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
100 lines
3.7 KiB
C++
100 lines
3.7 KiB
C++
#pragma once
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#include "character/CharacterDataLoader.h"
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#include "character/CharacterEquipmentManager.h"
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#include <frostbite2D/2d/actor.h>
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#include <frostbite2D/2d/canvas_actor.h>
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#include <frostbite2D/animation/animation.h>
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#include <frostbite2D/base/RefPtr.h>
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#include <functional>
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#include <map>
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#include <string>
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#include <unordered_set>
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#include <vector>
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namespace frostbite2D {
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class CharacterObject;
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class CharacterAnimation : public Actor {
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public:
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using ActionAnimationList = std::map<std::string, std::vector<RefPtr<Animation>>>;
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using ActionFrameFlagCallback = std::function<void(int)>;
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using ActionEndCallback = std::function<void()>;
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struct CompositeFrameInfo {
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bool valid = false;
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Rect localBounds;
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Vec2 originInTexture = Vec2::Zero();
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Vec2 groundAnchorInTexture = Vec2::Zero();
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int width = 1;
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int height = 1;
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};
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bool Init(CharacterObject* parent,
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const character::CharacterConfig& config,
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const CharacterEquipmentManager& equipmentManager);
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void Update(float deltaTime) override;
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void Render() override;
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bool SetAction(const std::string& actionName);
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void SetDirection(int direction);
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const std::string& GetCurrentAction() const { return currentActionTag_; }
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bool HasAction(const std::string& actionName) const {
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return actionAnimations_.count(actionName) > 0;
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}
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std::string DescribeAvailableActions() const;
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bool IsCurrentActionFinished() const;
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int GetCurrentFrameIndex() const;
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int GetCurrentFrameCount() const;
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float GetCurrentNormalizedProgress() const;
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animation::AniFrame GetCurrentFrameInfo() const;
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void SetActionFrameFlagCallback(ActionFrameFlagCallback callback);
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void SetActionEndCallback(ActionEndCallback callback);
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bool EnsureCompositeTextureReady();
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bool HasCompositeTexture() const;
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Ptr<Texture> GetCompositeTexture() const;
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Vec2 GetCompositeTextureSize() const;
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Vec2 GetCompositeOriginInTexture() const;
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Vec2 GetCompositeGroundAnchorInTexture() const;
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uint64 GetCompositeVersion() const { return compositeVersion_; }
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private:
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static std::string FormatImgPath(std::string path, Animation::ReplaceData data);
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Animation* GetPrimaryAnimation(const std::string& actionName) const;
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Animation* GetCurrentPrimaryAnimation() const;
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void RefreshRuntimeCallbacks();
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bool shouldSkipMissingAnimation(const std::string& aniPath);
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void BuildCompositeActionFrames();
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CompositeFrameInfo ComputeCompositeFrameInfo(const std::vector<RefPtr<Animation>>& animations,
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int direction) const;
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CompositeFrameInfo GetCurrentCompositeFrameInfo() const;
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uint64 CaptureCurrentRenderSignature() const;
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void MarkCompositeDirty();
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void UpdateCompositeCamera();
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void RefreshCompositeTextureIfNeeded();
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void RenderCurrentActionToCompositeCanvas();
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void CreateAnimationBySlot(const std::string& actionName,
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const std::string& slotName,
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const std::string& actionPath,
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const character::CharacterConfig& config,
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const CharacterEquipmentManager& equipmentManager);
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CharacterObject* parent_ = nullptr;
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ActionAnimationList actionAnimations_;
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std::string currentActionTag_;
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int direction_ = 1;
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ActionFrameFlagCallback actionFrameFlagCallback_;
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ActionEndCallback actionEndCallback_;
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std::unordered_set<std::string> missingAnimationPaths_;
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size_t skippedMissingAnimationCount_ = 0;
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RefPtr<CanvasActor> compositeCanvas_ = nullptr;
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std::map<std::string, CompositeFrameInfo> compositeFrameInfoByAction_;
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bool compositeDirty_ = true;
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uint64 compositeVersion_ = 0;
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uint64 lastCompositeSignature_ = 0;
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};
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} // namespace frostbite2D
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