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:
442
Game/src/character/CharacterActionLibrary.cpp
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442
Game/src/character/CharacterActionLibrary.cpp
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@@ -0,0 +1,442 @@
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#include "character/CharacterActionLibrary.h"
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#include <SDL2/SDL.h>
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#include <frostbite2D/resource/pvf_archive.h>
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#include <frostbite2D/resource/script_parser.h>
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#include <algorithm>
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#include <cctype>
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#include <vector>
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namespace frostbite2D {
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namespace {
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std::string toLower(const std::string& value) {
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std::string result = value;
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std::transform(result.begin(), result.end(), result.begin(),
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[](unsigned char c) { return static_cast<char>(std::tolower(c)); });
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return result;
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}
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int toInt(const std::string& value, int fallback = 0) {
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try {
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return std::stoi(value);
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} catch (...) {
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return fallback;
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}
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}
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float toFloat(const std::string& value, float fallback = 0.0f) {
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try {
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return std::stof(value);
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} catch (...) {
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return fallback;
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}
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}
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bool isTrueToken(const std::string& value) {
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std::string token = toLower(value);
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return token == "1" || token == "true" || token == "[true]" || token == "yes";
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}
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std::string trim(const std::string& value) {
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size_t begin = 0;
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size_t end = value.size();
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while (begin < end && std::isspace(static_cast<unsigned char>(value[begin]))) {
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++begin;
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}
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while (end > begin
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&& std::isspace(static_cast<unsigned char>(value[end - 1]))) {
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--end;
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}
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return value.substr(begin, end - begin);
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}
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std::string trimBackticks(const std::string& value) {
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std::string result = trim(value);
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if (result.size() >= 2 && result.front() == '`' && result.back() == '`') {
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return result.substr(1, result.size() - 2);
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}
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return result;
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}
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std::string fileStem(const std::string& path) {
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size_t slashPos = path.find_last_of("/\\");
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size_t begin = slashPos == std::string::npos ? 0 : slashPos + 1;
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size_t dotPos = path.find_last_of('.');
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if (dotPos == std::string::npos || dotPos < begin) {
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return path.substr(begin);
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}
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return path.substr(begin, dotPos - begin);
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}
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class ScriptTokenStream {
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public:
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explicit ScriptTokenStream(const std::string& path)
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: path_(PvfArchive::get().normalizePath(path)) {
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auto rawData = PvfArchive::get().getFileRawData(path_);
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if (!rawData) {
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return;
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}
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ScriptParser parser(*rawData, path_);
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if (!parser.isValid()) {
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return;
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}
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for (const auto& value : parser.parseAll()) {
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tokens_.push_back(value.toString());
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}
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valid_ = true;
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}
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bool IsValid() const { return valid_; }
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bool IsEnd() const { return index_ >= tokens_.size(); }
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std::string Next() {
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if (IsEnd()) {
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return {};
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}
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return tokens_[index_++];
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}
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private:
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std::string path_;
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std::vector<std::string> tokens_;
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size_t index_ = 0;
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bool valid_ = false;
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};
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// action_list.lst 同时兼容两种格式:
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// 1. 标准 PVF #PVF_File + 索引 + `path`
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// 2. 早期临时版的 actionId + path 成对写法
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std::vector<std::pair<std::string, std::string>> parseActionListEntries(
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ScriptTokenStream& listStream) {
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std::vector<std::pair<std::string, std::string>> entries;
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std::vector<std::string> tokens;
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while (!listStream.IsEnd()) {
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std::string token = trim(listStream.Next());
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if (!token.empty()) {
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tokens.push_back(token);
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}
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}
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if (tokens.empty()) {
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return entries;
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}
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if (tokens.front() == "#PVF_File") {
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for (size_t i = 1; i + 1 < tokens.size(); i += 2) {
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std::string actionPath = trimBackticks(tokens[i + 1]);
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if (actionPath.empty()) {
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continue;
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}
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entries.push_back({toLower(fileStem(actionPath)), actionPath});
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}
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return entries;
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}
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for (size_t i = 0; i + 1 < tokens.size(); i += 2) {
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entries.push_back({toLower(tokens[i]), trimBackticks(tokens[i + 1])});
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}
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return entries;
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}
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CharacterFrameEventType parseFrameEventType(const std::string& token) {
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std::string lower = toLower(token);
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if (lower == "open_hit_window") {
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return CharacterFrameEventType::OpenHitWindow;
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}
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if (lower == "close_hit_window") {
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return CharacterFrameEventType::CloseHitWindow;
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}
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if (lower == "open_input_buffer") {
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return CharacterFrameEventType::OpenInputBuffer;
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}
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if (lower == "close_input_buffer") {
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return CharacterFrameEventType::CloseInputBuffer;
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}
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if (lower == "set_velocity_xy") {
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return CharacterFrameEventType::SetVelocityXY;
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}
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if (lower == "set_velocity_z") {
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return CharacterFrameEventType::SetVelocityZ;
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}
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if (lower == "finish_action") {
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return CharacterFrameEventType::FinishAction;
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}
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return CharacterFrameEventType::AnimationEvent;
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}
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void addOrReplaceAction(std::map<std::string, CharacterActionDefinition>& actions,
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CharacterActionDefinition definition) {
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if (definition.actionId.empty()) {
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return;
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}
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actions[definition.actionId] = std::move(definition);
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}
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} // namespace
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void CharacterCommandBuffer::Advance(float deltaTime) {
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for (auto& button : buttons_) {
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button.age += deltaTime;
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}
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buttons_.erase(
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std::remove_if(buttons_.begin(), buttons_.end(),
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[this](const BufferedButton& button) {
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return button.age > bufferWindowSeconds_;
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}),
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buttons_.end());
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}
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void CharacterCommandBuffer::Submit(const CharacterCommand& command) {
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if (command.type == CharacterCommandType::Move) {
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moveAxis_ = command.moveAxis;
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if (moveAxis_.lengthSquared() > 1.0f) {
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moveAxis_ = moveAxis_.normalized();
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}
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return;
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}
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buttons_.push_back({command.type, 0.0f});
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}
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CharacterIntent CharacterCommandBuffer::BuildIntent() const {
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CharacterIntent intent;
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intent.moveX = moveAxis_.x;
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intent.moveY = moveAxis_.y;
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intent.wantJump = HasBuffered(CharacterCommandType::JumpPressed);
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intent.wantAttack = HasBuffered(CharacterCommandType::AttackPressed);
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intent.wantSkill1 = HasBuffered(CharacterCommandType::Skill1Pressed);
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intent.wantDash = HasBuffered(CharacterCommandType::DashPressed);
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return intent;
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}
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bool CharacterCommandBuffer::HasBuffered(CharacterCommandType type) const {
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for (const auto& button : buttons_) {
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if (button.type == type) {
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return true;
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}
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}
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return false;
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}
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void CharacterCommandBuffer::Consume(CharacterCommandType type) {
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auto it = std::find_if(buttons_.begin(), buttons_.end(),
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[type](const BufferedButton& button) {
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return button.type == type;
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});
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if (it != buttons_.end()) {
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buttons_.erase(it);
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}
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}
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void CharacterCommandBuffer::Clear() {
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moveAxis_ = Vec2::Zero();
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buttons_.clear();
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}
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bool CharacterActionLibrary::LoadForConfig(const character::CharacterConfig& config) {
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actions_.clear();
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// 先填一套最小可运行的默认动作,保证资源或 PVF 缺失时角色仍能工作。
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BuildFallbackActions(config);
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// 再尝试用 PVF 动作逻辑覆盖默认值。
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TryLoadPvfActionScripts(config);
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return !actions_.empty();
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}
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const CharacterActionDefinition* CharacterActionLibrary::FindAction(
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const std::string& actionId) const {
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auto it = actions_.find(actionId);
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if (it != actions_.end()) {
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return &it->second;
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}
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return nullptr;
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}
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const CharacterActionDefinition* CharacterActionLibrary::GetDefaultAction() const {
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return FindAction("idle");
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}
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void CharacterActionLibrary::BuildFallbackActions(
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const character::CharacterConfig& config) {
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auto animationTagOrDefault = [&config](const std::string& actionId,
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const std::string& fallback) {
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if (config.animationPath.count(actionId) > 0) {
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return actionId;
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}
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if (config.animationPath.count(fallback) > 0) {
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return fallback;
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}
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if (!config.animationPath.empty()) {
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return config.animationPath.begin()->first;
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}
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return fallback;
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};
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CharacterActionDefinition idle;
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idle.actionId = "idle";
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idle.animationTag = animationTagOrDefault("rest", "rest");
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idle.totalFrames = 1;
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idle.loop = true;
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idle.canMove = true;
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addOrReplaceAction(actions_, idle);
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CharacterActionDefinition move;
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move.actionId = "move";
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move.animationTag = animationTagOrDefault("run", animationTagOrDefault("walk", "rest"));
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move.totalFrames = 1;
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move.loop = true;
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move.canMove = true;
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addOrReplaceAction(actions_, move);
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CharacterActionDefinition jump;
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jump.actionId = "jump";
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jump.animationTag = animationTagOrDefault("jump", "rest");
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jump.totalFrames = 18;
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jump.canTurn = true;
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addOrReplaceAction(actions_, jump);
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CharacterActionDefinition fall;
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fall.actionId = "fall";
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fall.animationTag = animationTagOrDefault("jump", "rest");
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fall.totalFrames = 1;
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fall.loop = true;
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fall.canTurn = true;
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addOrReplaceAction(actions_, fall);
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CharacterActionDefinition landing;
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landing.actionId = "landing";
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landing.animationTag = animationTagOrDefault("rest", "rest");
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landing.totalFrames = 6;
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addOrReplaceAction(actions_, landing);
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CharacterActionDefinition attack1;
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attack1.actionId = "attack_1";
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attack1.animationTag = animationTagOrDefault("attack1", animationTagOrDefault("attack", "rest"));
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attack1.totalFrames = 24;
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attack1.canMove = false;
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attack1.canTurn = false;
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attack1.canBeInterrupted = true;
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attack1.cancelRules.push_back({"attack_2", 12, 22, true, false});
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addOrReplaceAction(actions_, attack1);
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CharacterActionDefinition attack2;
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attack2.actionId = "attack_2";
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attack2.animationTag = animationTagOrDefault("attack2", attack1.animationTag);
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attack2.totalFrames = 28;
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attack2.canMove = false;
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attack2.canTurn = false;
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attack2.canBeInterrupted = true;
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addOrReplaceAction(actions_, attack2);
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CharacterActionDefinition skill1;
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skill1.actionId = "skill_1";
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skill1.animationTag = animationTagOrDefault("skill1", attack1.animationTag);
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skill1.totalFrames = 36;
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skill1.canMove = false;
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skill1.canTurn = false;
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skill1.canBeInterrupted = false;
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addOrReplaceAction(actions_, skill1);
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CharacterActionDefinition hurt;
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hurt.actionId = "hurt_light";
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hurt.animationTag = animationTagOrDefault("damage", animationTagOrDefault("hurt", "rest"));
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hurt.totalFrames = 18;
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hurt.canMove = false;
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hurt.canTurn = false;
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hurt.canBeInterrupted = true;
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addOrReplaceAction(actions_, hurt);
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}
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bool CharacterActionLibrary::TryLoadPvfActionScripts(
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const character::CharacterConfig& config) {
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std::string listPath = "character/" + config.jobTag + "/action_logic/action_list.lst";
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ScriptTokenStream listStream(listPath);
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if (!listStream.IsValid()) {
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return false;
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}
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auto entries = parseActionListEntries(listStream);
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for (const auto& [actionId, relativePath] : entries) {
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if (actionId.empty() || relativePath.empty()) {
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continue;
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}
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ScriptTokenStream actionStream(
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"character/" + config.jobTag + "/action_logic/" + relativePath);
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if (!actionStream.IsValid()) {
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continue;
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}
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CharacterActionDefinition definition;
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definition.actionId = actionId;
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while (!actionStream.IsEnd()) {
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std::string token = toLower(actionStream.Next());
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if (token.empty()) {
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break;
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}
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if (token == "[action id]") {
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definition.actionId = toLower(actionStream.Next());
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} else if (token == "[animation tag]") {
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definition.animationTag = actionStream.Next();
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} else if (token == "[total frames]") {
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definition.totalFrames = toInt(actionStream.Next(), definition.totalFrames);
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} else if (token == "[loop]") {
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definition.loop = isTrueToken(actionStream.Next());
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} else if (token == "[can move]") {
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definition.canMove = isTrueToken(actionStream.Next());
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} else if (token == "[can turn]") {
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definition.canTurn = isTrueToken(actionStream.Next());
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} else if (token == "[can be interrupted]") {
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definition.canBeInterrupted = isTrueToken(actionStream.Next());
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} else if (token == "[move speed scale]") {
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definition.moveSpeedScale = toFloat(actionStream.Next(), definition.moveSpeedScale);
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} else if (token == "[cancel rule]") {
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CharacterCancelRuleDefinition rule;
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rule.targetAction = toLower(actionStream.Next());
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rule.beginFrame = toInt(actionStream.Next(), 0);
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rule.endFrame = toInt(actionStream.Next(), rule.beginFrame);
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rule.requireGrounded = isTrueToken(actionStream.Next());
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rule.requireAirborne = isTrueToken(actionStream.Next());
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definition.cancelRules.push_back(rule);
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} else if (token == "[frame event]") {
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CharacterFrameEventDefinition frameEvent;
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frameEvent.frame = toInt(actionStream.Next(), 0);
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frameEvent.type = parseFrameEventType(actionStream.Next());
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if (frameEvent.type == CharacterFrameEventType::SetVelocityXY) {
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frameEvent.velocityXY.x = toFloat(actionStream.Next(), 0.0f);
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frameEvent.velocityXY.y = toFloat(actionStream.Next(), 0.0f);
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} else if (frameEvent.type == CharacterFrameEventType::SetVelocityZ) {
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frameEvent.velocityZ = toFloat(actionStream.Next(), 0.0f);
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} else {
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frameEvent.stringValue = actionStream.Next();
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}
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definition.frameEvents.push_back(frameEvent);
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}
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}
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if (definition.animationTag.empty()) {
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// 如果动作脚本没有显式指定动画标签,则尝试用同名动作映射。
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if (config.animationPath.count(actionId) > 0) {
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definition.animationTag = actionId;
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}
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}
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addOrReplaceAction(actions_, std::move(definition));
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}
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SDL_Log("CharacterActionLibrary: loaded %d actions for job %d",
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static_cast<int>(actions_.size()), config.jobId);
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return true;
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}
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std::optional<CharacterActionLibrary> loadCharacterActionLibrary(
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const character::CharacterConfig& config) {
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CharacterActionLibrary library;
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if (!library.LoadForConfig(config)) {
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return std::nullopt;
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}
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return library;
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}
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} // namespace frostbite2D
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142
Game/src/character/CharacterInputRouter.cpp
Normal file
142
Game/src/character/CharacterInputRouter.cpp
Normal file
@@ -0,0 +1,142 @@
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#include "character/CharacterInputRouter.h"
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#include <SDL2/SDL_gamecontroller.h>
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#include <cmath>
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|
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namespace frostbite2D {
|
||||
namespace {
|
||||
|
||||
float applyDeadZone(float value, float deadZone) {
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return std::fabs(value) >= deadZone ? value : 0.0f;
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}
|
||||
|
||||
} // namespace
|
||||
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bool CharacterInputRouter::OnKeyDown(const KeyEvent& event) {
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switch (event.getKeyCode()) {
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case KeyCode::a:
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||||
case KeyCode::Left:
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left_ = true;
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return true;
|
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case KeyCode::d:
|
||||
case KeyCode::Right:
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right_ = true;
|
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return true;
|
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case KeyCode::w:
|
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case KeyCode::Up:
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up_ = true;
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return true;
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case KeyCode::s:
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case KeyCode::Down:
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down_ = true;
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return true;
|
||||
case KeyCode::j:
|
||||
attackPressed_ = true;
|
||||
return true;
|
||||
case KeyCode::k:
|
||||
jumpPressed_ = true;
|
||||
return true;
|
||||
case KeyCode::l:
|
||||
skill1Pressed_ = true;
|
||||
return true;
|
||||
case KeyCode::LShift:
|
||||
dashPressed_ = true;
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool CharacterInputRouter::OnKeyUp(KeyCode keyCode) {
|
||||
switch (keyCode) {
|
||||
case KeyCode::a:
|
||||
case KeyCode::Left:
|
||||
left_ = false;
|
||||
return true;
|
||||
case KeyCode::d:
|
||||
case KeyCode::Right:
|
||||
right_ = false;
|
||||
return true;
|
||||
case KeyCode::w:
|
||||
case KeyCode::Up:
|
||||
up_ = false;
|
||||
return true;
|
||||
case KeyCode::s:
|
||||
case KeyCode::Down:
|
||||
down_ = false;
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool CharacterInputRouter::OnJoystickAxis(const JoystickAxisEvent& event) {
|
||||
if (event.getAxis() == SDL_CONTROLLER_AXIS_LEFTX) {
|
||||
leftStickX_ = applyDeadZone(event.getNormalizedValue(), joystickDeadZone_);
|
||||
return true;
|
||||
}
|
||||
if (event.getAxis() == SDL_CONTROLLER_AXIS_LEFTY) {
|
||||
leftStickY_ = applyDeadZone(event.getNormalizedValue(), joystickDeadZone_);
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
bool CharacterInputRouter::OnJoystickButtonDown(
|
||||
const JoystickButtonDownEvent& event) {
|
||||
switch (event.getButton()) {
|
||||
case SDL_CONTROLLER_BUTTON_A:
|
||||
jumpPressed_ = true;
|
||||
return true;
|
||||
case SDL_CONTROLLER_BUTTON_X:
|
||||
attackPressed_ = true;
|
||||
return true;
|
||||
case SDL_CONTROLLER_BUTTON_B:
|
||||
case SDL_CONTROLLER_BUTTON_RIGHTSHOULDER:
|
||||
skill1Pressed_ = true;
|
||||
return true;
|
||||
case SDL_CONTROLLER_BUTTON_LEFTSHOULDER:
|
||||
dashPressed_ = true;
|
||||
return true;
|
||||
default:
|
||||
return false;
|
||||
}
|
||||
}
|
||||
|
||||
bool CharacterInputRouter::OnJoystickButtonUp(
|
||||
const JoystickButtonUpEvent& event) {
|
||||
(void)event;
|
||||
return false;
|
||||
}
|
||||
|
||||
void CharacterInputRouter::EmitCommands(CharacterCommandBuffer& commandBuffer) {
|
||||
Vec2 moveAxis(leftStickX_, leftStickY_);
|
||||
if (moveAxis.lengthSquared() < 0.0001f) {
|
||||
moveAxis.x = (right_ ? 1.0f : 0.0f) - (left_ ? 1.0f : 0.0f);
|
||||
moveAxis.y = (down_ ? 1.0f : 0.0f) - (up_ ? 1.0f : 0.0f);
|
||||
}
|
||||
commandBuffer.Submit({CharacterCommandType::Move, moveAxis, 0.0f});
|
||||
|
||||
if (jumpPressed_) {
|
||||
commandBuffer.Submit({CharacterCommandType::JumpPressed, Vec2::Zero(), 0.0f});
|
||||
}
|
||||
if (attackPressed_) {
|
||||
commandBuffer.Submit({CharacterCommandType::AttackPressed, Vec2::Zero(), 0.0f});
|
||||
}
|
||||
if (skill1Pressed_) {
|
||||
commandBuffer.Submit({CharacterCommandType::Skill1Pressed, Vec2::Zero(), 0.0f});
|
||||
}
|
||||
if (dashPressed_) {
|
||||
commandBuffer.Submit({CharacterCommandType::DashPressed, Vec2::Zero(), 0.0f});
|
||||
}
|
||||
|
||||
ClearFrameState();
|
||||
}
|
||||
|
||||
void CharacterInputRouter::ClearFrameState() {
|
||||
jumpPressed_ = false;
|
||||
attackPressed_ = false;
|
||||
skill1Pressed_ = false;
|
||||
dashPressed_ = false;
|
||||
}
|
||||
|
||||
} // namespace frostbite2D
|
||||
@@ -4,10 +4,18 @@
|
||||
namespace frostbite2D {
|
||||
|
||||
bool CharacterObject::Construction(int jobId) {
|
||||
EnableEventReceive();
|
||||
RemoveAllChildren();
|
||||
animationManager_ = nullptr;
|
||||
config_.reset();
|
||||
currentAction_.clear();
|
||||
actionLibrary_ = CharacterActionLibrary();
|
||||
commandBuffer_.Clear();
|
||||
currentIntent_ = CharacterIntent();
|
||||
stateMachine_.Reset();
|
||||
motor_ = CharacterMotor();
|
||||
status_ = CharacterStatus();
|
||||
lastDeltaTime_ = 0.0f;
|
||||
|
||||
auto config = character::loadCharacterConfig(jobId);
|
||||
if (!config) {
|
||||
@@ -21,6 +29,9 @@ bool CharacterObject::Construction(int jobId) {
|
||||
direction_ = 1;
|
||||
config_ = *config;
|
||||
equipmentManager_.Init(config_->baseJobConfig);
|
||||
if (auto actionLibrary = loadCharacterActionLibrary(*config_)) {
|
||||
actionLibrary_ = *actionLibrary;
|
||||
}
|
||||
|
||||
animationManager_ = MakePtr<CharacterAnimation>();
|
||||
if (!animationManager_->Init(this, *config_, equipmentManager_)) {
|
||||
@@ -29,13 +40,16 @@ bool CharacterObject::Construction(int jobId) {
|
||||
}
|
||||
AddChild(animationManager_);
|
||||
|
||||
if (config_->animationPath.count("rest") > 0) {
|
||||
if (const auto* idleAction = actionLibrary_.GetDefaultAction()) {
|
||||
PlayAnimationTag(idleAction->animationTag);
|
||||
} else if (config_->animationPath.count("rest") > 0) {
|
||||
SetAction("rest");
|
||||
} else if (!config_->animationPath.empty()) {
|
||||
SetAction(config_->animationPath.begin()->first);
|
||||
}
|
||||
|
||||
SetDirection(1);
|
||||
SetWorldPosition({});
|
||||
SetFacing(1);
|
||||
return true;
|
||||
}
|
||||
|
||||
@@ -54,8 +68,113 @@ void CharacterObject::SetDirection(int direction) {
|
||||
}
|
||||
|
||||
void CharacterObject::SetCharacterPosition(const Vec2& pos) {
|
||||
SetPosition(pos);
|
||||
motor_.SetGroundPosition(pos);
|
||||
SetWorldPosition(motor_.position);
|
||||
}
|
||||
|
||||
void CharacterObject::SetWorldPosition(const CharacterWorldPosition& pos) {
|
||||
motor_.position = pos;
|
||||
// 逻辑世界坐标是 x/y/z,真正渲染时再投影到屏幕坐标。
|
||||
SetPosition(pos.ToScreenPosition());
|
||||
// 地面 y 继续决定同层对象前后遮挡顺序。
|
||||
SetZOrder(static_cast<int>(pos.y));
|
||||
}
|
||||
|
||||
void CharacterObject::PushCommand(const CharacterCommand& command) {
|
||||
commandBuffer_.Submit(command);
|
||||
}
|
||||
|
||||
void CharacterObject::ApplyHit(const HitContext& hit) {
|
||||
if (status_.invincible) {
|
||||
return;
|
||||
}
|
||||
if (status_.superArmor && !hit.ignoreInterrupt) {
|
||||
return;
|
||||
}
|
||||
if (!hit.ignoreInterrupt && !stateMachine_.CanBeInterrupted()) {
|
||||
return;
|
||||
}
|
||||
|
||||
const CharacterActionDefinition* hurtAction = FindAction(hit.hurtAction);
|
||||
if (!hurtAction) {
|
||||
hurtAction = FindAction("hurt_light");
|
||||
}
|
||||
|
||||
motor_.verticalVelocity = hit.launchZVelocity;
|
||||
if (hit.launchZVelocity > 0.0f) {
|
||||
motor_.grounded = false;
|
||||
}
|
||||
stateMachine_.ForceHurt(hurtAction);
|
||||
PlayAnimationTag(hurtAction ? hurtAction->animationTag
|
||||
: ResolveAnimationTag("damage", "rest"));
|
||||
}
|
||||
|
||||
void CharacterObject::OnUpdate(float deltaTime) {
|
||||
// 角色主循环顺序固定为:
|
||||
// 输入采样 -> 缓冲推进 -> 意图生成 -> 状态机决策 -> motor 推进 -> 投影到屏幕。
|
||||
lastDeltaTime_ = deltaTime;
|
||||
commandBuffer_.Advance(deltaTime);
|
||||
inputRouter_.EmitCommands(commandBuffer_);
|
||||
currentIntent_ = commandBuffer_.BuildIntent();
|
||||
stateMachine_.Update(*this, commandBuffer_, currentIntent_, deltaTime);
|
||||
motor_.Update(deltaTime);
|
||||
SetWorldPosition(motor_.position);
|
||||
SetFacing(motor_.facing);
|
||||
}
|
||||
|
||||
bool CharacterObject::OnKeyDown(const KeyEvent& event) {
|
||||
if (event.isRepeat()) {
|
||||
return false;
|
||||
}
|
||||
return inputRouter_.OnKeyDown(event);
|
||||
}
|
||||
|
||||
bool CharacterObject::OnKeyUp(const KeyEvent& event) {
|
||||
return inputRouter_.OnKeyUp(event.getKeyCode());
|
||||
}
|
||||
|
||||
bool CharacterObject::OnJoystickAxis(const JoystickEvent& event) {
|
||||
return inputRouter_.OnJoystickAxis(static_cast<const JoystickAxisEvent&>(event));
|
||||
}
|
||||
|
||||
bool CharacterObject::OnJoystickButtonDown(const JoystickEvent& event) {
|
||||
return inputRouter_.OnJoystickButtonDown(
|
||||
static_cast<const JoystickButtonDownEvent&>(event));
|
||||
}
|
||||
|
||||
bool CharacterObject::OnJoystickButtonUp(const JoystickEvent& event) {
|
||||
return inputRouter_.OnJoystickButtonUp(
|
||||
static_cast<const JoystickButtonUpEvent&>(event));
|
||||
}
|
||||
|
||||
const CharacterActionDefinition* CharacterObject::FindAction(
|
||||
const std::string& actionId) const {
|
||||
return actionLibrary_.FindAction(actionId);
|
||||
}
|
||||
|
||||
std::string CharacterObject::ResolveAnimationTag(
|
||||
const std::string& preferred,
|
||||
const std::string& fallback) const {
|
||||
// 逻辑动作与资源动作是两层名字:优先选动作定义里的标签,不存在再回退。
|
||||
if (animationManager_ && animationManager_->HasAction(preferred)) {
|
||||
return preferred;
|
||||
}
|
||||
if (animationManager_ && animationManager_->HasAction(fallback)) {
|
||||
return fallback;
|
||||
}
|
||||
if (config_ && !config_->animationPath.empty()) {
|
||||
return config_->animationPath.begin()->first;
|
||||
}
|
||||
return preferred;
|
||||
}
|
||||
|
||||
void CharacterObject::PlayAnimationTag(const std::string& actionTag) {
|
||||
SetAction(actionTag);
|
||||
}
|
||||
|
||||
void CharacterObject::SetFacing(int direction) {
|
||||
motor_.facing = direction >= 0 ? 1 : -1;
|
||||
SetDirection(motor_.facing);
|
||||
}
|
||||
|
||||
} // namespace frostbite2D
|
||||
|
||||
333
Game/src/character/CharacterStateMachine.cpp
Normal file
333
Game/src/character/CharacterStateMachine.cpp
Normal file
@@ -0,0 +1,333 @@
|
||||
#include "character/CharacterStateMachine.h"
|
||||
#include "character/CharacterObject.h"
|
||||
#include <cmath>
|
||||
|
||||
namespace frostbite2D {
|
||||
namespace {
|
||||
|
||||
constexpr float kLogicFramesPerSecond = 60.0f;
|
||||
constexpr float kLandingDuration = 0.08f;
|
||||
constexpr float kMovementActionScale = 0.35f;
|
||||
|
||||
bool hasMoveIntent(const CharacterIntent& intent) {
|
||||
return std::abs(intent.moveX) > 0.01f || std::abs(intent.moveY) > 0.01f;
|
||||
}
|
||||
|
||||
} // namespace
|
||||
|
||||
void CharacterStateMachine::Reset() {
|
||||
currentState_ = CharacterStateId::Idle;
|
||||
currentActionId_.clear();
|
||||
currentAction_ = nullptr;
|
||||
stateTime_ = 0.0f;
|
||||
actionFrameProgress_ = 0.0f;
|
||||
actionFrame_ = 0;
|
||||
landingTimer_ = 0.0f;
|
||||
}
|
||||
|
||||
void CharacterStateMachine::Update(CharacterObject& owner,
|
||||
CharacterCommandBuffer& commandBuffer,
|
||||
const CharacterIntent& intent,
|
||||
float deltaTime) {
|
||||
stateTime_ += deltaTime;
|
||||
|
||||
switch (currentState_) {
|
||||
case CharacterStateId::Idle:
|
||||
case CharacterStateId::Move:
|
||||
case CharacterStateId::Landing:
|
||||
UpdateGroundState(owner, commandBuffer, intent);
|
||||
break;
|
||||
case CharacterStateId::Jump:
|
||||
case CharacterStateId::Fall:
|
||||
UpdateAirState(owner, commandBuffer, intent);
|
||||
break;
|
||||
case CharacterStateId::Action:
|
||||
UpdateActionState(owner, commandBuffer, intent, deltaTime);
|
||||
break;
|
||||
case CharacterStateId::Hurt:
|
||||
UpdateHurtState(owner, deltaTime);
|
||||
break;
|
||||
case CharacterStateId::Dead:
|
||||
owner.GetMotorMutable().StopGroundMovement();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterStateMachine::ForceHurt(const CharacterActionDefinition* hurtAction) {
|
||||
currentState_ = CharacterStateId::Hurt;
|
||||
currentAction_ = hurtAction;
|
||||
currentActionId_ = hurtAction ? hurtAction->actionId : std::string("hurt_light");
|
||||
stateTime_ = 0.0f;
|
||||
actionFrameProgress_ = 0.0f;
|
||||
actionFrame_ = 0;
|
||||
}
|
||||
|
||||
bool CharacterStateMachine::CanAcceptGroundActions() const {
|
||||
return currentState_ == CharacterStateId::Idle
|
||||
|| currentState_ == CharacterStateId::Move
|
||||
|| currentState_ == CharacterStateId::Landing;
|
||||
}
|
||||
|
||||
bool CharacterStateMachine::CanBeInterrupted() const {
|
||||
if (currentState_ == CharacterStateId::Action && currentAction_) {
|
||||
return currentAction_->canBeInterrupted;
|
||||
}
|
||||
return currentState_ != CharacterStateId::Dead;
|
||||
}
|
||||
|
||||
bool CharacterStateMachine::IsMovementLocked() const {
|
||||
return currentState_ == CharacterStateId::Action && currentAction_
|
||||
&& !currentAction_->canMove;
|
||||
}
|
||||
|
||||
bool CharacterStateMachine::CanTurn() const {
|
||||
return !(currentState_ == CharacterStateId::Action && currentAction_
|
||||
&& !currentAction_->canTurn);
|
||||
}
|
||||
|
||||
void CharacterStateMachine::ChangeState(CharacterObject& owner,
|
||||
CharacterStateId nextState) {
|
||||
if (currentState_ == nextState) {
|
||||
return;
|
||||
}
|
||||
|
||||
currentState_ = nextState;
|
||||
stateTime_ = 0.0f;
|
||||
if (nextState != CharacterStateId::Action && nextState != CharacterStateId::Hurt) {
|
||||
currentAction_ = nullptr;
|
||||
currentActionId_.clear();
|
||||
}
|
||||
|
||||
switch (nextState) {
|
||||
case CharacterStateId::Idle:
|
||||
owner.PlayAnimationTag(owner.ResolveAnimationTag("rest", "rest"));
|
||||
break;
|
||||
case CharacterStateId::Move:
|
||||
owner.PlayAnimationTag(owner.ResolveAnimationTag("run", "walk"));
|
||||
break;
|
||||
case CharacterStateId::Jump:
|
||||
case CharacterStateId::Fall:
|
||||
owner.PlayAnimationTag(owner.ResolveAnimationTag("jump", "rest"));
|
||||
break;
|
||||
case CharacterStateId::Landing:
|
||||
landingTimer_ = 0.0f;
|
||||
owner.PlayAnimationTag(owner.ResolveAnimationTag("rest", "rest"));
|
||||
break;
|
||||
case CharacterStateId::Action:
|
||||
case CharacterStateId::Hurt:
|
||||
case CharacterStateId::Dead:
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterStateMachine::EnterAction(CharacterObject& owner,
|
||||
const CharacterActionDefinition* action) {
|
||||
// 普攻和技能都走通用 Action 状态,差异由动作定义驱动。
|
||||
currentAction_ = action;
|
||||
currentActionId_ = action ? action->actionId : std::string();
|
||||
currentState_ = CharacterStateId::Action;
|
||||
stateTime_ = 0.0f;
|
||||
actionFrameProgress_ = 0.0f;
|
||||
actionFrame_ = 0;
|
||||
if (action) {
|
||||
owner.PlayAnimationTag(action->animationTag);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterStateMachine::UpdateGroundState(CharacterObject& owner,
|
||||
CharacterCommandBuffer& commandBuffer,
|
||||
const CharacterIntent& intent) {
|
||||
auto& motor = owner.GetMotorMutable();
|
||||
if (!motor.grounded) {
|
||||
ChangeState(owner, CharacterStateId::Fall);
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentState_ == CharacterStateId::Landing) {
|
||||
landingTimer_ += owner.GetLastDeltaTime();
|
||||
motor.StopGroundMovement();
|
||||
if (landingTimer_ < kLandingDuration) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
if (TryStartAction(owner, commandBuffer, CharacterCommandType::Skill1Pressed,
|
||||
"skill_1")) {
|
||||
return;
|
||||
}
|
||||
if (TryStartAction(owner, commandBuffer, CharacterCommandType::AttackPressed,
|
||||
"attack_1")) {
|
||||
return;
|
||||
}
|
||||
if (commandBuffer.HasBuffered(CharacterCommandType::JumpPressed)) {
|
||||
commandBuffer.Consume(CharacterCommandType::JumpPressed);
|
||||
motor.Jump();
|
||||
ChangeState(owner, CharacterStateId::Jump);
|
||||
return;
|
||||
}
|
||||
|
||||
motor.ApplyGroundInput(intent.moveX, intent.moveY);
|
||||
owner.SetFacing(motor.facing);
|
||||
if (hasMoveIntent(intent)) {
|
||||
ChangeState(owner, CharacterStateId::Move);
|
||||
} else {
|
||||
motor.StopGroundMovement();
|
||||
ChangeState(owner, CharacterStateId::Idle);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterStateMachine::UpdateAirState(CharacterObject& owner,
|
||||
CharacterCommandBuffer& commandBuffer,
|
||||
const CharacterIntent& intent) {
|
||||
auto& motor = owner.GetMotorMutable();
|
||||
motor.ApplyGroundInput(intent.moveX, intent.moveY, 0.75f);
|
||||
owner.SetFacing(motor.facing);
|
||||
|
||||
if (motor.grounded) {
|
||||
ChangeState(owner, CharacterStateId::Landing);
|
||||
return;
|
||||
}
|
||||
|
||||
ChangeState(owner, motor.verticalVelocity > 0.0f ? CharacterStateId::Jump
|
||||
: CharacterStateId::Fall);
|
||||
|
||||
if (commandBuffer.HasBuffered(CharacterCommandType::AttackPressed)) {
|
||||
commandBuffer.Consume(CharacterCommandType::AttackPressed);
|
||||
}
|
||||
if (commandBuffer.HasBuffered(CharacterCommandType::Skill1Pressed)) {
|
||||
commandBuffer.Consume(CharacterCommandType::Skill1Pressed);
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterStateMachine::UpdateActionState(CharacterObject& owner,
|
||||
CharacterCommandBuffer& commandBuffer,
|
||||
const CharacterIntent& intent,
|
||||
float deltaTime) {
|
||||
auto& motor = owner.GetMotorMutable();
|
||||
if (!currentAction_) {
|
||||
ChangeState(owner, CharacterStateId::Idle);
|
||||
return;
|
||||
}
|
||||
|
||||
if (currentAction_->canMove) {
|
||||
float moveScale = currentAction_->moveSpeedScale > 0.0f
|
||||
? currentAction_->moveSpeedScale
|
||||
: kMovementActionScale;
|
||||
motor.ApplyGroundInput(intent.moveX, intent.moveY, moveScale);
|
||||
} else {
|
||||
motor.StopGroundMovement();
|
||||
}
|
||||
if (currentAction_->canTurn) {
|
||||
owner.SetFacing(motor.facing);
|
||||
}
|
||||
|
||||
actionFrameProgress_ += deltaTime * kLogicFramesPerSecond;
|
||||
int previousFrame = actionFrame_;
|
||||
actionFrame_ = std::max(0, static_cast<int>(actionFrameProgress_));
|
||||
ApplyFrameEvents(owner, previousFrame + 1, actionFrame_);
|
||||
|
||||
for (const auto& rule : currentAction_->cancelRules) {
|
||||
// 取消窗口由动作定义提供,状态机只负责在允许的帧段里消费缓存输入。
|
||||
if (actionFrame_ < rule.beginFrame || actionFrame_ > rule.endFrame) {
|
||||
continue;
|
||||
}
|
||||
if (rule.requireGrounded && !motor.grounded) {
|
||||
continue;
|
||||
}
|
||||
if (rule.requireAirborne && motor.grounded) {
|
||||
continue;
|
||||
}
|
||||
|
||||
if (rule.targetAction == "attack_2"
|
||||
&& commandBuffer.HasBuffered(CharacterCommandType::AttackPressed)) {
|
||||
if (TryStartAction(owner, commandBuffer, CharacterCommandType::AttackPressed,
|
||||
rule.targetAction)) {
|
||||
return;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (currentAction_->totalFrames > 0 && actionFrame_ >= currentAction_->totalFrames) {
|
||||
currentAction_ = nullptr;
|
||||
currentActionId_.clear();
|
||||
if (!motor.grounded) {
|
||||
ChangeState(owner, CharacterStateId::Fall);
|
||||
} else if (hasMoveIntent(intent)) {
|
||||
ChangeState(owner, CharacterStateId::Move);
|
||||
} else {
|
||||
ChangeState(owner, CharacterStateId::Idle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void CharacterStateMachine::UpdateHurtState(CharacterObject& owner, float deltaTime) {
|
||||
(void)deltaTime;
|
||||
auto& motor = owner.GetMotorMutable();
|
||||
motor.StopGroundMovement();
|
||||
if (!currentAction_) {
|
||||
currentAction_ = owner.FindAction("hurt_light");
|
||||
}
|
||||
|
||||
actionFrameProgress_ += owner.GetLastDeltaTime() * kLogicFramesPerSecond;
|
||||
actionFrame_ = std::max(0, static_cast<int>(actionFrameProgress_));
|
||||
if (currentAction_ && actionFrame_ >= currentAction_->totalFrames) {
|
||||
currentAction_ = nullptr;
|
||||
currentActionId_.clear();
|
||||
if (motor.grounded) {
|
||||
ChangeState(owner, CharacterStateId::Idle);
|
||||
} else {
|
||||
ChangeState(owner, CharacterStateId::Fall);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
bool CharacterStateMachine::TryStartAction(CharacterObject& owner,
|
||||
CharacterCommandBuffer& commandBuffer,
|
||||
CharacterCommandType commandType,
|
||||
const std::string& actionId) {
|
||||
if (!commandBuffer.HasBuffered(commandType)) {
|
||||
return false;
|
||||
}
|
||||
|
||||
const CharacterActionDefinition* action = owner.FindAction(actionId);
|
||||
commandBuffer.Consume(commandType);
|
||||
if (!action) {
|
||||
return false;
|
||||
}
|
||||
|
||||
EnterAction(owner, action);
|
||||
return true;
|
||||
}
|
||||
|
||||
void CharacterStateMachine::ApplyFrameEvents(CharacterObject& owner,
|
||||
int previousFrame,
|
||||
int currentFrame) {
|
||||
if (!currentAction_) {
|
||||
return;
|
||||
}
|
||||
|
||||
auto& motor = owner.GetMotorMutable();
|
||||
for (const auto& event : currentAction_->frameEvents) {
|
||||
// 帧事件把“动作进行到第几帧时要做什么”从硬编码里抽出来。
|
||||
if (event.frame < previousFrame || event.frame > currentFrame) {
|
||||
continue;
|
||||
}
|
||||
|
||||
switch (event.type) {
|
||||
case CharacterFrameEventType::SetVelocityXY:
|
||||
motor.groundVelocity = event.velocityXY;
|
||||
break;
|
||||
case CharacterFrameEventType::SetVelocityZ:
|
||||
motor.verticalVelocity = event.velocityZ;
|
||||
motor.grounded = false;
|
||||
break;
|
||||
case CharacterFrameEventType::FinishAction:
|
||||
actionFrame_ = currentAction_->totalFrames;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
} // namespace frostbite2D
|
||||
@@ -38,6 +38,7 @@ Ptr<Sprite> createMapSprite(const std::string& path, int index) {
|
||||
} // namespace
|
||||
|
||||
GameMap::GameMap() {
|
||||
EnableEventReceive();
|
||||
initLayers();
|
||||
}
|
||||
|
||||
|
||||
@@ -34,6 +34,8 @@ void GameMapTestScene::onEnter() {
|
||||
} else {
|
||||
Vec2 spawnPos = map_->ClampCameraFocus(map_->GetDefaultCameraFocus(), 1.2f);
|
||||
character_->SetCharacterPosition(spawnPos);
|
||||
character_->EnableEventReceive();
|
||||
character_->SetEventPriority(-100);
|
||||
map_->AddObject(character_);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user