refactor(character): 重构角色动作处理逻辑 feat(swordman): 实现剑士基础攻击和技能1处理 refactor(state): 优化状态机与动作上下文管理 feat(input): 改进输入系统支持动作请求队列 refactor(movement): 重构移动系统支持行走/奔跑模式
33 lines
1.0 KiB
C++
33 lines
1.0 KiB
C++
#pragma once
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#include "character/states/CharacterStateBase.h"
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#include "character/states/jobs/swordman/SwordmanActionHandler.h"
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#include <memory>
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#include <string>
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#include <unordered_map>
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namespace frostbite2D {
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class SwordmanAttackState : public CharacterStateBase, public ICharacterActionStateNode {
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public:
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SwordmanAttackState();
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bool TryEnter(CharacterStateMachine& machine,
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CharacterStateContext& context) override;
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void OnEnter(CharacterStateMachine& machine,
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CharacterStateContext& context,
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CharacterStateId previousState) override;
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void OnUpdate(CharacterStateMachine& machine,
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CharacterStateContext& context) override;
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void OnExit(CharacterStateMachine& machine,
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CharacterStateContext& context,
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CharacterStateId nextState) override;
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private:
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ISwordmanActionHandler* FindHandler(const std::string& actionId) const;
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std::unordered_map<std::string, std::unique_ptr<ISwordmanActionHandler>> handlers_;
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};
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} // namespace frostbite2D
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