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:
@@ -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;
|
||||
|
||||
Reference in New Issue
Block a user