新增角色状态机框架,包含空闲、移动、跳跃、攻击等状态 添加输入路由组件,统一处理键盘和手柄输入 引入动作库管理角色动作定义,支持PVF脚本配置 重构角色对象,整合运动器、状态机和输入处理 修复Actor子节点排序时的迭代安全问题
48 lines
1.5 KiB
C++
48 lines
1.5 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/animation/animation.h>
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#include <frostbite2D/base/RefPtr.h>
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#include <map>
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#include <string>
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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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bool Init(CharacterObject* parent,
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const character::CharacterConfig& config,
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const CharacterEquipmentManager& equipmentManager);
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void 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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private:
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static std::string FormatImgPath(std::string path, Animation::ReplaceData data);
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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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void ApplyFlipRecursive(Actor* actor, bool flipped) const;
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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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};
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} // namespace frostbite2D
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