Files
Frostbite2D/Game/include/common/GameDebugActor.h
Lenheart bcc285eed6 feat(场景管理): 添加UIScene支持并重构场景管理器
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
2026-04-06 01:18:21 +08:00

48 lines
1.0 KiB
C++

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