feat(animation): 添加动画状态回调支持
refactor(character): 重构角色动作处理逻辑 feat(swordman): 实现剑士基础攻击和技能1处理 refactor(state): 优化状态机与动作上下文管理 feat(input): 改进输入系统支持动作请求队列 refactor(movement): 重构移动系统支持行走/奔跑模式
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@@ -47,18 +47,17 @@ private:
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const char* phase) const;
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bool TryStartAction(CharacterObject& owner,
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CharacterCommandBuffer& commandBuffer,
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CharacterCommandType commandType,
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const std::string& requestedActionId,
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const std::string& actionId);
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bool StartAction(CharacterObject& owner,
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const std::string& requestedActionId,
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const std::string& actionId);
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bool TryStartRegisteredAction(CharacterStateContext& context);
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void ApplyFrameEvents(CharacterObject& owner, int previousFrame, int currentFrame);
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CharacterStateId currentState_ = CharacterStateId::Idle;
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std::string currentActionId_;
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const CharacterActionDefinition* currentAction_ = nullptr;
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float stateTime_ = 0.0f;
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float actionFrameProgress_ = 0.0f;
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int actionFrame_ = 0;
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float landingTimer_ = 0.0f;
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StateRegistry stateRegistry_;
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friend class CharacterStateBase;
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