refactor(渲染器): 优化相机切换时的渲染批处理 feat(调试工具): 新增游戏调试UI场景和九宫格面板组件 fix(动画系统): 跳过缺失的动画资源加载并记录日志 perf(资源加载): 使用BinaryFileStreamReader优化NPK文件解析 feat(地图系统): 支持多边形可行走区域调试显示 style(代码格式): 清理多余空格和统一文件编码 docs(注释): 补充关键类和方法的文档说明 test(启动跟踪): 添加启动过程性能跟踪工具 chore(依赖): 添加SDL2_ttf库支持
67 lines
2.4 KiB
C++
67 lines
2.4 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 <unordered_set>
|
|
#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();
|
|
bool shouldSkipMissingAnimation(const std::string& aniPath);
|
|
|
|
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_;
|
|
std::unordered_set<std::string> missingAnimationPaths_;
|
|
size_t skippedMissingAnimationCount_ = 0;
|
|
};
|
|
|
|
} // namespace frostbite2D
|