Feature/editor optimization (#251)
* refactor: 编辑器/运行时架构拆分与构建系统升级 * feat(core): 层级系统重构与UI变换矩阵修复 * refactor: 移除 ecs-components 聚合包并修复跨包组件查找问题 * fix(physics): 修复跨包组件类引用问题 * feat: 统一运行时架构与浏览器运行支持 * feat(asset): 实现浏览器运行时资产加载系统 * fix: 修复文档、CodeQL安全问题和CI类型检查错误 * fix: 修复文档、CodeQL安全问题和CI类型检查错误 * fix: 修复文档、CodeQL安全问题、CI类型检查和测试错误 * test: 补齐核心模块测试用例,修复CI构建配置 * fix: 修复测试用例中的类型错误和断言问题 * fix: 修复 turbo build:npm 任务的依赖顺序问题 * fix: 修复 CI 构建错误并优化构建性能
This commit is contained in:
369
packages/sprite/src/SpriteAnimatorComponent.ts
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369
packages/sprite/src/SpriteAnimatorComponent.ts
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import { Component, ECSComponent, Serializable, Serialize, Property } from '@esengine/ecs-framework';
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/**
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* 动画帧数据
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* Animation frame data
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*/
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export interface AnimationFrame {
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/** 纹理路径 | Texture path */
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texture: string;
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/** 帧持续时间(秒) | Frame duration in seconds */
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duration: number;
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/** UV坐标 [u0, v0, u1, v1] | UV coordinates */
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uv?: [number, number, number, number];
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}
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/**
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* 动画剪辑数据
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* Animation clip data
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*/
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export interface AnimationClip {
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/** 动画名称 | Animation name */
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name: string;
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/** 动画帧列表 | Animation frames */
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frames: AnimationFrame[];
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/** 是否循环 | Whether to loop */
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loop: boolean;
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/** 播放速度倍数 | Playback speed multiplier */
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speed: number;
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}
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/**
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* 精灵动画组件 - 管理精灵帧动画
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* Sprite animator component - manages sprite frame animation
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*/
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@ECSComponent('SpriteAnimator', { requires: ['Sprite'] })
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@Serializable({ version: 1, typeId: 'SpriteAnimator' })
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export class SpriteAnimatorComponent extends Component {
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/**
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* 动画剪辑列表
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* Animation clips
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*/
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@Serialize()
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@Property({
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type: 'animationClips',
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label: 'Animation Clips',
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controls: [{ component: 'Sprite', property: 'texture' }]
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})
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public clips: AnimationClip[] = [];
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/**
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* 当前播放的动画名称
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* Currently playing animation name
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*/
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@Serialize()
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@Property({ type: 'string', label: 'Default Animation' })
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public defaultAnimation: string = '';
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/**
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* 是否自动播放
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* Auto play on start
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*/
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@Serialize()
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@Property({ type: 'boolean', label: 'Auto Play' })
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public autoPlay: boolean = true;
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/**
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* 全局播放速度
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* Global playback speed
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*/
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@Serialize()
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@Property({ type: 'number', label: 'Speed', min: 0, max: 10, step: 0.1 })
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public speed: number = 1;
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// Runtime state (not serialized)
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private _currentClip: AnimationClip | null = null;
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private _currentFrameIndex: number = 0;
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private _frameTimer: number = 0;
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private _isPlaying: boolean = false;
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private _isPaused: boolean = false;
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// Callbacks
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private _onAnimationComplete?: (clipName: string) => void;
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private _onFrameChange?: (frameIndex: number, frame: AnimationFrame) => void;
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constructor() {
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super();
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}
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/**
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* 添加动画剪辑
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* Add animation clip
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*/
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addClip(clip: AnimationClip): void {
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// Remove existing clip with same name
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this.clips = this.clips.filter((c) => c.name !== clip.name);
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this.clips.push(clip);
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}
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/**
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* 从精灵图集创建动画剪辑
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* Create animation clip from sprite atlas
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*
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* @param name - 动画名称 | Animation name
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* @param texture - 纹理路径 | Texture path
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* @param frameCount - 帧数 | Number of frames
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* @param frameWidth - 每帧宽度 | Frame width
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* @param frameHeight - 每帧高度 | Frame height
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* @param atlasWidth - 图集宽度 | Atlas width
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* @param atlasHeight - 图集高度 | Atlas height
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* @param fps - 帧率 | Frames per second
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* @param loop - 是否循环 | Whether to loop
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*/
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createClipFromAtlas(
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name: string,
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texture: string,
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frameCount: number,
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frameWidth: number,
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frameHeight: number,
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atlasWidth: number,
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atlasHeight: number,
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fps: number = 12,
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loop: boolean = true
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): AnimationClip {
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const frames: AnimationFrame[] = [];
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const duration = 1 / fps;
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const cols = Math.floor(atlasWidth / frameWidth);
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for (let i = 0; i < frameCount; i++) {
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const col = i % cols;
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const row = Math.floor(i / cols);
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const x = col * frameWidth;
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const y = row * frameHeight;
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frames.push({
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texture,
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duration,
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uv: [
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x / atlasWidth,
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y / atlasHeight,
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(x + frameWidth) / atlasWidth,
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(y + frameHeight) / atlasHeight
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]
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});
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}
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const clip: AnimationClip = {
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name,
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frames,
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loop,
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speed: 1
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};
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this.addClip(clip);
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return clip;
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}
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/**
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* 从帧序列创建动画剪辑
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* Create animation clip from frame sequence
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*
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* @param name - 动画名称 | Animation name
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* @param textures - 纹理路径数组 | Array of texture paths
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* @param fps - 帧率 | Frames per second
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* @param loop - 是否循环 | Whether to loop
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*/
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createClipFromSequence(
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name: string,
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textures: string[],
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fps: number = 12,
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loop: boolean = true
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): AnimationClip {
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const duration = 1 / fps;
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const frames: AnimationFrame[] = textures.map((texture) => ({
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texture,
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duration
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}));
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const clip: AnimationClip = {
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name,
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frames,
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loop,
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speed: 1
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};
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this.addClip(clip);
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return clip;
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}
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/**
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* 播放动画
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* Play animation
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*/
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play(clipName?: string): void {
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const name = clipName || this.defaultAnimation;
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if (!name) return;
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const clip = this.clips.find((c) => c.name === name);
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if (!clip || clip.frames.length === 0) {
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console.warn(`Animation clip not found: ${name}`);
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return;
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}
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this._currentClip = clip;
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this._currentFrameIndex = 0;
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this._frameTimer = 0;
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this._isPlaying = true;
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this._isPaused = false;
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this._notifyFrameChange();
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}
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/**
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* 停止动画
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* Stop animation
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*/
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stop(): void {
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this._isPlaying = false;
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this._isPaused = false;
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this._currentFrameIndex = 0;
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this._frameTimer = 0;
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}
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/**
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* 暂停动画
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* Pause animation
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*/
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pause(): void {
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if (this._isPlaying) {
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this._isPaused = true;
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}
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}
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/**
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* 恢复动画
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* Resume animation
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*/
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resume(): void {
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if (this._isPlaying && this._isPaused) {
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this._isPaused = false;
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}
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}
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/**
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* 更新动画(由系统调用)
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* Update animation (called by system)
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*/
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update(deltaTime: number): void {
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if (!this._isPlaying || this._isPaused || !this._currentClip) return;
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const clip = this._currentClip;
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const frame = clip.frames[this._currentFrameIndex];
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if (!frame) return;
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this._frameTimer += deltaTime * this.speed * clip.speed;
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if (this._frameTimer >= frame.duration) {
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this._frameTimer -= frame.duration;
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this._currentFrameIndex++;
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if (this._currentFrameIndex >= clip.frames.length) {
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if (clip.loop) {
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this._currentFrameIndex = 0;
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} else {
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this._currentFrameIndex = clip.frames.length - 1;
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this._isPlaying = false;
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this._onAnimationComplete?.(clip.name);
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return;
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}
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}
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this._notifyFrameChange();
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}
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}
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/**
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* 获取当前帧
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* Get current frame
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*/
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getCurrentFrame(): AnimationFrame | null {
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if (!this._currentClip) return null;
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return this._currentClip.frames[this._currentFrameIndex] || null;
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}
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/**
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* 获取当前帧索引
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* Get current frame index
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*/
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getCurrentFrameIndex(): number {
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return this._currentFrameIndex;
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}
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/**
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* 设置当前帧
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* Set current frame
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*/
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setFrame(index: number): void {
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if (!this._currentClip) return;
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this._currentFrameIndex = Math.max(0, Math.min(index, this._currentClip.frames.length - 1));
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this._frameTimer = 0;
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this._notifyFrameChange();
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}
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/**
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* 是否正在播放
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* Whether animation is playing
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*/
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isPlaying(): boolean {
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return this._isPlaying && !this._isPaused;
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}
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/**
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* 获取当前动画名称
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* Get current animation name
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*/
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getCurrentClipName(): string | null {
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return this._currentClip?.name || null;
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}
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/**
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* 设置动画完成回调
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* Set animation complete callback
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*/
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onAnimationComplete(callback: (clipName: string) => void): void {
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this._onAnimationComplete = callback;
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}
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/**
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* 设置帧变化回调
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* Set frame change callback
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*/
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onFrameChange(callback: (frameIndex: number, frame: AnimationFrame) => void): void {
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this._onFrameChange = callback;
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}
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private _notifyFrameChange(): void {
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const frame = this.getCurrentFrame();
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if (frame) {
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this._onFrameChange?.(this._currentFrameIndex, frame);
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}
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}
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/**
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* 获取动画剪辑
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* Get animation clip by name
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*/
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getClip(name: string): AnimationClip | undefined {
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return this.clips.find((c) => c.name === name);
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}
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/**
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* 移除动画剪辑
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* Remove animation clip
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*/
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removeClip(name: string): void {
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this.clips = this.clips.filter((c) => c.name !== name);
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if (this._currentClip?.name === name) {
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this.stop();
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this._currentClip = null;
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}
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}
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/**
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* 获取所有动画名称
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* Get all animation names
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*/
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getClipNames(): string[] {
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return this.clips.map((c) => c.name);
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}
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}
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