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
48 lines
1.0 KiB
C++
48 lines
1.0 KiB
C++
#pragma once
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#include <frostbite2D/2d/actor.h>
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namespace frostbite2D {
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class CharacterObject;
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class GameMap;
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class NineSliceActor;
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class TextSprite;
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/**
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* @brief Reusable singleton debug actor for UI scenes.
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*/
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class GameDebugActor : public Actor {
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public:
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static GameDebugActor& get();
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static Ptr<GameDebugActor> getPtr();
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GameDebugActor(const GameDebugActor&) = delete;
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GameDebugActor& operator=(const GameDebugActor&) = delete;
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bool AttachToScene(Scene* scene);
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bool AttachToParent(Actor* parent);
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void DetachFromParent();
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void SetDebugMap(GameMap* map);
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void SetTrackedCharacter(CharacterObject* character);
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void ClearDebugContext();
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void OnUpdate(float deltaTime) override;
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private:
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void initOverlay();
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void updateOverlay();
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void setOverlayVisible(bool visible);
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GameDebugActor();
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~GameDebugActor() override = default;
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GameMap* debugMap_ = nullptr;
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CharacterObject* trackedCharacter_ = nullptr;
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RefPtr<NineSliceActor> background_;
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RefPtr<TextSprite> coordText_;
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};
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} // namespace frostbite2D
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