Files
Frostbite2D/Game/include/npc/NpcObject.h
Lenheart db0fd3a17e feat(渲染): 实现NPC和地图层的渲染优化
重构NPC渲染逻辑,将交互高亮同步移至Render方法
为NpcAnimation添加帧激活检查以避免无效纹理刷新
为GameMapLayer添加调试覆盖层画布,优化可行区域和移动区域渲染
更新测试场景地图路径和相机控制器设置
2026-04-08 00:17:03 +08:00

69 lines
2.0 KiB
C++

#pragma once
#include "character/CharacterActionTypes.h"
#include "common/InteractionHighlightSprite.h"
#include "npc/NpcAnimation.h"
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/2d/text_sprite.h>
#include <array>
#include <optional>
#include <string>
namespace frostbite2D {
class NpcObject : public Actor {
public:
NpcObject() = default;
~NpcObject() override = default;
bool Construction(int npcId);
void SetDirection(int direction);
void SetNpcPosition(const Vec2& pos);
void SetWorldPosition(const CharacterWorldPosition& pos);
void SetInteractable(bool interactable);
void SetInteractionHighlighted(bool highlighted);
void BeginInteract();
void EndInteract();
bool CanInteract() const;
bool IsInteracting() const { return interacting_; }
bool IsInteractionHighlighted() const { return interactionHighlighted_; }
int GetNpcId() const { return npcId_; }
int GetDirection() const { return direction_; }
const std::string& GetName() const;
const std::string& GetFieldName() const;
const std::string& GetDisplayName() const;
const CharacterWorldPosition& GetWorldPosition() const { return worldPosition_; }
bool IsAnimationFinished() const;
const npc::NpcConfig* GetConfig() const {
return config_ ? &config_.value() : nullptr;
}
void Update(float deltaTime) override;
void Render() override;
private:
void EnsureInteractionHighlight();
void EnsureNameLabel();
void RefreshNameLabel();
void SyncInteractionHighlight();
void SyncActorPositionFromWorld();
int npcId_ = -1;
int direction_ = 1;
CharacterWorldPosition worldPosition_;
std::optional<npc::NpcConfig> config_;
RefPtr<NpcAnimation> animation_ = nullptr;
RefPtr<InteractionHighlightSprite> interactionHighlight_ = nullptr;
std::array<RefPtr<TextSprite>, 8> nameOutlineLabels_;
RefPtr<TextSprite> nameLabel_ = nullptr;
bool interactable_ = true;
bool interacting_ = false;
bool interactionHighlighted_ = false;
uint64 syncedHighlightCompositeVersion_ = 0;
};
} // namespace frostbite2D