feat(character): 实现角色状态机与输入路由系统

新增角色状态机框架,包含空闲、移动、跳跃、攻击等状态
添加输入路由组件,统一处理键盘和手柄输入
引入动作库管理角色动作定义,支持PVF脚本配置
重构角色对象,整合运动器、状态机和输入处理
修复Actor子节点排序时的迭代安全问题
This commit is contained in:
2026-04-03 08:08:23 +08:00
parent b5c432e77a
commit bb75a57afb
14 changed files with 1463 additions and 6 deletions

View File

@@ -1,9 +1,14 @@
#pragma once
#include "character/CharacterActionLibrary.h"
#include "character/CharacterAnimation.h"
#include "character/CharacterDataLoader.h"
#include "character/CharacterEquipmentManager.h"
#include "character/CharacterInputRouter.h"
#include "character/CharacterStateMachine.h"
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/event/joystick_event.h>
#include <frostbite2D/event/key_event.h>
#include <optional>
#include <string>
@@ -19,11 +24,32 @@ public:
void SetAction(const std::string& actionName);
void SetDirection(int direction);
void SetCharacterPosition(const Vec2& pos);
void SetWorldPosition(const CharacterWorldPosition& pos);
void PushCommand(const CharacterCommand& command);
void ApplyHit(const HitContext& hit);
void OnUpdate(float deltaTime) override;
bool OnKeyDown(const KeyEvent& event) override;
bool OnKeyUp(const KeyEvent& event) override;
bool OnJoystickAxis(const JoystickEvent& event) override;
bool OnJoystickButtonDown(const JoystickEvent& event) override;
bool OnJoystickButtonUp(const JoystickEvent& event) override;
int GetJobId() const { return jobId_; }
int GetGrowType() const { return growType_; }
int GetDirection() const { return direction_; }
const std::string& GetCurrentAction() const { return currentAction_; }
CharacterStateId GetState() const { return stateMachine_.GetState(); }
const CharacterIntent& GetCurrentIntent() const { return currentIntent_; }
const CharacterWorldPosition& GetWorldPosition() const { return motor_.position; }
const CharacterMotor& GetMotor() const { return motor_; }
CharacterMotor& GetMotorMutable() { return motor_; }
float GetLastDeltaTime() const { return lastDeltaTime_; }
const CharacterActionDefinition* FindAction(const std::string& actionId) const;
std::string ResolveAnimationTag(const std::string& preferred,
const std::string& fallback) const;
void PlayAnimationTag(const std::string& actionTag);
void SetFacing(int direction);
const character::CharacterConfig* GetConfig() const {
return config_ ? &config_.value() : nullptr;
@@ -37,7 +63,15 @@ private:
std::string currentAction_;
std::optional<character::CharacterConfig> config_;
CharacterEquipmentManager equipmentManager_;
CharacterActionLibrary actionLibrary_;
CharacterInputRouter inputRouter_;
CharacterCommandBuffer commandBuffer_;
CharacterIntent currentIntent_;
CharacterStateMachine stateMachine_;
CharacterMotor motor_;
CharacterStatus status_;
RefPtr<CharacterAnimation> animationManager_ = nullptr;
float lastDeltaTime_ = 0.0f;
};
} // namespace frostbite2D