Files
Frostbite2D/Game/include/character/CharacterObject.h
Lenheart f64180ebed feat(角色状态机): 重构角色状态系统为基于类的设计
新增通用状态类和职业专属状态类,将状态逻辑从状态机中解耦
添加状态注册机制,支持按职业配置状态
实现基础状态如待机、移动、跳跃、受击等
为剑士职业实现专属攻击状态
补充状态机开发说明文档
2026-04-03 17:11:22 +08:00

82 lines
3.1 KiB
C++

#pragma once
#include "character/CharacterActionLibrary.h"
#include "character/CharacterAnimation.h"
#include "character/CharacterDataLoader.h"
#include "character/CharacterEquipmentManager.h"
#include "character/CharacterInputRouter.h"
#include "character/CharacterStateMachine.h"
#include <frostbite2D/2d/actor.h>
#include <frostbite2D/event/joystick_event.h>
#include <frostbite2D/event/key_event.h>
#include <optional>
#include <string>
namespace frostbite2D {
class CharacterObject : public Actor {
public:
CharacterObject() = default;
~CharacterObject() override = default;
bool Construction(int jobId);
void SetAction(const std::string& actionName);
void SetDirection(int direction);
void SetCharacterPosition(const Vec2& pos);
void SetWorldPosition(const CharacterWorldPosition& pos);
void PushCommand(const CharacterCommand& command);
void ApplyHit(const HitContext& hit);
void OnUpdate(float deltaTime) override;
bool OnKeyDown(const KeyEvent& event) override;
bool OnKeyUp(const KeyEvent& event) override;
bool OnJoystickAxis(const JoystickEvent& event) override;
bool OnJoystickButtonDown(const JoystickEvent& event) override;
bool OnJoystickButtonUp(const JoystickEvent& event) override;
int GetJobId() const { return jobId_; }
int GetGrowType() const { return growType_; }
int GetDirection() const { return direction_; }
const std::string& GetCurrentAction() const { return currentAction_; }
CharacterStateId GetState() const { return stateMachine_.GetState(); }
const CharacterIntent& GetCurrentIntent() const { return currentIntent_; }
const CharacterWorldPosition& GetWorldPosition() const { return motor_.position; }
const CharacterMotor& GetMotor() const { return motor_; }
CharacterMotor& GetMotorMutable() { return motor_; }
CharacterCommandBuffer& GetCommandBufferMutable() { return commandBuffer_; }
float GetLastDeltaTime() const { return lastDeltaTime_; }
const CharacterActionDefinition* FindAction(const std::string& actionId) const;
std::string ResolveAnimationTag(const std::string& preferred,
const std::string& fallback) const;
void PlayAnimationTag(const std::string& actionTag);
void RunStateHook(const std::string& phase,
CharacterStateId stateId,
const CharacterActionDefinition* action);
void SetFacing(int direction);
const character::CharacterConfig* GetConfig() const {
return config_ ? &config_.value() : nullptr;
}
const CharacterEquipmentManager& GetEquipmentManager() const { return equipmentManager_; }
private:
int jobId_ = -1;
int growType_ = -1;
int direction_ = 1;
std::string currentAction_;
std::optional<character::CharacterConfig> config_;
CharacterEquipmentManager equipmentManager_;
CharacterActionLibrary actionLibrary_;
CharacterInputRouter inputRouter_;
CharacterCommandBuffer commandBuffer_;
CharacterIntent currentIntent_;
CharacterStateMachine stateMachine_;
CharacterMotor motor_;
CharacterStatus status_;
RefPtr<CharacterAnimation> animationManager_ = nullptr;
float lastDeltaTime_ = 0.0f;
};
} // namespace frostbite2D