feat(动画系统): 实现动画系统基础功能

添加动画组件及相关数据结构,支持从PVF加载动画资源
实现动画播放、帧控制、插值逻辑等功能
更新主程序以测试动画系统
This commit is contained in:
2026-03-28 04:29:11 +08:00
parent 08570f3aab
commit b5e5fe5e63
7 changed files with 888 additions and 27 deletions

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#pragma once
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/animation/animation_data.h>
#include <functional>
#include <string>
#include <vector>
#include <unordered_map>
namespace frostbite2D {
class Sprite;
class Animation : public Actor {
public:
struct ReplaceData {
int param1 = 0;
int param2 = 0;
ReplaceData() = default;
ReplaceData(int p1, int p2) : param1(p1), param2(p2) {}
};
public:
Animation();
explicit Animation(const std::string& aniPath);
Animation(const std::string& aniPath,
std::function<std::string(std::string, ReplaceData)> additionalOptions,
ReplaceData data);
~Animation();
void Init(const std::string& aniPath);
void Update(float deltaTime) override;
void OnAdded(Actor* parent);
void SetVisible(bool visible);
public:
void FlushFrame(int index);
void Reset();
animation::AniFrame GetCurrentFrameInfo();
void SetFrameIndex(int index);
void InterpolationLogic();
Vec2 GetMaxSize() const;
bool IsUsable() const { return usable_; }
void SetUsable(bool usable) { usable_ = usable; }
int GetCurrentFrameIndex() const { return currentFrameIndex_; }
int GetTotalFrameCount() const { return totalFrameCount_; }
public:
bool usable_ = true;
int currentFrameIndex_ = 0;
int totalFrameCount_ = 0;
float currentFrameTime_ = 0.0f;
Ptr<Sprite> currentFrame_ = nullptr;
float nextFrameDelay_ = 9999999.0f;
bool isLooping_ = true;
std::function<void(int)> changeFrameCallback_;
std::function<void()> endCallback_;
std::vector<animation::AniFrame> frames_;
std::vector<Ptr<Sprite>> spriteFrames_;
std::unordered_map<std::string, animation::AniFlag> animationFlag_;
std::string type_ = "normal";
std::string aniPath_;
std::function<std::string(std::string, ReplaceData)> additionalOptions_;
ReplaceData additionalOptionsData_;
Vec2 maxSize_ = Vec2::Zero();
std::vector<animation::AniFrame> interpolationData_;
};
} // namespace frostbite2D