init with react+axum+spacetimedb
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import React, { useEffect, useState } from 'react';
import { useResolvedAssetReadUrl } from '../hooks/useResolvedAssetReadUrl';
import { AnimationState, Character, CharacterAnimationConfig } from '../types';
interface CharacterAnimatorProps {
state: AnimationState;
character: Character;
className?: string;
style?: React.CSSProperties;
imageClassName?: string;
playbackRate?: number;
}
const DEFAULT_ANIMATIONS: Record<AnimationState, CharacterAnimationConfig> = {
[AnimationState.ACQUIRE]: { frames: 1, prefix: 'acquire', folder: 'acquire' },
[AnimationState.ATTACK]: { frames: 1, prefix: 'Attack', folder: 'attack' },
[AnimationState.RUN]: { frames: 1, prefix: 'Run', folder: 'run' },
[AnimationState.DOUBLE_JUMP]: {
frames: 1,
prefix: 'double jump',
folder: 'double jump',
},
[AnimationState.JUMP_ATTACK]: {
frames: 1,
prefix: 'jump attack',
folder: 'jump attack',
},
[AnimationState.DASH]: { frames: 1, prefix: 'dash', folder: 'dash' },
[AnimationState.HURT]: { frames: 1, prefix: 'hurt', folder: 'hurt' },
[AnimationState.DIE]: { frames: 1, prefix: 'die', folder: 'die' },
[AnimationState.CLIMB]: { frames: 1, prefix: 'Climb', folder: 'climb' },
[AnimationState.SKILL1]: { frames: 1, prefix: 'skill1', folder: 'skill1' },
[AnimationState.SKILL1_JUMP]: {
frames: 1,
prefix: 'skill1 jump',
folder: 'skill1 jump',
},
[AnimationState.SKILL1_BULLET]: {
frames: 1,
prefix: 'skill1 bullet',
folder: 'skill1 bullet',
},
[AnimationState.SKILL1_BULLET_FX]: {
frames: 1,
prefix: 'skill1 bullet FX',
folder: 'skill1 bullet FX',
},
[AnimationState.SKILL2]: { frames: 1, prefix: 'skill2', folder: 'skill2' },
[AnimationState.SKILL2_JUMP]: {
frames: 1,
prefix: 'skill2 jump',
folder: 'skill2 jump',
},
[AnimationState.SKILL3]: { frames: 1, prefix: 'skill3', folder: 'skill3' },
[AnimationState.SKILL3_JUMP]: {
frames: 1,
prefix: 'skill3 jump',
folder: 'skill3 jump',
},
[AnimationState.SKILL3_BULLET]: {
frames: 1,
prefix: 'skill3 bullet',
folder: 'skill3 bullet',
},
[AnimationState.SKILL3_BULLET_FX]: {
frames: 1,
prefix: 'skill3 bullet FX',
folder: 'skill3 bullet FX',
},
[AnimationState.SKILL4]: { frames: 1, prefix: 'skill4', folder: 'skill4' },
[AnimationState.WALL_SLIDE]: {
frames: 1,
prefix: 'Wall Slide',
folder: 'Wall Slide',
},
[AnimationState.IDLE]: { frames: 1, prefix: 'Idle', folder: 'idle' },
[AnimationState.JUMP]: { frames: 1, prefix: 'Jump', folder: 'jump' },
};
const PORTRAIT_FALLBACK_ANIMATION: CharacterAnimationConfig = {
frames: 1,
prefix: 'portrait',
folder: 'portrait',
fps: 1,
loop: false,
};
const FALLEN_PORTRAIT_STYLE: React.CSSProperties = {
imageRendering: 'pixelated',
transform: 'translateY(16%) rotate(-90deg) scaleX(-1) scale(0.82)',
transformOrigin: '50% 85%',
animation:
'character-animator-portrait-death-fall 680ms cubic-bezier(0.22, 0.7, 0.18, 1) forwards',
};
const DEFAULT_IMAGE_STYLE: React.CSSProperties = {
imageRendering: 'pixelated',
};
export const CharacterAnimator: React.FC<CharacterAnimatorProps> = ({
state,
character,
className,
style,
imageClassName,
playbackRate = 1,
}) => {
const explicitConfig = character.animationMap?.[state];
const hasGeneratedPortraitOnly =
Boolean(character.generatedVisualAssetId && character.portrait?.trim())
&& !explicitConfig;
const usePortraitIdleFallback =
!explicitConfig && state === AnimationState.IDLE;
const usePortraitDeathFallback =
!explicitConfig && state === AnimationState.DIE;
const [hasRenderError, setHasRenderError] = useState(false);
const baseConfig =
explicitConfig ??
DEFAULT_ANIMATIONS[state] ??
character.animationMap?.[AnimationState.IDLE] ??
DEFAULT_ANIMATIONS[AnimationState.IDLE];
const fallbackToPortrait =
hasGeneratedPortraitOnly || usePortraitIdleFallback || usePortraitDeathFallback || hasRenderError;
const config = fallbackToPortrait ? PORTRAIT_FALLBACK_ANIMATION : baseConfig;
const startFrame =
typeof config.startFrame === 'number' && Number.isFinite(config.startFrame)
? Math.max(1, Math.floor(config.startFrame))
: 1;
const [frameIndex, setFrameIndex] = useState(startFrame);
const frameCount =
typeof config.frames === 'number' && Number.isFinite(config.frames)
? Math.max(1, Math.floor(config.frames))
: 1;
const fps =
typeof config.fps === 'number' && Number.isFinite(config.fps)
? Math.max(1, config.fps)
: 10;
const effectivePlaybackRate = Number.isFinite(playbackRate)
? Math.max(0.1, playbackRate)
: 1;
const requestedAnimationSignature = [
state,
character.id,
character.portrait,
baseConfig.basePath ?? '',
baseConfig.folder,
baseConfig.prefix,
baseConfig.file ?? '',
baseConfig.extension ?? 'png',
baseConfig.startFrame ?? 1,
baseConfig.frames,
baseConfig.fps ?? 10,
effectivePlaybackRate,
].join('::');
const animationSignature = [
state,
config.basePath ?? '',
config.folder,
config.prefix,
config.file ?? '',
config.extension ?? 'png',
startFrame,
frameCount,
fps,
effectivePlaybackRate,
].join('::');
useEffect(() => {
setHasRenderError(false);
}, [requestedAnimationSignature]);
const endFrame = startFrame + frameCount - 1;
const intervalDelay = Math.max(
40,
Math.round(1000 / (fps * effectivePlaybackRate)),
);
useEffect(() => {
setFrameIndex((current) => (current === startFrame ? current : startFrame));
}, [animationSignature, startFrame]);
useEffect(() => {
if (frameCount <= 1) return;
const interval = window.setInterval(() => {
setFrameIndex((current) => {
if (current < startFrame || current > endFrame) {
return startFrame;
}
return current >= endFrame ? startFrame : current + 1;
});
}, intervalDelay);
return () => window.clearInterval(interval);
}, [endFrame, frameCount, intervalDelay, startFrame]);
const frameNumber = frameIndex.toString().padStart(2, '0');
const normalizedBasePath = config.basePath?.replace(/\/+$/u, '');
const generatedImagePath = normalizedBasePath
? config.file
? `${normalizedBasePath}/${encodeURIComponent(config.file)}`
: `${normalizedBasePath}/${config.prefix}${frameNumber}.${config.extension ?? 'png'}`
: (() => {
const folder = encodeURIComponent(character.assetFolder);
const variant = encodeURIComponent(character.assetVariant);
const animationFolder = encodeURIComponent(config.folder);
return config.file
? `/character/${folder}/${variant}/Hero/${animationFolder}/${encodeURIComponent(config.file)}`
: `/character/${folder}/${variant}/Hero/${animationFolder}/${config.prefix}${frameNumber}.${config.extension ?? 'png'}`;
})();
const imagePath = fallbackToPortrait
? character.portrait
: generatedImagePath;
const {
resolvedUrl: resolvedImagePath,
shouldResolve: shouldResolveImagePath,
} = useResolvedAssetReadUrl(imagePath);
// 私有 OSS 资源必须等签名地址返回后再渲染,不能先落回原始 generated-* 路径。
const displayImagePath =
resolvedImagePath || (!shouldResolveImagePath ? imagePath : '');
const resolvedImageClassName =
`h-full w-full object-contain pixelated ${imageClassName ?? ''}`.trim();
const imageStyle =
state === AnimationState.DIE && (usePortraitDeathFallback || hasRenderError)
? FALLEN_PORTRAIT_STYLE
: DEFAULT_IMAGE_STYLE;
if (!displayImagePath) {
return <div className={`relative ${className ?? ''}`} style={style} />;
}
return (
<div className={`relative ${className ?? ''}`} style={style}>
<img
src={displayImagePath}
alt={`${character.name} ${state} animation`}
className={resolvedImageClassName}
style={imageStyle}
onError={(e) => {
if (!hasRenderError) {
setHasRenderError(true);
}
}}
/>
</div>
);
};