvasActor> compositeCanvas_ = nullptr;
CompositeFrameInfo compositeFrameInfo_;
std::string animationPath_;
int direction_ = 1;
bool compositeDirty_ = true;
uint64 compositeVersion_ = 0;
uint64 lastCompositeSignature_ = 0;
};
} // namespace frostbite2D

View File

@@ -1,9 +1,10 @@
#pragma once
#include "character/CharacterActionTypes.h"
#include "common/InteractionHighlightSprite.h"
#include "npc/NpcAnimation.h"
#include <frostbite2D/2d/text_sprite.h>
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/2d/text_sprite.h>
#include <array>
#include <optional>
#include <string>
@@ -21,11 +22,13 @@ public:
void SetNpcPosition(const Vec2& pos);
void SetWorldPosition(const CharacterWorldPosition& pos);
void SetInteractable(bool interactable);
void SetInteractionHighlighted(bool highlighted);
void BeginInteract();
void EndInteract();
bool CanInteract() const;
bool IsInteracting() const { return interacting_; }
bool IsInteractionHighlighted() const { return interactionHighlighted_; }
int GetNpcId() const { return npcId_; }
int GetDirection() const { return direction_; }
const std::string& GetName() const;
@@ -41,8 +44,10 @@ public:
void Update(float deltaTime) override;
private:
void EnsureInteractionHighlight();
void EnsureNameLabel();
void RefreshNameLabel();
void SyncInteractionHighlight();
void SyncActorPositionFromWorld();
int npcId_ = -1;
@@ -50,10 +55,13 @@ private:
CharacterWorldPosition worldPosition_;
std::optional<npc::NpcConfig> config_;
RefPtr<NpcAnimation> animation_ = nullptr;
RefPtr<InteractionHighlightSprite> interactionHighlight_ = nullptr;
std::array<RefPtr<TextSprite>, 8> nameOutlineLabels_;
RefPtr<TextSprite> nameLabel_ = nullptr;
bool interactable_ = true;
bool interacting_ = false;
bool interactionHighlighted_ = false;
uint64 syncedHighlightCompositeVersion_ = 0;
};
} // namespace frostbite2D