feat(角色): 添加角色阴影渲染功能
新增 CharacterShadowActor 类用于处理角色阴影的渲染 在 CharacterObject 中实现阴影的同步和渲染逻辑 移除 GameDebugActor 中不再使用的合成纹理预览代码 添加 EnsureCompositeTextureReady 方法确保纹理准备就绪
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@@ -51,6 +51,7 @@ public:
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animation::AniFrame GetCurrentFrameInfo() const;
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void SetActionFrameFlagCallback(ActionFrameFlagCallback callback);
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void SetActionEndCallback(ActionEndCallback callback);
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bool EnsureCompositeTextureReady();
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bool HasCompositeTexture() const;
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Ptr<Texture> GetCompositeTexture() const;
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Vec2 GetCompositeTextureSize() const;
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@@ -5,6 +5,7 @@
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#include "character/CharacterDataLoader.h"
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#include "character/CharacterEquipmentManager.h"
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#include "character/CharacterInputRouter.h"
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#include "character/CharacterShadowActor.h"
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#include "character/CharacterStateMachine.h"
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#include <frostbite2D/2d/actor.h>
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#include <frostbite2D/event/event.h>
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@@ -31,7 +32,7 @@ class GameMap;
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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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~CharacterObject() override;
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/// @brief 二段初始化角色。
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/// @param jobId 职业 id,用来加载职业配置、动作定义和动画资源。
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@@ -77,7 +78,10 @@ public:
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///
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/// 顺序固定为:命令缓冲推进 -> 采样实时输入 -> 生成意图 -> 状态机更新
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/// -> motor 推进 -> 投影到 Actor 坐标。
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void Update(float deltaTime) override;
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void OnUpdate(float deltaTime) override;
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void OnAdded(Actor* parent) override;
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void PrepareRenderFrame();
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/// @brief 统一输入入口。
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///
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@@ -182,6 +186,9 @@ private:
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void ApplyMapMovementConstraints(const CharacterWorldPosition& previousPosition);
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void QueueMapTransitionIfNeeded();
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void SyncActorPositionFromWorld();
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void SyncShadowAttachment();
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void SyncShadowPresentation();
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void DetachShadowActor();
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bool SetActionStrict(const std::string& actionName,
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const char* phase,
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const std::string& requestedActionId);
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@@ -238,6 +245,10 @@ private:
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/// 真正负责播放角色分层动画的 Actor 子节点。
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RefPtr<CharacterAnimation> animationManager_ = nullptr;
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/// ???? normal ???????????
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RefPtr<CharacterShadowActor> shadowActor_ = nullptr;
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GameMap* shadowAttachedMap_ = nullptr;
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/// 缓存上一帧 deltaTime,方便状态和脚本系统查询。
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float lastDeltaTime_ = 0.0f;
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32
Game/include/character/CharacterShadowActor.h
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32
Game/include/character/CharacterShadowActor.h
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@@ -0,0 +1,32 @@
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#pragma once
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#include <frostbite2D/2d/sprite.h>
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namespace frostbite2D {
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struct CharacterShadowFrameSnapshot {
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bool visible = false;
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Ptr<Texture> texture = nullptr;
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Vec2 textureSize = Vec2::Zero();
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Vec2 groundAnchorInTexture = Vec2::Zero();
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Vec2 groundScreenPosition = Vec2::Zero();
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int zOrder = 0;
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uint64 textureVersion = 0;
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};
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class CharacterShadowActor : public Sprite {
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public:
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CharacterShadowActor();
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void ApplyFrameSnapshot(const CharacterShadowFrameSnapshot& snapshot);
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private:
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void ApplyTextureState(const CharacterShadowFrameSnapshot& snapshot);
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Ptr<Texture> appliedTexture_ = nullptr;
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Vec2 appliedTextureSize_ = Vec2::Zero();
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Vec2 appliedGroundAnchorInTexture_ = Vec2::Zero();
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uint64 appliedTextureVersion_ = 0;
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};
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} // namespace frostbite2D
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@@ -1,14 +1,11 @@
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#pragma once
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#include <frostbite2D/2d/actor.h>
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#include <frostbite2D/2d/sprite.h>
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namespace frostbite2D {
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class CharacterObject;
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class GameMap;
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class NineSliceActor;
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class Sprite;
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class TextSprite;
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/**
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@@ -36,10 +33,6 @@ private:
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void initOverlay();
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void updateOverlay();
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void updateMapDebugHighlight();
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void updateCompositePreview();
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Vec2 computeScreenMatchedPreviewSize(const Vec2& textureSize) const;
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void updateCompositePreviewMarker(const Vec2& textureSize, const Vec2& previewSize,
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const Vec2& originInTexture);
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void setOverlayVisible(bool visible);
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GameDebugActor();
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@@ -50,12 +43,6 @@ private:
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RefPtr<NineSliceActor> background_;
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RefPtr<TextSprite> coordText_;
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RefPtr<TextSprite> actionText_;
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RefPtr<TextSprite> compositeText_;
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RefPtr<Sprite> compositePreview_;
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RefPtr<Actor> compositeOriginMarker_;
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CharacterObject* previewCharacter_ = nullptr;
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uint64 previewCompositeVersion_ = 0;
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bool previewTextureAvailable_ = false;
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};
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} // namespace frostbite2D
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@@ -30,9 +30,11 @@ public:
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/// 地图进入场景后的初始化入口,目前主要负责音乐播放。
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void Enter();
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void Update(float deltaTime) override;
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void Render() override;
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/// 将运行时对象挂到 normal 层,并按 y 值设置基础排序。
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void AddObject(RefPtr<Actor> object);
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void AddObjectToLayer(const std::string& layerName, RefPtr<Actor> object);
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/// 返回地图推荐的默认相机关注点。
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Vec2 GetDefaultCameraFocus() const;
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@@ -75,6 +77,7 @@ private:
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void InitMoveArea();
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/// 将各层转换到屏幕空间;远景层在这里做视差滚动。
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void updateLayerPositions(const Vec2& cameraFocus);
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void PrepareRuntimeObjectsForRender();
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/// 原始地图配置,作为运行时装配地图内容的输入。
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game::MapConfig mapConfig_;
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