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
36 lines
996 B
C++
36 lines
996 B
C++
#pragma once
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#include "character/CharacterActionTypes.h"
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#include <frostbite2D/event/joystick_event.h>
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#include <frostbite2D/event/key_event.h>
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namespace frostbite2D {
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/// 将 SDL 键盘/手柄事件统一转换为角色命令,避免状态机直接依赖设备细节。
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class CharacterInputRouter {
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public:
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bool OnKeyDown(const KeyEvent& event);
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bool OnKeyUp(KeyCode keyCode);
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bool OnJoystickAxis(const JoystickAxisEvent& event);
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bool OnJoystickButtonDown(const JoystickButtonDownEvent& event);
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bool OnJoystickButtonUp(const JoystickButtonUpEvent& event);
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void EmitCommands(CharacterCommandBuffer& commandBuffer);
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void ClearFrameState();
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private:
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bool left_ = false;
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bool right_ = false;
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bool up_ = false;
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bool down_ = false;
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bool jumpPressed_ = false;
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bool attackPressed_ = false;
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bool skill1Pressed_ = false;
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bool dashPressed_ = false;
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float leftStickX_ = 0.0f;
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float leftStickY_ = 0.0f;
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float joystickDeadZone_ = 0.2f;
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};
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} // namespace frostbite2D
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