SwitchGame/source_game/Asset/AnimationStruct.h

137 lines
3.1 KiB
C++

#pragma once
#include <vector>
#include <string>
#include <variant>
#include <unordered_map>
#include <SDL.h>
using AniFlag = std::variant<
int,
float,
SDL_Point,
SDL_FPoint,
std::string,
std::vector<int>,
std::vector<float>>;
struct AniFrame
{
std::string Img_Path; // img路径
int Img_Index; // img索引
SDL_Point Img_Pos; // img位置
std::vector<std::vector<int>> AttackBox; // 攻击框
std::vector<std::vector<int>> DamageBox; // 受击框
std::unordered_map<std::string, AniFlag> Flag; // Frame特效数据
int Delay; // 延迟
};
struct AniInfo
{
std::vector<std::string> Img_List; // img列表
std::vector<AniFrame> Frame; // ani列表
std::unordered_map<std::string, AniFlag> Flag; // ani特效数据
};
namespace AniScriptParser
{
static std::string Get_Ani_Flag(int data)
{
switch (data)
{
case 0:
return "LOOP";
case 1:
return "SHADOW";
case 3:
return "COORD";
case 7:
return "IMAGE_RATE";
case 8:
return "IMAGE_ROTATE";
case 9:
return "RGBA";
case 10:
return "INTERPOLATION";
case 11:
return "GRAPHIC_EFFECT";
case 12:
return "DELAY";
case 13:
return "DAMAGE_TYPE";
case 14:
return "DAMAGE_BOX";
case 15:
return "ATTACK_BOX";
case 16:
return "PLAY_SOUND";
case 17:
return "PRELOAD";
case 18:
return "SPECTRUM";
case 23:
return "SET_FLAG";
case 24:
return "FLIP_TYPE";
case 25:
return "LOOP_START";
case 26:
return "LOOP_END";
case 27:
return "CLIP";
case 28:
return "OPERATION";
default:
return "";
}
}
static std::string Get_Ani_Effect_Type(int data)
{
switch (data)
{
case 0:
return "NONE";
case 1:
return "DODGE";
case 2:
return "LINEARDODGE";
case 3:
return "DARK";
case 4:
return "XOR";
case 5:
return "MONOCHROME";
case 6:
return "SPACEDISTORT";
default:
return "";
}
};
static std::string Get_Ani_Flip_Type(int data)
{
switch (data)
{
case 1:
return "HORIZON";
case 2:
return "VERTICAL";
case 3:
return "ALL";
default:
return "";
}
};
static std::string Get_Ani_Damage_Type(int data)
{
switch (data)
{
case 0:
return "NORMAL";
case 1:
return "SUPERARMOR";
case 2:
return "UNBREAKABLE";
default:
return "";
}
};
};