feat: 添加游戏核心模块,包括地图、角色、场景和世界管理
实现游戏基础架构,包含以下主要功能: - 地图系统:支持地图加载、图层管理和相机控制 - 角色系统:实现角色装备、动画和行为管理 - 场景系统:提供测试场景和世界场景切换 - 世界管理:处理城镇和区域切换逻辑 - 数据加载:添加角色和装备配置加载器 这些改动为游戏开发奠定了基础框架,支持后续功能扩展
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Game/include/character/CharacterObject.h
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43
Game/include/character/CharacterObject.h
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#pragma once
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#include "character/CharacterAnimation.h"
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#include "character/CharacterDataLoader.h"
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#include "character/CharacterEquipmentManager.h"
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#include <frostbite2D/2d/actor.h>
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#include <optional>
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#include <string>
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namespace frostbite2D {
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class CharacterObject : public Actor {
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public:
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CharacterObject() = default;
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~CharacterObject() override = default;
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bool Construction(int jobId);
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void SetAction(const std::string& actionName);
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void SetDirection(int direction);
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void SetCharacterPosition(const Vec2& pos);
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int GetJobId() const { return jobId_; }
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int GetGrowType() const { return growType_; }
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int GetDirection() const { return direction_; }
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const std::string& GetCurrentAction() const { return currentAction_; }
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const character::CharacterConfig* GetConfig() const {
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return config_ ? &config_.value() : nullptr;
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}
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const CharacterEquipmentManager& GetEquipmentManager() const { return equipmentManager_; }
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private:
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int jobId_ = -1;
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int growType_ = -1;
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int direction_ = 1;
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std::string currentAction_;
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std::optional<character::CharacterConfig> config_;
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CharacterEquipmentManager equipmentManager_;
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RefPtr<CharacterAnimation> animationManager_ = nullptr;
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};
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} // namespace frostbite2D
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