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
33 lines
788 B
C++
33 lines
788 B
C++
#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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