Magic_Game/Easy2D/Transition/ETransitionScaleEmerge.cpp

68 lines
1.7 KiB
C++

#include "..\etransitions.h"
#include "..\eactions.h"
#include "..\emanagers.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 prevScaleBy;
float nextScaleBy;
if (m_Mode == SCALE_EMERGE_MODE::ENTER)
{
prevScaleBy = 0.2f;
nextScaleBy = -0.2f;
}
else
{
prevScaleBy = -0.2f;
nextScaleBy = 0.2f;
}
// 初始化场景属性
next->getRoot()->setScale(next->getRoot()->getScaleX() - nextScaleBy, next->getRoot()->getScaleY() - nextScaleBy);
next->getRoot()->setOpacity(0);
// 第一个场景淡出
auto prevActionFadeOut = new EActionFadeOut(m_fDuration);
auto prevActionScaleBy = new EActionScaleBy(m_fDuration, prevScaleBy);
auto action1 = new EActionTwoAtSameTime(
prevActionFadeOut,
prevActionScaleBy);
if (prev)
{
prevActionFadeOut->setTarget(prev->getRoot());
prevActionScaleBy->setTarget(prev->getRoot());
}
// 第二个场景淡入
auto nextActionFadeOut = new EActionFadeIn(m_fDuration);
auto nextActionScaleBy = new EActionScaleBy(m_fDuration, nextScaleBy);
auto action2 = new EActionTwoAtSameTime(
nextActionFadeOut,
nextActionScaleBy);
nextActionFadeOut->setTarget(next->getRoot());
nextActionScaleBy->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));
}