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

@@ -44,11 +44,15 @@ public:
const CharacterWorldPosition& GetWorldPosition() const { return motor_.position; } const CharacterWorldPosition& GetWorldPosition() const { return motor_.position; }
const CharacterMotor& GetMotor() const { return motor_; } const CharacterMotor& GetMotor() const { return motor_; }
CharacterMotor& GetMotorMutable() { return motor_; } CharacterMotor& GetMotorMutable() { return motor_; }
CharacterCommandBuffer& GetCommandBufferMutable() { return commandBuffer_; }
float GetLastDeltaTime() const { return lastDeltaTime_; } float GetLastDeltaTime() const { return lastDeltaTime_; }
const CharacterActionDefinition* FindAction(const std::string& actionId) const; const CharacterActionDefinition* FindAction(const std::string& actionId) const;
std::string ResolveAnimationTag(const std::string& preferred, std::string ResolveAnimationTag(const std::string& preferred,
const std::string& fallback) const; const std::string& fallback) const;
void PlayAnimationTag(const std::string& actionTag); void PlayAnimationTag(const std::string& actionTag);
void RunStateHook(const std::string& phase,
CharacterStateId stateId,
const CharacterActionDefinition* action);
void SetFacing(int direction); void SetFacing(int direction);
const character::CharacterConfig* GetConfig() const { const character::CharacterConfig* GetConfig() const {

View File

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

View File

@@ -0,0 +1,94 @@
#pragma once
#include "character/CharacterActionTypes.h"
#include <string>
namespace frostbite2D {
class CharacterObject;
class CharacterStateMachine;
struct CharacterActionDefinition;
struct CharacterStateContext {
CharacterObject& owner;
CharacterCommandBuffer& commandBuffer;
const CharacterIntent& intent;
float deltaTime = 0.0f;
};
class ICharacterStateNode {
public:
virtual ~ICharacterStateNode() = default;
virtual CharacterStateId GetId() const = 0;
virtual void OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) {
(void)machine;
(void)context;
(void)previousState;
}
virtual void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) = 0;
virtual void OnExit(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId nextState) {
(void)machine;
(void)context;
(void)nextState;
}
};
class ICharacterActionStateNode {
public:
virtual ~ICharacterActionStateNode() = default;
virtual bool TryEnter(CharacterStateMachine& machine,
CharacterStateContext& context) = 0;
};
class CharacterStateBase : public ICharacterStateNode {
public:
explicit CharacterStateBase(CharacterStateId stateId);
~CharacterStateBase() override = default;
CharacterStateId GetId() const override;
protected:
void ChangeState(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId nextState) const;
void PlayActionById(CharacterObject& owner,
const std::string& actionId,
const std::string& fallbackTag = "rest") const;
void InvokeHook(CharacterStateMachine& machine,
CharacterObject& owner,
const CharacterActionDefinition* action,
const char* phase) const;
bool TryStartAction(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterCommandType commandType,
const std::string& actionId) const;
bool TryStartRegisteredAction(CharacterStateMachine& machine,
CharacterStateContext& context) const;
void ApplyFrameEvents(CharacterStateMachine& machine,
CharacterObject& owner,
int previousFrame,
int currentFrame) const;
const CharacterActionDefinition* GetCurrentAction(const CharacterStateMachine& machine) const;
const std::string& GetCurrentActionId(const CharacterStateMachine& machine) const;
void SetCurrentAction(CharacterStateMachine& machine,
const CharacterActionDefinition* action,
const std::string& actionId) const;
void ClearCurrentAction(CharacterStateMachine& machine) const;
float& StateTime(CharacterStateMachine& machine) const;
float& ActionFrameProgress(CharacterStateMachine& machine) const;
int& ActionFrame(CharacterStateMachine& machine) const;
float& LandingTimer(CharacterStateMachine& machine) const;
private:
CharacterStateId stateId_ = CharacterStateId::Idle;
};
} // namespace frostbite2D

View File

@@ -0,0 +1,13 @@
#pragma once
#include "character/CharacterDataLoader.h"
namespace frostbite2D {
class CharacterStateMachine;
void RegisterCommonCharacterStates(CharacterStateMachine& machine);
void RegisterJobCharacterStates(CharacterStateMachine& machine,
const character::CharacterConfig& config);
} // namespace frostbite2D

View File

@@ -0,0 +1,15 @@
#pragma once
#include "character/states/CharacterStateBase.h"
namespace frostbite2D {
class DeadState : public CharacterStateBase {
public:
DeadState();
void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) override;
};
} // namespace frostbite2D

View File

@@ -0,0 +1,18 @@
#pragma once
#include "character/states/CharacterStateBase.h"
namespace frostbite2D {
class FallState : public CharacterStateBase {
public:
FallState();
void OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) override;
void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) override;
};
} // namespace frostbite2D

View File

@@ -0,0 +1,21 @@
#pragma once
#include "character/states/CharacterStateBase.h"
namespace frostbite2D {
class HurtState : public CharacterStateBase {
public:
HurtState();
void OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) override;
void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) override;
void OnExit(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId nextState) override;
};
} // namespace frostbite2D

View File

@@ -0,0 +1,18 @@
#pragma once
#include "character/states/CharacterStateBase.h"
namespace frostbite2D {
class IdleState : public CharacterStateBase {
public:
IdleState();
void OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) override;
void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) override;
};
} // namespace frostbite2D

View File

@@ -0,0 +1,18 @@
#pragma once
#include "character/states/CharacterStateBase.h"
namespace frostbite2D {
class JumpState : public CharacterStateBase {
public:
JumpState();
void OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) override;
void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) override;
};
} // namespace frostbite2D

View File

@@ -0,0 +1,18 @@
#pragma once
#include "character/states/CharacterStateBase.h"
namespace frostbite2D {
class LandingState : public CharacterStateBase {
public:
LandingState();
void OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) override;
void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) override;
};
} // namespace frostbite2D

View File

@@ -0,0 +1,18 @@
#pragma once
#include "character/states/CharacterStateBase.h"
namespace frostbite2D {
class MoveState : public CharacterStateBase {
public:
MoveState();
void OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) override;
void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) override;
};
} // namespace frostbite2D

View File

@@ -0,0 +1,23 @@
#pragma once
#include "character/states/CharacterStateBase.h"
namespace frostbite2D {
class SwordmanAttackState : public CharacterStateBase, public ICharacterActionStateNode {
public:
SwordmanAttackState();
bool TryEnter(CharacterStateMachine& machine,
CharacterStateContext& context) override;
void OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) override;
void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) override;
void OnExit(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId nextState) override;
};
} // namespace frostbite2D

View File

@@ -28,6 +28,7 @@ bool CharacterObject::Construction(int jobId) {
growType_ = -1; growType_ = -1;
direction_ = 1; direction_ = 1;
config_ = *config; config_ = *config;
stateMachine_.Configure(*config_);
equipmentManager_.Init(config_->baseJobConfig); equipmentManager_.Init(config_->baseJobConfig);
if (auto actionLibrary = loadCharacterActionLibrary(*config_)) { if (auto actionLibrary = loadCharacterActionLibrary(*config_)) {
actionLibrary_ = *actionLibrary; actionLibrary_ = *actionLibrary;
@@ -104,9 +105,7 @@ void CharacterObject::ApplyHit(const HitContext& hit) {
if (hit.launchZVelocity > 0.0f) { if (hit.launchZVelocity > 0.0f) {
motor_.grounded = false; motor_.grounded = false;
} }
stateMachine_.ForceHurt(hurtAction); stateMachine_.ForceHurt(*this, hurtAction);
PlayAnimationTag(hurtAction ? hurtAction->animationTag
: ResolveAnimationTag("hurt_light", "rest"));
} }
void CharacterObject::OnUpdate(float deltaTime) { void CharacterObject::OnUpdate(float deltaTime) {
@@ -172,6 +171,15 @@ void CharacterObject::PlayAnimationTag(const std::string& actionTag) {
SetAction(actionTag); SetAction(actionTag);
} }
void CharacterObject::RunStateHook(const std::string& phase,
CharacterStateId stateId,
const CharacterActionDefinition* action) {
(void)phase;
(void)stateId;
(void)action;
// 预留给后续脚本系统;当前默认由 C++ 状态节点接管生命周期逻辑。
}
void CharacterObject::SetFacing(int direction) { void CharacterObject::SetFacing(int direction) {
motor_.facing = direction >= 0 ? 1 : -1; motor_.facing = direction >= 0 ? 1 : -1;
SetDirection(motor_.facing); SetDirection(motor_.facing);

View File

@@ -1,33 +1,16 @@
#include "character/CharacterStateMachine.h" #include "character/CharacterStateMachine.h"
#include "character/CharacterObject.h" #include "character/CharacterObject.h"
#include <cmath> #include "character/states/CharacterStateRegistry.h"
namespace frostbite2D { namespace frostbite2D {
namespace {
constexpr float kLogicFramesPerSecond = 60.0f; void CharacterStateMachine::Configure(const character::CharacterConfig& config) {
constexpr float kLandingDuration = 0.08f; ClearRegisteredStates();
constexpr float kMovementActionScale = 0.35f; RegisterCommonCharacterStates(*this);
RegisterJobCharacterStates(*this, config);
bool hasMoveIntent(const CharacterIntent& intent) { Reset();
return std::abs(intent.moveX) > 0.01f || std::abs(intent.moveY) > 0.01f;
} }
void playActionById(CharacterObject& owner,
const std::string& actionId,
const std::string& fallbackTag = "rest") {
if (const auto* action = owner.FindAction(actionId)) {
if (!action->animationTag.empty()) {
owner.PlayAnimationTag(action->animationTag);
return;
}
}
owner.PlayAnimationTag(owner.ResolveAnimationTag(actionId, fallbackTag));
}
} // namespace
void CharacterStateMachine::Reset() { void CharacterStateMachine::Reset() {
currentState_ = CharacterStateId::Idle; currentState_ = CharacterStateId::Idle;
currentActionId_.clear(); currentActionId_.clear();
@@ -44,35 +27,30 @@ void CharacterStateMachine::Update(CharacterObject& owner,
float deltaTime) { float deltaTime) {
stateTime_ += deltaTime; stateTime_ += deltaTime;
switch (currentState_) { CharacterStateContext context{owner, commandBuffer, intent, deltaTime};
case CharacterStateId::Idle: if (auto* stateNode = FindStateNode(currentState_)) {
case CharacterStateId::Move: stateNode->OnUpdate(*this, context);
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) { void CharacterStateMachine::ForceHurt(CharacterObject& owner,
currentState_ = CharacterStateId::Hurt; const CharacterActionDefinition* hurtAction) {
const CharacterActionDefinition* previousAction = currentAction_;
currentAction_ = hurtAction; currentAction_ = hurtAction;
currentActionId_ = hurtAction ? hurtAction->actionId : std::string("hurt_light"); currentActionId_ = hurtAction ? hurtAction->actionId : std::string("hurt_light");
stateTime_ = 0.0f; if (currentState_ == CharacterStateId::Hurt) {
actionFrameProgress_ = 0.0f; InvokeStateHook(owner, previousAction, "on_exit");
actionFrame_ = 0; stateTime_ = 0.0f;
actionFrameProgress_ = 0.0f;
actionFrame_ = 0;
CharacterStateContext context{owner, owner.GetCommandBufferMutable(), owner.GetCurrentIntent(),
owner.GetLastDeltaTime()};
if (auto* hurtNode = FindStateNode(CharacterStateId::Hurt)) {
hurtNode->OnEnter(*this, context, CharacterStateId::Hurt);
}
return;
}
ChangeState(owner, CharacterStateId::Hurt);
} }
bool CharacterStateMachine::CanAcceptGroundActions() const { bool CharacterStateMachine::CanAcceptGroundActions() const {
@@ -98,12 +76,39 @@ bool CharacterStateMachine::CanTurn() const {
&& !currentAction_->canTurn); && !currentAction_->canTurn);
} }
void CharacterStateMachine::RegisterState(std::unique_ptr<ICharacterStateNode> stateNode) {
if (!stateNode) {
return;
}
stateRegistry_[stateNode->GetId()] = std::move(stateNode);
}
void CharacterStateMachine::ClearRegisteredStates() {
stateRegistry_.clear();
}
ICharacterStateNode* CharacterStateMachine::FindStateNode(CharacterStateId stateId) const {
auto it = stateRegistry_.find(stateId);
if (it == stateRegistry_.end()) {
return nullptr;
}
return it->second.get();
}
void CharacterStateMachine::ChangeState(CharacterObject& owner, void CharacterStateMachine::ChangeState(CharacterObject& owner,
CharacterStateId nextState) { CharacterStateId nextState) {
if (currentState_ == nextState) { if (currentState_ == nextState) {
return; return;
} }
CharacterStateId previousState = currentState_;
CharacterStateContext context{owner, owner.GetCommandBufferMutable(), owner.GetCurrentIntent(),
owner.GetLastDeltaTime()};
if (auto* previousNode = FindStateNode(previousState)) {
previousNode->OnExit(*this, context, nextState);
}
currentState_ = nextState; currentState_ = nextState;
stateTime_ = 0.0f; stateTime_ = 0.0f;
if (nextState != CharacterStateId::Action && nextState != CharacterStateId::Hurt) { if (nextState != CharacterStateId::Action && nextState != CharacterStateId::Hurt) {
@@ -111,189 +116,38 @@ void CharacterStateMachine::ChangeState(CharacterObject& owner,
currentActionId_.clear(); currentActionId_.clear();
} }
switch (nextState) { if (auto* nextNode = FindStateNode(nextState)) {
case CharacterStateId::Idle: nextNode->OnEnter(*this, context, previousState);
playActionById(owner, "idle");
break;
case CharacterStateId::Move:
playActionById(owner, "move");
break;
case CharacterStateId::Jump:
playActionById(owner, "jump");
break;
case CharacterStateId::Fall:
playActionById(owner, "fall");
break;
case CharacterStateId::Landing:
landingTimer_ = 0.0f;
playActionById(owner, "landing");
break;
case CharacterStateId::Action:
case CharacterStateId::Hurt:
case CharacterStateId::Dead:
break;
} }
} }
void CharacterStateMachine::EnterAction(CharacterObject& owner, void CharacterStateMachine::EnterAction(CharacterObject& owner,
const CharacterActionDefinition* action) { const CharacterActionDefinition* action) {
// 普攻和技能都走通用 Action 状态,差异由动作定义驱动。 const CharacterActionDefinition* previousAction = currentAction_;
currentAction_ = action; currentAction_ = action;
currentActionId_ = action ? action->actionId : std::string(); currentActionId_ = action ? action->actionId : std::string();
currentState_ = CharacterStateId::Action; if (currentState_ == CharacterStateId::Action) {
stateTime_ = 0.0f; InvokeStateHook(owner, previousAction, "on_exit");
actionFrameProgress_ = 0.0f; stateTime_ = 0.0f;
actionFrame_ = 0; actionFrameProgress_ = 0.0f;
if (action) { actionFrame_ = 0;
owner.PlayAnimationTag(action->animationTag); CharacterStateContext context{owner, owner.GetCommandBufferMutable(), owner.GetCurrentIntent(),
owner.GetLastDeltaTime()};
if (auto* actionNode = FindStateNode(CharacterStateId::Action)) {
actionNode->OnEnter(*this, context, CharacterStateId::Action);
}
return;
} }
ChangeState(owner, CharacterStateId::Action);
} }
void CharacterStateMachine::UpdateGroundState(CharacterObject& owner, void CharacterStateMachine::InvokeStateHook(CharacterObject& owner,
CharacterCommandBuffer& commandBuffer, const CharacterActionDefinition* action,
const CharacterIntent& intent) { const char* phase) const {
auto& motor = owner.GetMotorMutable(); if (!action || !phase || phase[0] == '\0') {
if (!motor.grounded) {
ChangeState(owner, CharacterStateId::Fall);
return; return;
} }
owner.RunStateHook(phase, currentState_, action);
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, bool CharacterStateMachine::TryStartAction(CharacterObject& owner,
@@ -314,6 +168,15 @@ bool CharacterStateMachine::TryStartAction(CharacterObject& owner,
return true; return true;
} }
bool CharacterStateMachine::TryStartRegisteredAction(CharacterStateContext& context) {
auto* stateNode = FindStateNode(CharacterStateId::Action);
auto* actionNode = dynamic_cast<ICharacterActionStateNode*>(stateNode);
if (!actionNode) {
return false;
}
return actionNode->TryEnter(*this, context);
}
void CharacterStateMachine::ApplyFrameEvents(CharacterObject& owner, void CharacterStateMachine::ApplyFrameEvents(CharacterObject& owner,
int previousFrame, int previousFrame,
int currentFrame) { int currentFrame) {
@@ -323,7 +186,6 @@ void CharacterStateMachine::ApplyFrameEvents(CharacterObject& owner,
auto& motor = owner.GetMotorMutable(); auto& motor = owner.GetMotorMutable();
for (const auto& event : currentAction_->frameEvents) { 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) { if (event.frame < previousFrame || event.frame > currentFrame) {
continue; continue;
} }

View File

@@ -0,0 +1,98 @@
#include "character/states/CharacterStateBase.h"
#include "character/CharacterObject.h"
#include "character/CharacterStateMachine.h"
namespace frostbite2D {
CharacterStateBase::CharacterStateBase(CharacterStateId stateId)
: stateId_(stateId) {
}
CharacterStateId CharacterStateBase::GetId() const {
return stateId_;
}
void CharacterStateBase::ChangeState(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId nextState) const {
machine.ChangeState(context.owner, nextState);
}
void CharacterStateBase::PlayActionById(CharacterObject& owner,
const std::string& actionId,
const std::string& fallbackTag) const {
if (const auto* action = owner.FindAction(actionId)) {
if (!action->animationTag.empty()) {
owner.PlayAnimationTag(action->animationTag);
return;
}
}
owner.PlayAnimationTag(owner.ResolveAnimationTag(actionId, fallbackTag));
}
void CharacterStateBase::InvokeHook(CharacterStateMachine& machine,
CharacterObject& owner,
const CharacterActionDefinition* action,
const char* phase) const {
machine.InvokeStateHook(owner, action, phase);
}
bool CharacterStateBase::TryStartAction(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterCommandType commandType,
const std::string& actionId) const {
return machine.TryStartAction(context.owner, context.commandBuffer, commandType, actionId);
}
bool CharacterStateBase::TryStartRegisteredAction(CharacterStateMachine& machine,
CharacterStateContext& context) const {
return machine.TryStartRegisteredAction(context);
}
void CharacterStateBase::ApplyFrameEvents(CharacterStateMachine& machine,
CharacterObject& owner,
int previousFrame,
int currentFrame) const {
machine.ApplyFrameEvents(owner, previousFrame, currentFrame);
}
const CharacterActionDefinition* CharacterStateBase::GetCurrentAction(
const CharacterStateMachine& machine) const {
return machine.currentAction_;
}
const std::string& CharacterStateBase::GetCurrentActionId(
const CharacterStateMachine& machine) const {
return machine.currentActionId_;
}
void CharacterStateBase::SetCurrentAction(CharacterStateMachine& machine,
const CharacterActionDefinition* action,
const std::string& actionId) const {
machine.currentAction_ = action;
machine.currentActionId_ = actionId;
}
void CharacterStateBase::ClearCurrentAction(CharacterStateMachine& machine) const {
machine.currentAction_ = nullptr;
machine.currentActionId_.clear();
}
float& CharacterStateBase::StateTime(CharacterStateMachine& machine) const {
return machine.stateTime_;
}
float& CharacterStateBase::ActionFrameProgress(CharacterStateMachine& machine) const {
return machine.actionFrameProgress_;
}
int& CharacterStateBase::ActionFrame(CharacterStateMachine& machine) const {
return machine.actionFrame_;
}
float& CharacterStateBase::LandingTimer(CharacterStateMachine& machine) const {
return machine.landingTimer_;
}
} // namespace frostbite2D

View File

@@ -0,0 +1,32 @@
#include "character/states/CharacterStateRegistry.h"
#include "character/CharacterStateMachine.h"
#include "character/states/common/DeadState.h"
#include "character/states/common/FallState.h"
#include "character/states/common/HurtState.h"
#include "character/states/common/IdleState.h"
#include "character/states/common/JumpState.h"
#include "character/states/common/LandingState.h"
#include "character/states/common/MoveState.h"
#include "character/states/jobs/swordman/SwordmanAttackState.h"
#include <memory>
namespace frostbite2D {
void RegisterCommonCharacterStates(CharacterStateMachine& machine) {
machine.RegisterState(std::make_unique<IdleState>());
machine.RegisterState(std::make_unique<MoveState>());
machine.RegisterState(std::make_unique<JumpState>());
machine.RegisterState(std::make_unique<FallState>());
machine.RegisterState(std::make_unique<LandingState>());
machine.RegisterState(std::make_unique<HurtState>());
machine.RegisterState(std::make_unique<DeadState>());
}
void RegisterJobCharacterStates(CharacterStateMachine& machine,
const character::CharacterConfig& config) {
if (config.jobTag == "swordman") {
machine.RegisterState(std::make_unique<SwordmanAttackState>());
}
}
} // namespace frostbite2D

View File

@@ -0,0 +1,16 @@
#include "character/states/common/DeadState.h"
#include "character/CharacterObject.h"
namespace frostbite2D {
DeadState::DeadState()
: CharacterStateBase(CharacterStateId::Dead) {
}
void DeadState::OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) {
(void)machine;
context.owner.GetMotorMutable().StopGroundMovement();
}
} // namespace frostbite2D

View File

@@ -0,0 +1,43 @@
#include "character/states/common/FallState.h"
#include "character/CharacterObject.h"
namespace frostbite2D {
FallState::FallState()
: CharacterStateBase(CharacterStateId::Fall) {
}
void FallState::OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) {
(void)previousState;
PlayActionById(context.owner, "fall");
InvokeHook(machine, context.owner, context.owner.FindAction("fall"), "on_enter");
}
void FallState::OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) {
auto& owner = context.owner;
auto& motor = owner.GetMotorMutable();
motor.ApplyGroundInput(context.intent.moveX, context.intent.moveY, 0.75f);
owner.SetFacing(motor.facing);
if (motor.grounded) {
ChangeState(machine, context, CharacterStateId::Landing);
return;
}
if (motor.verticalVelocity > 0.0f) {
ChangeState(machine, context, CharacterStateId::Jump);
return;
}
if (context.commandBuffer.HasBuffered(CharacterCommandType::AttackPressed)) {
context.commandBuffer.Consume(CharacterCommandType::AttackPressed);
}
if (context.commandBuffer.HasBuffered(CharacterCommandType::Skill1Pressed)) {
context.commandBuffer.Consume(CharacterCommandType::Skill1Pressed);
}
}
} // namespace frostbite2D

View File

@@ -0,0 +1,77 @@
#include "character/states/common/HurtState.h"
#include "character/CharacterObject.h"
#include <algorithm>
#include <cmath>
namespace frostbite2D {
namespace {
CharacterStateId ResolveInterruptedState(const CharacterStateContext& context) {
auto& motor = context.owner.GetMotorMutable();
if (!motor.grounded) {
return CharacterStateId::Fall;
}
return (std::abs(context.intent.moveX) > 0.01f || std::abs(context.intent.moveY) > 0.01f)
? CharacterStateId::Move
: CharacterStateId::Idle;
}
} // namespace
HurtState::HurtState()
: CharacterStateBase(CharacterStateId::Hurt) {
}
void HurtState::OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) {
(void)previousState;
ActionFrameProgress(machine) = 0.0f;
ActionFrame(machine) = 0;
const CharacterActionDefinition* action = GetCurrentAction(machine);
if (!action) {
action = context.owner.FindAction("hurt_light");
SetCurrentAction(machine, action, action ? action->actionId : "hurt_light");
}
if (action) {
context.owner.PlayAnimationTag(action->animationTag);
InvokeHook(machine, context.owner, action, "on_enter");
}
}
void HurtState::OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) {
auto& owner = context.owner;
auto& motor = owner.GetMotorMutable();
motor.StopGroundMovement();
const CharacterActionDefinition* action = GetCurrentAction(machine);
if (!action) {
action = owner.FindAction("hurt_light");
SetCurrentAction(machine, action, action ? action->actionId : "hurt_light");
}
if (!action) {
context.owner.SetFacing(motor.facing);
ChangeState(machine, context, ResolveInterruptedState(context));
return;
}
InvokeHook(machine, owner, action, "on_update");
ActionFrameProgress(machine) += context.deltaTime * 60.0f;
ActionFrame(machine) = std::max(0, static_cast<int>(ActionFrameProgress(machine)));
if (action->totalFrames > 0 && ActionFrame(machine) >= action->totalFrames) {
ClearCurrentAction(machine);
context.owner.SetFacing(motor.facing);
ChangeState(machine, context, ResolveInterruptedState(context));
}
}
void HurtState::OnExit(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId nextState) {
(void)nextState;
InvokeHook(machine, context.owner, GetCurrentAction(machine), "on_exit");
}
} // namespace frostbite2D

View File

@@ -0,0 +1,55 @@
#include "character/states/common/IdleState.h"
#include "character/CharacterObject.h"
#include <cmath>
namespace frostbite2D {
namespace {
bool HasMoveIntent(const CharacterIntent& intent) {
return std::abs(intent.moveX) > 0.01f || std::abs(intent.moveY) > 0.01f;
}
} // namespace
IdleState::IdleState()
: CharacterStateBase(CharacterStateId::Idle) {
}
void IdleState::OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) {
(void)previousState;
PlayActionById(context.owner, "idle");
InvokeHook(machine, context.owner, context.owner.FindAction("idle"), "on_enter");
}
void IdleState::OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) {
auto& owner = context.owner;
auto& motor = owner.GetMotorMutable();
if (!motor.grounded) {
ChangeState(machine, context, CharacterStateId::Fall);
return;
}
if (TryStartRegisteredAction(machine, context)) {
return;
}
if (context.commandBuffer.HasBuffered(CharacterCommandType::JumpPressed)) {
context.commandBuffer.Consume(CharacterCommandType::JumpPressed);
motor.Jump();
ChangeState(machine, context, CharacterStateId::Jump);
return;
}
if (HasMoveIntent(context.intent)) {
motor.ApplyGroundInput(context.intent.moveX, context.intent.moveY);
owner.SetFacing(motor.facing);
ChangeState(machine, context, CharacterStateId::Move);
return;
}
motor.StopGroundMovement();
}
} // namespace frostbite2D

View File

@@ -0,0 +1,43 @@
#include "character/states/common/JumpState.h"
#include "character/CharacterObject.h"
namespace frostbite2D {
JumpState::JumpState()
: CharacterStateBase(CharacterStateId::Jump) {
}
void JumpState::OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) {
(void)previousState;
PlayActionById(context.owner, "jump");
InvokeHook(machine, context.owner, context.owner.FindAction("jump"), "on_enter");
}
void JumpState::OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) {
auto& owner = context.owner;
auto& motor = owner.GetMotorMutable();
motor.ApplyGroundInput(context.intent.moveX, context.intent.moveY, 0.75f);
owner.SetFacing(motor.facing);
if (motor.grounded) {
ChangeState(machine, context, CharacterStateId::Landing);
return;
}
if (motor.verticalVelocity <= 0.0f) {
ChangeState(machine, context, CharacterStateId::Fall);
return;
}
if (context.commandBuffer.HasBuffered(CharacterCommandType::AttackPressed)) {
context.commandBuffer.Consume(CharacterCommandType::AttackPressed);
}
if (context.commandBuffer.HasBuffered(CharacterCommandType::Skill1Pressed)) {
context.commandBuffer.Consume(CharacterCommandType::Skill1Pressed);
}
}
} // namespace frostbite2D

View File

@@ -0,0 +1,64 @@
#include "character/states/common/LandingState.h"
#include "character/CharacterObject.h"
#include <cmath>
namespace frostbite2D {
namespace {
constexpr float kLandingDuration = 0.08f;
bool HasMoveIntent(const CharacterIntent& intent) {
return std::abs(intent.moveX) > 0.01f || std::abs(intent.moveY) > 0.01f;
}
} // namespace
LandingState::LandingState()
: CharacterStateBase(CharacterStateId::Landing) {
}
void LandingState::OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) {
(void)previousState;
LandingTimer(machine) = 0.0f;
PlayActionById(context.owner, "landing");
InvokeHook(machine, context.owner, context.owner.FindAction("landing"), "on_enter");
}
void LandingState::OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) {
auto& owner = context.owner;
auto& motor = owner.GetMotorMutable();
if (!motor.grounded) {
ChangeState(machine, context, CharacterStateId::Fall);
return;
}
LandingTimer(machine) += context.deltaTime;
motor.StopGroundMovement();
if (LandingTimer(machine) < kLandingDuration) {
return;
}
if (TryStartRegisteredAction(machine, context)) {
return;
}
if (context.commandBuffer.HasBuffered(CharacterCommandType::JumpPressed)) {
context.commandBuffer.Consume(CharacterCommandType::JumpPressed);
motor.Jump();
ChangeState(machine, context, CharacterStateId::Jump);
return;
}
if (HasMoveIntent(context.intent)) {
motor.ApplyGroundInput(context.intent.moveX, context.intent.moveY);
owner.SetFacing(motor.facing);
ChangeState(machine, context, CharacterStateId::Move);
return;
}
ChangeState(machine, context, CharacterStateId::Idle);
}
} // namespace frostbite2D

View File

@@ -0,0 +1,53 @@
#include "character/states/common/MoveState.h"
#include "character/CharacterObject.h"
#include <cmath>
namespace frostbite2D {
namespace {
bool HasMoveIntent(const CharacterIntent& intent) {
return std::abs(intent.moveX) > 0.01f || std::abs(intent.moveY) > 0.01f;
}
} // namespace
MoveState::MoveState()
: CharacterStateBase(CharacterStateId::Move) {
}
void MoveState::OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) {
(void)previousState;
PlayActionById(context.owner, "move");
InvokeHook(machine, context.owner, context.owner.FindAction("move"), "on_enter");
}
void MoveState::OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) {
auto& owner = context.owner;
auto& motor = owner.GetMotorMutable();
if (!motor.grounded) {
ChangeState(machine, context, CharacterStateId::Fall);
return;
}
if (TryStartRegisteredAction(machine, context)) {
return;
}
if (context.commandBuffer.HasBuffered(CharacterCommandType::JumpPressed)) {
context.commandBuffer.Consume(CharacterCommandType::JumpPressed);
motor.Jump();
ChangeState(machine, context, CharacterStateId::Jump);
return;
}
motor.ApplyGroundInput(context.intent.moveX, context.intent.moveY);
owner.SetFacing(motor.facing);
if (!HasMoveIntent(context.intent)) {
motor.StopGroundMovement();
ChangeState(machine, context, CharacterStateId::Idle);
}
}
} // namespace frostbite2D

View File

@@ -0,0 +1,110 @@
#include "character/states/jobs/swordman/SwordmanAttackState.h"
#include "character/CharacterObject.h"
#include <algorithm>
#include <cmath>
namespace frostbite2D {
namespace {
constexpr float kLogicFramesPerSecond = 60.0f;
constexpr float kMovementActionScale = 0.35f;
bool HasMoveIntent(const CharacterIntent& intent) {
return std::abs(intent.moveX) > 0.01f || std::abs(intent.moveY) > 0.01f;
}
CharacterStateId ResolveGroundState(const CharacterIntent& intent) {
return HasMoveIntent(intent) ? CharacterStateId::Move : CharacterStateId::Idle;
}
} // namespace
SwordmanAttackState::SwordmanAttackState()
: CharacterStateBase(CharacterStateId::Action) {
}
bool SwordmanAttackState::TryEnter(CharacterStateMachine& machine,
CharacterStateContext& context) {
if (TryStartAction(machine, context, CharacterCommandType::Skill1Pressed, "skill_1")) {
return true;
}
return TryStartAction(machine, context, CharacterCommandType::AttackPressed, "attack_1");
}
void SwordmanAttackState::OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) {
(void)previousState;
ActionFrameProgress(machine) = 0.0f;
ActionFrame(machine) = 0;
const CharacterActionDefinition* action = GetCurrentAction(machine);
if (action) {
context.owner.PlayAnimationTag(action->animationTag);
InvokeHook(machine, context.owner, action, "on_enter");
}
}
void SwordmanAttackState::OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) {
auto& owner = context.owner;
auto& motor = owner.GetMotorMutable();
const CharacterActionDefinition* action = GetCurrentAction(machine);
if (!action) {
ChangeState(machine, context, ResolveGroundState(context.intent));
return;
}
InvokeHook(machine, owner, action, "on_update");
if (action->canMove) {
float moveScale = action->moveSpeedScale > 0.0f ? action->moveSpeedScale : kMovementActionScale;
motor.ApplyGroundInput(context.intent.moveX, context.intent.moveY, moveScale);
} else {
motor.StopGroundMovement();
}
if (action->canTurn) {
owner.SetFacing(motor.facing);
}
ActionFrameProgress(machine) += context.deltaTime * kLogicFramesPerSecond;
int previousFrame = ActionFrame(machine);
ActionFrame(machine) = std::max(0, static_cast<int>(ActionFrameProgress(machine)));
ApplyFrameEvents(machine, owner, previousFrame + 1, ActionFrame(machine));
for (const auto& rule : action->cancelRules) {
if (ActionFrame(machine) < rule.beginFrame || ActionFrame(machine) > rule.endFrame) {
continue;
}
if (rule.requireGrounded && !motor.grounded) {
continue;
}
if (rule.requireAirborne && motor.grounded) {
continue;
}
if (rule.targetAction == "attack_2"
&& context.commandBuffer.HasBuffered(CharacterCommandType::AttackPressed)) {
if (TryStartAction(machine, context, CharacterCommandType::AttackPressed, rule.targetAction)) {
return;
}
}
}
if (action->totalFrames > 0 && ActionFrame(machine) >= action->totalFrames) {
ClearCurrentAction(machine);
if (!motor.grounded) {
ChangeState(machine, context, CharacterStateId::Fall);
} else {
ChangeState(machine, context, ResolveGroundState(context.intent));
}
}
}
void SwordmanAttackState::OnExit(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId nextState) {
(void)nextState;
InvokeHook(machine, context.owner, GetCurrentAction(machine), "on_exit");
}
} // namespace frostbite2D

View File

@@ -0,0 +1,694 @@
# 角色状态机开发说明
## 1. 这套架构是做什么的
这一套角色系统的目标,是把“输入处理”、“状态切换”、“动作定义”、“动画表现”和“位移推进”拆开,避免所有逻辑都堆在一个状态机函数里。
当前架构分成五层:
1. 输入层:接收键盘、手柄等事件
2. 命令层:把输入整理成统一命令和意图
3. 状态层:决定角色此刻处于什么状态
4. 动作层:从 `.act` / `.lst` 读取动作参数
5. 表现层:根据动作定义播放动画,并由 `CharacterMotor` 推进坐标
这意味着:
- 状态类负责“逻辑决策”
- `.act` 负责“动作配置和时序参数”
- 动画系统负责“资源表现”
- `CharacterMotor` 负责“x/y/z 逻辑坐标推进”
不要再把动作时长、动画标签、可否转向、可否移动这类信息硬编码回状态机里。
## 2. 整体驱动流程
角色每帧的主流程如下:
```text
输入事件
-> CharacterInputRouter
-> CharacterCommandBuffer
-> CharacterIntent
-> CharacterStateMachine::Update()
-> 当前状态类 OnUpdate()
-> CharacterMotor::Update()
-> CharacterObject::SetWorldPosition()
-> CharacterObject::PlayAnimationTag()
```
可以按下面的理解来记:
- `CharacterInputRouter` 负责把键盘、手柄输入统一成命令
- `CharacterCommandBuffer` 负责缓冲按钮和移动轴
- `CharacterIntent` 是这一帧角色“想做什么”
- `CharacterStateMachine` 负责找到当前状态类并调用它
- 状态类决定要不要切状态、要不要吃掉输入、要不要启动动作
- `CharacterMotor` 负责真正推进世界坐标
- `CharacterObject` 负责把逻辑位置投影到屏幕,并驱动动画表现
## 3. 坐标与表现
角色逻辑坐标是三维:`x / y / z`
- `x`:横向
- `y`:地面纵深
- `z`:高度
当前渲染不是直接画三维,而是把逻辑坐标投影到屏幕:
- 屏幕坐标约等于 `Vec2(x, y - z)`
- 同层遮挡排序仍然主要看地面 `y`
因此:
- 看起来像 2D
- 但跳跃、击飞、下落这些逻辑,实际依赖 `z``verticalVelocity`
相关核心数据在 `CharacterActionTypes.h`
- `CharacterWorldPosition`
- `CharacterMotor`
- `CharacterIntent`
- `CharacterCommandBuffer`
- `CharacterStateId`
## 4. 目录结构与职责
当前状态系统相关代码主要在这些位置:
```text
Game/include/character/
Game/src/character/
Game/include/character/states/
Game/src/character/states/
```
### 4.1 核心文件
- `CharacterObject`
- 角色主对象
- 负责构建、更新、动画播放、受击入口
- `CharacterStateMachine`
- 负责注册状态、切换状态、分发更新、推进动作帧事件
- `CharacterStateBase`
- 所有状态类的基类
- 提供公共 helper
- `CharacterStateRegistry`
- 负责把通用状态和职业状态注册进状态机
### 4.2 状态目录分层
```text
states/
common/
IdleState
MoveState
JumpState
FallState
LandingState
HurtState
DeadState
jobs/
swordman/
SwordmanAttackState
```
约定如下:
- `common/`:所有职业都能复用的状态
- `jobs/<job>/`:职业专属状态
- 当前除攻击外,其余基础状态都在 `common/`
- 剑士攻击逻辑在 `jobs/swordman/`
## 5. 状态机本体现在负责什么
`CharacterStateMachine` 现在是一个“调度器”,不是“所有逻辑的堆放点”。
它主要负责:
- `Configure()`:按职业注册状态
- `Reset()`:重置运行时状态
- `Update()`:找到当前状态类并调用 `OnUpdate`
- `ChangeState()`:做状态切换,并触发 `OnExit -> OnEnter`
- `TryStartAction()`:按动作 id 启动动作
- `ApplyFrameEvents()`:根据 `.act` 定义执行帧事件
它不应该再负责:
- 直接写死所有状态的业务逻辑
- 直接写死 idle/move/jump/attack 的完整流程
- 直接把职业特有攻击逻辑塞在一个大 switch 里
## 6. 状态类生命周期
每个状态类都继承 `CharacterStateBase`,支持以下生命周期:
### 6.1 `OnEnter`
进入状态时调用,常见用途:
- 重置计时器
- 设置动作帧游标
- 播放对应动画
- 调用进入 hook
### 6.2 `OnUpdate`
每帧调用,常见用途:
- 检查输入
- 检查 grounded / velocity / 受击等条件
- 切换状态
- 推进动作帧
- 执行取消规则
- 消费输入命令
### 6.3 `OnExit`
离开状态时调用,常见用途:
- 调用退出 hook
- 做简单清理
### 6.4 `TryEnter`
这个不是所有状态都有。
只有“承担动作入口判定职责”的职业动作状态才需要实现 `ICharacterActionStateNode`,例如当前的:
- `SwordmanAttackState`
它的作用是:
- 在通用状态里,不直接写死“按攻击键就进哪个动作”
- 而是统一调用 `TryStartRegisteredAction()`
- 再由职业动作状态自己的 `TryEnter()` 决定是 `attack_1``skill_1` 还是别的动作
这样职业差异就解耦开了。
## 7. CharacterStateBase 提供了什么
`CharacterStateBase` 是给所有状态类复用的基类,常用 helper 包括:
- `ChangeState()`
- 切换到另一个状态
- `PlayActionById()`
- 通过逻辑动作 id 查动作定义并播放动画
- `InvokeHook()`
- 触发状态 hook当前先走 C++ 预留接口
- `TryStartAction()`
- 按命令类型和动作 id 尝试启动动作
- `TryStartRegisteredAction()`
- 让职业动作状态决定是否启动动作
- `ApplyFrameEvents()`
- 执行动作的帧事件
- `GetCurrentAction()` / `SetCurrentAction()` / `ClearCurrentAction()`
- 读写当前动作定义
- `StateTime()` / `ActionFrameProgress()` / `ActionFrame()` / `LandingTimer()`
- 访问状态机内部运行时变量
开发新状态时,优先复用这些 helper不要重复去碰状态机内部字段。
## 8. 当前已有状态怎么分工
### 8.1 通用状态
- `IdleState`
- 地面待机
- 检查移动、跳跃、职业动作入口
- `MoveState`
- 地面移动
- 检查停止移动、跳跃、职业动作入口
- `JumpState`
- 上升阶段
- 空中可控移动,升到顶后转 `Fall`
- `FallState`
- 下落阶段
- 落地后转 `Landing`
- `LandingState`
- 落地收招阶段
- 用短 landing timer 过渡,再回 `Idle``Move`
- `HurtState`
- 受击状态
- 推进受击动作帧,到结束后回地面或空中状态
- `DeadState`
- 死亡状态
- 当前只停止地面移动
### 8.2 剑士职业状态
- `SwordmanAttackState`
- 当前负责剑士攻击与技能入口
-`TryEnter()` 决定是否启动 `attack_1``skill_1`
-`OnUpdate()` 中推进动作帧、处理 cancel rule、结束后回 `Idle / Move / Fall`
注意:
- `Action` 是一个逻辑状态 id
- 但它的具体实现是职业可替换的
- 现在剑士把 `Action` 的实现接管到了 `SwordmanAttackState`
## 9. 动作和动画到底怎么关联
这是开发时最容易混的地方。
### 9.1 两层名字
当前系统里有两层名字:
1. 逻辑动作名:例如 `idle``move``attack_1`
2. 动画标签名:例如 `rest``move``attack1`
### 9.2 读取来源
逻辑动作定义从 `script.pvf` 中读取,路径关系是:
```text
character/<jobTag>/action_logic/action_list.lst
-> 指向多个 .act
-> 每个 .act 提供一个动作定义
```
例如:
```text
0 `swordman/action_logic/idle.act`
1 `swordman/action_logic/move.act`
2 `swordman/action_logic/attack_1.act`
```
### 9.3 `.act` 里关注哪些字段
当前最关键的是:
- `action id`
- `animation tag`
- `total frames`
- `loop`
- `can move`
- `can turn`
- `can be interrupted`
其中:
- `action id` 是玩法逻辑识别名
- `animation tag` 是动画系统真正去播放的标签
所以状态类通常不直接写动画名,而是:
- 先用逻辑动作 id 找动作定义
- 再从动作定义里拿 `animationTag`
- 最后调用 `PlayAnimationTag()`
### 9.4 一个例子
例如 `attack_1.act` 里:
```text
[action id]
`attack_1`
[animation tag]
`attack1`
```
那状态系统理解为:
- 逻辑上现在执行的是 `attack_1`
- 表现上要播的动画是 `attack1`
## 10. `.lst` 与 `.act` 的当前约定
### 10.1 `action_list.lst` 格式
当前只支持新格式:
```text
#PVF_File
0 `swordman/action_logic/idle.act`
1 `swordman/action_logic/move.act`
2 `swordman/action_logic/jump.act`
```
注意:
- 第一列是索引
- 第二列是相对职业目录的 `.act` 路径
- 项目里当前只按“索引 / 路径”对来解析
### 10.2 `.act` 写法注意
字符串建议写成:
```text
`attack_1`
```
不要依赖源码层再做“去反引号”的兼容逻辑。
另外布尔项在 PVF 中不要写 C++ 风格的裸 `true` / `false`。要用当前 PVF 能稳定落地的格式,例如项目现有约定支持的 0/1 或能被脚本解析的文本形式。
## 11. 当前动作帧是怎么推进的
动作状态下,核心流程是:
1. `TryStartAction()` 启动某个逻辑动作
2. 状态机记录 `currentAction_``currentActionId_`
3. 进入 `Action` 状态的 `OnEnter()`
4. `OnUpdate()` 每帧用 `deltaTime * 60` 推进逻辑帧
5. 根据动作定义应用帧事件和取消规则
6. 到达 `totalFrames` 后回收动作并切回后续状态
当前帧事件入口在:
- `CharacterStateMachine::ApplyFrameEvents()`
当前已支持的关键帧事件类型包括:
- `SetVelocityXY`
- `SetVelocityZ`
- `FinishAction`
后面如果要加命中框、输入开放窗、特效事件,也优先沿着帧事件扩,而不是继续把时序写死到状态类里。
## 12. 如何新增一个通用状态
下面以“新增 DashState”为例。
### 步骤 1新建状态类
在:
```text
Game/include/character/states/common/DashState.h
Game/src/character/states/common/DashState.cpp
```
类定义继承:
```cpp
class DashState : public CharacterStateBase {
public:
DashState();
void OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) override;
void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) override;
void OnExit(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId nextState) override;
};
```
### 步骤 2构造函数绑定状态 id
```cpp
DashState::DashState()
: CharacterStateBase(CharacterStateId::Dash) {
}
```
如果新增的是全新状态 id需要先扩展 `CharacterStateId` 枚举。
### 步骤 3实现状态逻辑
常规做法:
- `OnEnter()`:重置计时器、播 dash 动画
- `OnUpdate()`:推进位移,检查结束条件,决定切回哪个状态
- `OnExit()`:收尾或发 hook
### 步骤 4注册状态
`CharacterStateRegistry` 中注册:
- 通用状态放 `RegisterCommonCharacterStates()`
- 职业状态放 `RegisterJobCharacterStates()`
### 步骤 5补切换入口
仅注册状态还不够,还要在合适的已有状态里决定“什么时候能进这个状态”。
例如:
-`IdleState::OnUpdate()` 检查 dash 输入
-`MoveState::OnUpdate()` 检查 dash 输入
- 或在职业动作状态中允许某些动作 cancel 到 dash
### 步骤 6准备动作资源
如果 dash 有专属动作,要补:
- `action_list.lst`
- `dash.act`
- 对应动画标签资源
## 13. 如何新增一个职业动作状态
如果是职业差异比较大的状态,建议放到:
```text
states/jobs/<job>/
```
### 13.1 什么时候应该做成职业状态
满足以下情况时建议独立做:
- 输入入口不同
- 动作链不同
- 取消规则不同
- 动作帧事件不同
- 和其他职业共享价值不高
### 13.2 如果它承担动作入口
就让它同时继承:
- `CharacterStateBase`
- `ICharacterActionStateNode`
然后实现:
- `TryEnter()`:决定什么输入启动什么动作
- `OnEnter()`:进入动作表现
- `OnUpdate()`:推进帧、处理 cancel、判断结束
- `OnExit()`:退出收尾
### 13.3 参考当前剑士攻击状态
可以直接参考:
- `SwordmanAttackState::TryEnter()`
- `SwordmanAttackState::OnUpdate()`
它已经演示了:
-`Skill1Pressed` 启动 `skill_1`
-`AttackPressed` 启动 `attack_1`
- 用 cancel rule 在窗口内切到 `attack_2`
## 14. 新增一个动作资源要做什么
如果只是给已有状态补一个新动作,通常要做这几件事:
1.`action_list.lst` 中增加映射
2. 新建对应 `.act`
3.`.act` 中写好 `action id``animation tag`
4. 确保动画资源里真的有这个 tag
5. 在状态逻辑里通过逻辑动作 id 去触发它
最小示例:
```text
#PVF_File
0 `swordman/action_logic/idle.act`
1 `swordman/action_logic/move.act`
2 `swordman/action_logic/dash.act`
```
对应 `dash.act` 示例:
```text
#PVF_File
[action id]
`dash`
[animation tag]
`dash`
[total frames]
12
[loop]
0
[can move]
1
[can turn]
0
[can be interrupted]
0
```
## 15. 如何理解当前输入接入
当前输入来源不只键盘,主要有:
- 键盘
- 手柄轴
- 手柄按键
统一入口都收敛到 `CharacterInputRouter`,它负责把平台输入转成统一命令。
所以状态层不要关心:
- 这是键盘来的
- 还是手柄来的
状态层只关心:
- 有没有 `JumpPressed`
- 有没有 `AttackPressed`
- 当前 `moveX / moveY` 是多少
这就是输入解耦的关键。
## 16. 当前脚本扩展点在哪里
`CharacterObject::RunStateHook()` 是当前预留给脚本系统的入口。
状态在以下时机会调用它:
- `on_enter`
- `on_update`
- `on_exit`
目前它还是空实现,意思是:
- 当前实际逻辑仍由 C++ 状态类负责
- 但未来可以把一部分进入、更新、退出逻辑下沉到脚本
如果后面要接脚本,建议保持下面的边界:
- C++ 继续控制状态切换主流程和底层安全逻辑
- 脚本负责更灵活的状态表现、特效、派生行为、部分判定
不要一开始就把所有底层切换权完全放给脚本,否则调试成本会很高。
## 17. 常见问题排查
### 17.1 按键了角色没反应
优先查:
1. 输入事件有没有进 `CharacterInputRouter`
2. 有没有生成对应命令进入 `CharacterCommandBuffer`
3. 当前状态的 `OnUpdate()` 有没有检查这个命令
4. 命令有没有被过早消费
5. 对应动作 id 有没有加载成功
### 17.2 状态切了但动画不对
优先查:
1. `.act``animation tag` 是否正确
2. 动画资源里是否存在这个 tag
3. 当前状态是否通过逻辑动作 id 正确拿到了动作定义
4. 是否被 fallback 动画顶掉了
### 17.3 动作资源没读到
优先查:
1. `action_list.lst` 路径格式是否正确
2. `.act` 路径是否相对于 `character/<jobTag>/`
3. `jobTag` 是否和实际职业目录一致
4. PVF 中是否真的导入了这些文件
### 17.4 朝左时时装和人物不契合
这个问题通常优先查:
- Ani 锚点
- 左右翻转实现
- 各部件的挂点/偏移
它一般不是状态机逻辑问题。
## 18. 推荐开发约定
为了后面大家都能维护,建议遵守下面几条:
- 一个状态一个类
- 通用状态优先放 `common/`
- 职业差异大的状态放 `jobs/<job>/`
- 动作参数优先写 `.act`
- 状态类只写决策,不写死资源细节
- 新功能先找有没有通用 helper 能复用
- 新状态一定补入口,不要只注册不切换
## 19. 一个最小状态模板
下面是一个最小可抄的状态模板:
```cpp
class ExampleState : public CharacterStateBase {
public:
ExampleState()
: CharacterStateBase(CharacterStateId::Idle) {
}
void OnEnter(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId previousState) override {
(void)previousState;
PlayActionById(context.owner, "idle");
InvokeHook(machine, context.owner, context.owner.FindAction("idle"), "on_enter");
}
void OnUpdate(CharacterStateMachine& machine,
CharacterStateContext& context) override {
auto& motor = context.owner.GetMotorMutable();
if (!motor.grounded) {
ChangeState(machine, context, CharacterStateId::Fall);
return;
}
}
void OnExit(CharacterStateMachine& machine,
CharacterStateContext& context,
CharacterStateId nextState) override {
(void)nextState;
InvokeHook(machine, context.owner, context.owner.FindAction("idle"), "on_exit");
}
};
```
## 20. 新同事接入时建议先读什么
建议按这个顺序看:
1. `CharacterObject::OnUpdate()`
2. `CharacterStateMachine`
3. `CharacterStateBase`
4. `CharacterStateRegistry`
5. `states/common/` 下的基础状态
6. `states/jobs/swordman/SwordmanAttackState`
7. `CharacterActionTypes.h`
8. 对应职业的 `action_list.lst``.act`
这样能最快建立“输入 -> 状态 -> 动作 -> 动画 -> 位移”的完整认知。
---
如果后面架构继续扩展,建议再补两份专题文档:
- 一份讲 `.act` / 帧事件 / cancel rule 设计
- 一份讲脚本如何接入状态生命周期