feat(角色状态机): 重构角色状态系统为基于类的设计

新增通用状态类和职业专属状态类,将状态逻辑从状态机中解耦
添加状态注册机制,支持按职业配置状态
实现基础状态如待机、移动、跳跃、受击等
为剑士职业实现专属攻击状态
补充状态机开发说明文档
This commit is contained in:
2026-04-03 17:11:22 +08:00
parent de522a1e64
commit f64180ebed
25 changed files with 1658 additions and 235 deletions

View File

@@ -1,20 +1,28 @@
#pragma once
#include "character/CharacterActionLibrary.h"
#include "character/CharacterDataLoader.h"
#include "character/states/CharacterStateBase.h"
#include <memory>
#include <unordered_map>
namespace frostbite2D {
class CharacterObject;
/// 角色主状态机。输入先变成意图,再由状态机决定当前大状态和动作推进。
class CharacterStateMachine {
public:
using StateRegistry = std::unordered_map<CharacterStateId, std::unique_ptr<ICharacterStateNode>>;
CharacterStateMachine() = default;
void Configure(const character::CharacterConfig& config);
void Reset();
void Update(CharacterObject& owner,
CharacterCommandBuffer& commandBuffer,
const CharacterIntent& intent,
float deltaTime);
void ForceHurt(const CharacterActionDefinition* hurtAction);
void ForceHurt(CharacterObject& owner, const CharacterActionDefinition* hurtAction);
CharacterStateId GetState() const { return currentState_; }
const std::string& GetCurrentActionId() const { return currentActionId_; }
@@ -27,24 +35,21 @@ public:
bool IsMovementLocked() const;
bool CanTurn() const;
void RegisterState(std::unique_ptr<ICharacterStateNode> stateNode);
void ClearRegisteredStates();
ICharacterStateNode* FindStateNode(CharacterStateId stateId) const;
private:
void ChangeState(CharacterObject& owner, CharacterStateId nextState);
void EnterAction(CharacterObject& owner, const CharacterActionDefinition* action);
void UpdateGroundState(CharacterObject& owner,
CharacterCommandBuffer& commandBuffer,
const CharacterIntent& intent);
void UpdateAirState(CharacterObject& owner,
CharacterCommandBuffer& commandBuffer,
const CharacterIntent& intent);
void UpdateActionState(CharacterObject& owner,
CharacterCommandBuffer& commandBuffer,
const CharacterIntent& intent,
float deltaTime);
void UpdateHurtState(CharacterObject& owner, float deltaTime);
void InvokeStateHook(CharacterObject& owner,
const CharacterActionDefinition* action,
const char* phase) const;
bool TryStartAction(CharacterObject& owner,
CharacterCommandBuffer& commandBuffer,
CharacterCommandType commandType,
const std::string& actionId);
bool TryStartRegisteredAction(CharacterStateContext& context);
void ApplyFrameEvents(CharacterObject& owner, int previousFrame, int currentFrame);
CharacterStateId currentState_ = CharacterStateId::Idle;
@@ -54,6 +59,9 @@ private:
float actionFrameProgress_ = 0.0f;
int actionFrame_ = 0;
float landingTimer_ = 0.0f;
StateRegistry stateRegistry_;
friend class CharacterStateBase;
};
} // namespace frostbite2D