新增sceneTransition 用于场景过渡
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@@ -18,7 +18,7 @@ abstract class Renderer {
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protected beginRender(cam: Camera){
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cam.transform.updateTransform();
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let entities = SceneManager.getActiveScene().entities;
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let entities = SceneManager.scene.entities;
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for (let i = 0; i < entities.buffer.length; i ++){
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entities.buffer[i].transform.updateTransform();
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}
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33
source/src/Graphics/Transitions/FadeTransition.ts
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33
source/src/Graphics/Transitions/FadeTransition.ts
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@@ -0,0 +1,33 @@
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///<reference path="./SceneTransition.ts"/>
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class FadeTransition extends SceneTransition {
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public fadeToColor: number = 0x000000;
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public fadeOutDuration = 0.4;
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private _color: number = 0xFFFFFF;
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private _toColor: number = 0xFFFFFF;
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private _destinationRect: Rectangle;
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private _overlayTexture: egret.RenderTexture;
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constructor(sceneLoadAction: Function){
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super(sceneLoadAction, true);
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this._destinationRect = new Rectangle(0, 0, this.previousSceneRender.textureWidth, this.previousSceneRender.textureHeight);
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}
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// public onBeginTransition(){
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// this._overlayTexture = new egret.RenderTexture();
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// let shape = new egret.Shape();
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// shape.graphics.beginFill(0xFFFFFF, 1);
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// shape.graphics.drawRect(0, 0, 1, 1);
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// shape.graphics.endFill();
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// this._overlayTexture.drawToTexture(shape);
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// let elapsed = 0;
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// let _toColor;
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// while (elapsed < this.fadeOutDuration){
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// elapsed += Time.deltaTime;
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// // egret.Tween.get(this).to({_color: this._toColor, })
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// }
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// }
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}
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86
source/src/Graphics/Transitions/SceneTransition.ts
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86
source/src/Graphics/Transitions/SceneTransition.ts
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@@ -0,0 +1,86 @@
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/**
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* SceneTransition用于从一个场景过渡到另一个场景或在一个有效果的场景中过渡
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*/
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abstract class SceneTransition {
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/** 是否加载新场景的标志 */
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public loadsNewScene: boolean;
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/**
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* 将此用于两个部分的转换。例如,淡出会先淡出到黑色,然后当isNewSceneLoaded为true,它会淡出。
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* 对于场景过渡,isNewSceneLoaded应该在中点设置为true,这就标识一个新的场景被加载了。
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*/
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public isNewSceneLoaded: boolean;
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/**
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* 如果为true
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* 会将之前的场景渲染到previousSceneRender中,这样你就可以在转换时使用它
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*/
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public wantsPreviousSceneRender: boolean;
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/** 返回新加载场景的函数 */
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protected sceneLoadAction: Function;
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/** 包含上一个场景的最后渲染。可以用来在加载新场景时模糊屏幕。 */
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public previousSceneRender: egret.RenderTexture;
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/** 在loadNextScene执行时调用。这在进行场景间过渡时很有用,这样你就知道什么时候可以更多地使用相机或者重置任何实体 */
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public onScreenObscured: Function;
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/** 当转换完成执行时调用,以便可以调用其他工作,比如启动另一个转换。 */
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public onTransitionCompleted: Function;
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public progress: number = 0;
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constructor(sceneLoadAction: Function, wantsPreviousSceneRender: boolean = true) {
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this.sceneLoadAction = sceneLoadAction;
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this.wantsPreviousSceneRender = wantsPreviousSceneRender;
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this.loadsNewScene = sceneLoadAction != null;
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if (wantsPreviousSceneRender)
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this.previousSceneRender = new egret.RenderTexture();
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}
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private _hasPreviousSceneRender;
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public get hasPreviousSceneRender() {
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if (!this._hasPreviousSceneRender) {
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this._hasPreviousSceneRender = true;
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return false;
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}
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return true;
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}
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public preRender() { }
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public render(){
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}
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public onBeginTransition(): Promise<any> {
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return new Promise((resolve) => {
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resolve(this.loadScene());
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this.transitionComplete();
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});
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}
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protected transitionComplete() {
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SceneManager.sceneTransition = null;
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if (this.previousSceneRender){
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this.previousSceneRender.dispose();
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this.previousSceneRender = null;
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}
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if (this.onTransitionCompleted){
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this.onTransitionCompleted();
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}
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}
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protected loadScene(): Promise<any> {
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return new Promise(async (resolve) => {
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if (this.onScreenObscured)
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this.onScreenObscured();
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if (!this.loadsNewScene) {
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this.isNewSceneLoaded = true;
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resolve();
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}
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SceneManager.scene = await this.sceneLoadAction();
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this.isNewSceneLoaded = true;
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});
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}
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}
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