完善渐隐场景转换

This commit is contained in:
yhh
2020-06-22 15:27:58 +08:00
parent 3d9730d956
commit 481112cfc2
15 changed files with 247 additions and 277 deletions

View File

@@ -29,6 +29,8 @@ abstract class Renderer {
* @param scene
*/
public abstract render(scene: Scene);
public unload(){ }
/**
*

View File

@@ -2,32 +2,37 @@
class FadeTransition extends SceneTransition {
public fadeToColor: number = 0x000000;
public fadeOutDuration = 0.4;
private _color: number = 0xFFFFFF;
private _toColor: number = 0xFFFFFF;
private _destinationRect: Rectangle;
private _overlayTexture: egret.RenderTexture;
constructor(sceneLoadAction: Function){
super(sceneLoadAction, true);
this._destinationRect = new Rectangle(0, 0, this.previousSceneRender.textureWidth, this.previousSceneRender.textureHeight);
public fadeEaseType: Function = egret.Ease.quadInOut;
public delayBeforeFadeInDuration = 0.1;
private _mask: egret.Shape;
private _alpha: number = 0;
constructor(sceneLoadAction: Function) {
super(sceneLoadAction);
this._mask = new egret.Shape();
}
// public onBeginTransition(){
// this._overlayTexture = new egret.RenderTexture();
// let shape = new egret.Shape();
// shape.graphics.beginFill(0xFFFFFF, 1);
// shape.graphics.drawRect(0, 0, 1, 1);
// shape.graphics.endFill();
// this._overlayTexture.drawToTexture(shape);
public onBeginTransition() {
this._mask.graphics.beginFill(this.fadeToColor, 1);
this._mask.graphics.drawRect(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
this._mask.graphics.endFill();
SceneManager.stage.addChild(this._mask);
// let elapsed = 0;
// let _toColor;
// while (elapsed < this.fadeOutDuration){
// elapsed += Time.deltaTime;
// // egret.Tween.get(this).to({_color: this._toColor, })
// }
egret.Tween.get(this).to({ _alpha: 1}, this.fadeOutDuration * 1000, this.fadeEaseType)
.call(() => {
this.loadNextScene();
}).wait(this.delayBeforeFadeInDuration).call(() => {
egret.Tween.get(this).to({ _alpha: 0 }, this.fadeOutDuration * 1000, this.fadeEaseType).call(() => {
this.transitionComplete();
SceneManager.stage.removeChild(this._mask);
});
});
}
// }
public render(){
this._mask.graphics.clear();
this._mask.graphics.beginFill(this.fadeToColor, this._alpha);
this._mask.graphics.drawRect(0, 0, SceneManager.stage.stageWidth, SceneManager.stage.stageHeight);
this._mask.graphics.endFill();
}
}

View File

@@ -2,6 +2,7 @@
* 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
*/
abstract class SceneTransition {
private _hasPreviousSceneRender: boolean;
/** 是否加载新场景的标志 */
public loadsNewScene: boolean;
/**
@@ -9,33 +10,15 @@ abstract class SceneTransition {
* 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。
*/
public isNewSceneLoaded: boolean;
/**
* 如果为true
* 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
*/
public wantsPreviousSceneRender: boolean;
/** 返回新加载场景的函数 */
protected sceneLoadAction: Function;
/** 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。 */
public previousSceneRender: egret.RenderTexture;
/** 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 */
public onScreenObscured: Function;
/** 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。 */
public onTransitionCompleted: Function;
public progress: number = 0;
constructor(sceneLoadAction: Function, wantsPreviousSceneRender: boolean = true) {
this.sceneLoadAction = sceneLoadAction;
this.wantsPreviousSceneRender = wantsPreviousSceneRender;
this.loadsNewScene = sceneLoadAction != null;
if (wantsPreviousSceneRender)
this.previousSceneRender = new egret.RenderTexture();
}
private _hasPreviousSceneRender;
public get hasPreviousSceneRender() {
if (!this._hasPreviousSceneRender) {
public get hasPreviousSceneRender(){
if (!this._hasPreviousSceneRender){
this._hasPreviousSceneRender = true;
return false;
}
@@ -43,44 +26,39 @@ abstract class SceneTransition {
return true;
}
public preRender() { }
public render(){
constructor(sceneLoadAction: Function) {
this.sceneLoadAction = sceneLoadAction;
this.loadsNewScene = sceneLoadAction != null;
}
public onBeginTransition(): Promise<any> {
return new Promise((resolve) => {
resolve(this.loadScene());
this.transitionComplete();
});
public preRender() { }
public render() {
}
public onBeginTransition() {
this.loadNextScene();
this.transitionComplete();
}
protected transitionComplete() {
SceneManager.sceneTransition = null;
if (this.previousSceneRender){
this.previousSceneRender.dispose();
this.previousSceneRender = null;
}
if (this.onTransitionCompleted){
if (this.onTransitionCompleted) {
this.onTransitionCompleted();
}
}
protected loadScene(): Promise<any> {
return new Promise(async (resolve) => {
if (this.onScreenObscured)
this.onScreenObscured();
protected loadNextScene() {
if (this.onScreenObscured)
this.onScreenObscured();
if (!this.loadsNewScene) {
this.isNewSceneLoaded = true;
resolve();
}
SceneManager.scene = await this.sceneLoadAction();
if (!this.loadsNewScene) {
this.isNewSceneLoaded = true;
});
}
SceneManager.scene = this.sceneLoadAction();
this.isNewSceneLoaded = true;
}
}