Magic_Game/core/Transition/FadeTransition.cpp

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#include "..\e2dtransition.h"
#include "..\e2dnode.h"
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e2d::FadeTransition::FadeTransition(Scene* scene, float duration)
: Transition(scene, duration)
{
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}
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bool e2d::FadeTransition::_init(Game * game, Scene * prev)
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{
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if (Transition::_init(game, prev))
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{
_outLayerParam.opacity = 1;
_inLayerParam.opacity = 0;
return true;
}
return false;
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}
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void e2d::FadeTransition::_update()
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{
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Transition::_update();
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if (_delta < 0.5)
{
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_outLayerParam.opacity = 1 - _delta * 2;
_inLayerParam.opacity = 0;
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}
else
{
_outLayerParam.opacity = 0;
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_inLayerParam.opacity = (_delta - 0.5f) * 2;
if (_delta >= 1)
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{
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this->_stop();
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}
}
}