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
This commit is contained in:
2026-04-04 14:45:41 +08:00
parent 1200cf0181
commit 5e80df040b
29 changed files with 1251 additions and 513 deletions

View File

@@ -57,21 +57,26 @@ protected:
void ChangeState(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId nextState) const;
void PlayActionById(CharacterObject& owner, const std::string& actionId) const;
void InvokeHook(CharacterStateMachine& machine,
CharacterObject& owner,
const CharacterActionDefinition* action,
const char* phase) const;
bool TryStartAction(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterCommandType commandType,
const std::string& actionId) const;
bool TryStartAction(CharacterStateMachine& machine,
CharacterStateContext& context,
const std::string& requestedActionId,
const std::string& actionId) const;
bool StartAction(CharacterStateMachine& machine,
CharacterStateContext& context,
const std::string& actionId) const;
bool StartAction(CharacterStateMachine& machine,
CharacterStateContext& context,
const std::string& requestedActionId,
const std::string& actionId) const;
bool TryStartRegisteredAction(CharacterStateMachine& machine,
CharacterStateContext& context) const;
void ApplyFrameEvents(CharacterStateMachine& machine,
CharacterObject& owner,
int previousFrame,
int currentFrame) const;
const CharacterActionDefinition* GetCurrentAction(const CharacterStateMachine& machine) const;
const std::string& GetCurrentActionId(const CharacterStateMachine& machine) const;
@@ -81,9 +86,6 @@ protected:
void ClearCurrentAction(CharacterStateMachine& machine) const;
float& StateTime(CharacterStateMachine& machine) const;
float& ActionFrameProgress(CharacterStateMachine& machine) const;
int& ActionFrame(CharacterStateMachine& machine) const;
float& LandingTimer(CharacterStateMachine& machine) const;
private:
CharacterStateId stateId_ = CharacterStateId::Idle;