/
cross-fade.ts
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/
cross-fade.ts
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/**
* @packageDocumentation
* @module animation
*/
import { clamp01 } from '../math/utils';
import { remove } from '../utils/array';
import { AnimationState } from './animation-state';
import { Playable } from './playable';
import { legacyCC } from '../global-exports';
interface IManagedState {
state: AnimationState | null;
reference: number;
}
interface IFading {
target: IManagedState;
easeTime: number;
easeDuration: number;
}
export class CrossFade extends Playable {
private readonly _managedStates: IManagedState[] = [];
private readonly _fadings: IFading[] = [];
constructor () {
super();
}
public update (deltaTime: number) {
if (this.isMotionless) {
return;
}
// Set all state's weight to 0.
for (let iManagedState = 0; iManagedState < this._managedStates.length; ++iManagedState) {
const state = this._managedStates[iManagedState].state;
if (state) {
state.weight = 0;
}
}
// Allocate weights.
let absoluteWeight = 1.0;
let deadFadingBegin = this._fadings.length;
for (let iFading = 0; iFading < this._fadings.length; ++iFading) {
const fading = this._fadings[iFading];
fading.easeTime += deltaTime;
// We should properly handle the case of
// `fading.easeTime === 0 && fading.easeDuration === 0`, which yields `NaN`.
const relativeWeight = fading.easeDuration === 0 ? 1 : clamp01(fading.easeTime / fading.easeDuration);
const weight = relativeWeight * absoluteWeight;
absoluteWeight = absoluteWeight * (1.0 - relativeWeight);
if (fading.target.state) {
fading.target.state.weight += weight;
}
if (fading.easeTime >= fading.easeDuration) {
deadFadingBegin = iFading + 1;
fading.easeTime = fading.easeDuration;
break;
}
}
// Kill fadings having no lifetime.
if (deadFadingBegin !== this._fadings.length) {
for (let iDeadFading = deadFadingBegin; iDeadFading < this._fadings.length; ++iDeadFading) {
const deadFading = this._fadings[iDeadFading];
--deadFading.target.reference;
if (deadFading.target.reference <= 0) {
if (deadFading.target.state) {
deadFading.target.state.stop();
}
remove(this._managedStates, deadFading.target);
}
}
this._fadings.splice(deadFadingBegin);
}
for (let iManagedState = 0; iManagedState < this._managedStates.length; ++iManagedState) {
const state = this._managedStates[iManagedState].state;
if (state && state.isMotionless) {
state.sample();
}
}
}
/**
* 在指定时间内将从当前动画状态切换到指定的动画状态。
* @param state 指定的动画状态。
* @param duration 切换时间。
*/
public crossFade (state: AnimationState | null, duration: number) {
if (this._managedStates.length === 0) {
// If we are cross fade from a "initial" pose,
// we do not use the duration.
// It's meaning-less and may get a bad visual effect.
duration = 0;
}
if (duration === 0) {
this.clear();
}
let target = this._managedStates.find((weightedState) => weightedState.state === state);
if (!target) {
target = { state, reference: 0 };
if (state) {
state.play();
}
this._managedStates.push(target);
} else if (target.state?.isMotionless) {
target.state.play();
}
++target.reference;
this._fadings.unshift({
easeDuration: duration,
easeTime: 0,
target,
});
}
public clear () {
for (let iManagedState = 0; iManagedState < this._managedStates.length; ++iManagedState) {
const state = this._managedStates[iManagedState].state;
if (state) {
state.stop();
}
}
this._managedStates.length = 0;
this._fadings.length = 0;
}
protected onPlay () {
super.onPlay();
legacyCC.director.getAnimationManager().addCrossFade(this);
}
/**
* 停止我们淡入淡出的所有动画状态并停止淡入淡出。
*/
protected onPause () {
super.onPause();
legacyCC.director.getAnimationManager().removeCrossFade(this);
for (let iManagedState = 0; iManagedState < this._managedStates.length; ++iManagedState) {
const state = this._managedStates[iManagedState].state;
if (state) {
state.pause();
}
}
}
/**
* 恢复我们淡入淡出的所有动画状态并继续淡入淡出。
*/
protected onResume () {
super.onResume();
legacyCC.director.getAnimationManager().addCrossFade(this);
for (let iManagedState = 0; iManagedState < this._managedStates.length; ++iManagedState) {
const state = this._managedStates[iManagedState].state;
if (state) {
state.resume();
}
}
}
/**
* 停止所有淡入淡出的动画状态。
*/
protected onStop () {
super.onStop();
legacyCC.director.getAnimationManager().removeCrossFade(this);
this.clear();
}
}