- 移除自动回退动作生成逻辑,改为严格检查动作定义 - 增加动作资源缺失时的详细错误报告机制 - 统一输入事件处理接口,优化角色对象生命周期管理 - 改进动画标签管理,移除隐式回退逻辑 - 增强状态机对无效动作的处理能力
36 lines
1004 B
C++
36 lines
1004 B
C++
#pragma once
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#include "character/CharacterActionTypes.h"
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#include <frostbite2D/event/joystick_event.h>
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#include <frostbite2D/event/key_event.h>
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namespace frostbite2D {
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/// 将 SDL 键盘/手柄事件统一转换为角色命令,避免状态机直接依赖设备细节。
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class CharacterInputRouter {
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public:
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bool OnKeyDown(const KeyEvent& event);
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bool OnKeyUp(const KeyUpEvent& event);
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bool OnJoystickAxis(const JoystickAxisEvent& event);
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bool OnJoystickButtonDown(const JoystickButtonDownEvent& event);
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bool OnJoystickButtonUp(const JoystickButtonUpEvent& event);
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void EmitCommands(CharacterCommandBuffer& commandBuffer);
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void ClearFrameState();
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private:
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bool left_ = false;
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bool right_ = false;
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bool up_ = false;
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bool down_ = false;
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bool jumpPressed_ = false;
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bool attackPressed_ = false;
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bool skill1Pressed_ = false;
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bool dashPressed_ = false;
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float leftStickX_ = 0.0f;
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float leftStickY_ = 0.0f;
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float joystickDeadZone_ = 0.2f;
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};
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} // namespace frostbite2D
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