Files
Frostbite2D/Game/include/character/CharacterAnimation.h
Lenheart 5e80df040b feat(animation): 添加动画状态回调支持
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
2026-04-04 14:45:41 +08:00

63 lines
2.2 KiB
C++

#pragma once
#include "character/CharacterDataLoader.h"
#include "character/CharacterEquipmentManager.h"
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/animation/animation.h>
#include <frostbite2D/base/RefPtr.h>
#include <functional>
#include <map>
#include <string>
#include <vector>
namespace frostbite2D {
class CharacterObject;
class CharacterAnimation : public Actor {
public:
using ActionAnimationList = std::map<std::string, std::vector<RefPtr<Animation>>>;
using ActionFrameFlagCallback = std::function<void(int)>;
using ActionEndCallback = std::function<void()>;
bool Init(CharacterObject* parent,
const character::CharacterConfig& config,
const CharacterEquipmentManager& equipmentManager);
bool SetAction(const std::string& actionName);
void SetDirection(int direction);
const std::string& GetCurrentAction() const { return currentActionTag_; }
bool HasAction(const std::string& actionName) const {
return actionAnimations_.count(actionName) > 0;
}
std::string DescribeAvailableActions() const;
bool IsCurrentActionFinished() const;
int GetCurrentFrameIndex() const;
int GetCurrentFrameCount() const;
float GetCurrentNormalizedProgress() const;
animation::AniFrame GetCurrentFrameInfo() const;
void SetActionFrameFlagCallback(ActionFrameFlagCallback callback);
void SetActionEndCallback(ActionEndCallback callback);
private:
static std::string FormatImgPath(std::string path, Animation::ReplaceData data);
Animation* GetPrimaryAnimation(const std::string& actionName) const;
Animation* GetCurrentPrimaryAnimation() const;
void RefreshRuntimeCallbacks();
void CreateAnimationBySlot(const std::string& actionName,
const std::string& slotName,
const std::string& actionPath,
const character::CharacterConfig& config,
const CharacterEquipmentManager& equipmentManager);
CharacterObject* parent_ = nullptr;
ActionAnimationList actionAnimations_;
std::string currentActionTag_;
int direction_ = 1;
ActionFrameFlagCallback actionFrameFlagCallback_;
ActionEndCallback actionEndCallback_;
};
} // namespace frostbite2D