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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#pragma once
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#include "character/states/jobs/swordman/SwordmanActionHandler.h"
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namespace frostbite2D {
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class SwordmanBasicAttackHandler : public SwordmanActionHandlerBase {
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public:
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SwordmanBasicAttackHandler();
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void OnEnter(CharacterStateContext& context,
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const CharacterActionDefinition& action) override;
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SwordmanActionUpdateResult OnUpdate(CharacterStateContext& context,
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const CharacterActionDefinition& action) override;
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void OnExit(CharacterStateContext& context,
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const CharacterActionDefinition& action) override;
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private:
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void BeginComboStep(CharacterStateContext& context, int comboStep);
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int comboStep_ = 0;
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};
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} // namespace frostbite2D
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