Files
Frostbite2D/Game/include/character/CharacterAnimation.h
Lenheart bb75a57afb feat(character): 实现角色状态机与输入路由系统
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
2026-04-03 08:08:23 +08:00

48 lines
1.5 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 <map>
#include <string>
#include <vector>
namespace frostbite2D {
class CharacterObject;
class CharacterAnimation : public Actor {
public:
using ActionAnimationList = std::map<std::string, std::vector<RefPtr<Animation>>>;
bool Init(CharacterObject* parent,
const character::CharacterConfig& config,
const CharacterEquipmentManager& equipmentManager);
void 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;
}
private:
static std::string FormatImgPath(std::string path, Animation::ReplaceData data);
void CreateAnimationBySlot(const std::string& actionName,
const std::string& slotName,
const std::string& actionPath,
const character::CharacterConfig& config,
const CharacterEquipmentManager& equipmentManager);
void ApplyFlipRecursive(Actor* actor, bool flipped) const;
CharacterObject* parent_ = nullptr;
ActionAnimationList actionAnimations_;
std::string currentActionTag_;
int direction_ = 1;
};
} // namespace frostbite2D