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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@@ -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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