#include "..\etransitions.h" #include "..\eactions.h" #include "..\etools.h" e2d::ETransitionScaleEmerge::ETransitionScaleEmerge(float duration, SCALE_EMERGE_MODE mode) : m_fDuration(duration) , m_Mode(mode) { } void e2d::ETransitionScaleEmerge::_setTarget(EScene * prev, EScene * next, bool & transitional) { float prevScaleTo; float nextScaleStart; if (m_Mode == SCALE_EMERGE_MODE::ENTER) { prevScaleTo = 1.2f; nextScaleStart = 0.8f; } else { prevScaleTo = 0.8f; nextScaleStart = 1.2f; } // 初始化场景属性 next->getRoot()->setScale(nextScaleStart); next->getRoot()->setOpacity(0); // 第一个场景淡出 auto prevActionFadeOut = new EActionFadeOut(m_fDuration); auto prevActionScaleTo = new EActionScaleTo(m_fDuration, prevScaleTo); auto action1 = new EActionTwoAtSameTime( prevActionFadeOut, prevActionScaleTo); if (prev) { prevActionFadeOut->setTarget(prev->getRoot()); prevActionScaleTo->setTarget(prev->getRoot()); } // 第二个场景淡入 auto nextActionFadeOut = new EActionFadeIn(m_fDuration); auto nextActionScaleTo = new EActionScaleTo(m_fDuration, 1); auto action2 = new EActionTwoAtSameTime( nextActionFadeOut, nextActionScaleTo); nextActionFadeOut->setTarget(next->getRoot()); nextActionScaleTo->setTarget(next->getRoot()); // 标志动画结束 auto action3 = new EActionCallback([&, prev, next] { transitional = false; // 还原场景状态 if (prev) { prev->getRoot()->setScale(1); prev->getRoot()->setOpacity(1); } next->getRoot()->setScale(1); next->getRoot()->setOpacity(1); }); // 添加顺序动作 EActionManager::addAction(new EActionSequence(2, new EActionTwoAtSameTime(action1, action2), action3)); }