feat(渲染): 实现NPC和地图层的渲染优化

重构NPC渲染逻辑,将交互高亮同步移至Render方法
为NpcAnimation添加帧激活检查以避免无效纹理刷新
为GameMapLayer添加调试覆盖层画布,优化可行区域和移动区域渲染
更新测试场景地图路径和相机控制器设置
This commit is contained in:
2026-04-08 00:17:03 +08:00
parent 5af657c5c9
commit db0fd3a17e
7 changed files with 268 additions and 24 deletions

View File

@@ -93,9 +93,9 @@ private:
int backgroundRepeatWidth_ = 0;
/// 地图配置里的整体 Y 偏移;既影响层位置,也影响地板校准。
int mapOffsetY_ = 0;
bool debugMode_ = true;
bool debugMode_ = false;
/// 硬编码调试开关:关闭后忽略可行走区域检测,允许角色自由移动。
bool movableAreaCheckEnabled_ = false;
bool movableAreaCheckEnabled_ = true;
/// 当前地图正在播放的背景音乐。
Ptr<Music> currentMusic_;
};

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@@ -1,5 +1,6 @@
#pragma once
#include <frostbite2D/2d/canvas_actor.h>
#include <frostbite2D/2d/actor.h>
#include <vector>
@@ -18,15 +19,29 @@ public:
void AddObject(RefPtr<Actor> obj);
private:
void EnsureDebugOverlayCanvases();
void RefreshFeasibleAreaOverlay();
void RefreshMoveAreaOverlay();
Rect ComputeFeasibleAreaOverlayBounds() const;
Rect ComputeMoveAreaOverlayBounds() const;
void DrawFeasibleAreaOverlay() const;
void DrawMoveAreaOverlay() const;
struct DebugMoveAreaInfo {
Rect rect;
size_t index = kInvalidMoveAreaIndex;
};
RefPtr<CanvasActor> feasibleAreaOverlayCanvas_ = nullptr;
RefPtr<CanvasActor> moveAreaOverlayCanvas_ = nullptr;
std::vector<Vec2> feasibleAreaPolygon_;
std::vector<Rect> feasibleAreaFillRects_;
std::vector<DebugMoveAreaInfo> moveAreaInfoList_;
size_t highlightedMoveAreaIndex_ = kInvalidMoveAreaIndex;
Rect feasibleAreaOverlayBounds_;
Rect moveAreaOverlayBounds_;
bool feasibleAreaOverlayDirty_ = true;
bool moveAreaOverlayDirty_ = true;
};
} // namespace frostbite2D

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@@ -42,6 +42,7 @@ public:
}
void Update(float deltaTime) override;
void Render() override;
private:
void EnsureInteractionHighlight();