367 lines
12 KiB
TypeScript
367 lines
12 KiB
TypeScript
/**
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* Genie Effect 动画工具
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* 使用 RenderTexture 捕获整个节点,然后应用 Mac 风格最小化效果
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* Cocos Creator 2.4.15
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*/
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const { ccclass, property } = cc._decorator;
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@ccclass
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export default class GenieEffect extends cc.Component {
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@property(cc.Material)
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genieMaterial: cc.Material = null;
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@property
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duration: number = 0.4;
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@property
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bendStrength: number = 0.5;
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private _renderTexture: cc.RenderTexture = null;
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private _captureSprite: cc.Sprite = null;
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private _isPlaying: boolean = false;
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onLoad() {
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// 材质可以通过编辑器设置或动态传入
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}
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/**
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* 捕获整个节点为 RenderTexture
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*/
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captureNode(): cc.SpriteFrame {
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const node = this.node;
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const size = node.getContentSize();
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// 创建 RenderTexture
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const renderTexture = new cc.RenderTexture();
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renderTexture.initWithSize(size.width, size.height);
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// 创建相机
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const cameraNode = new cc.Node('CaptureCamera');
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cameraNode.parent = node;
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const camera = cameraNode.addComponent(cc.Camera);
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// 设置相机
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camera.targetTexture = renderTexture;
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camera.clearFlags = cc.Camera.ClearFlags.COLOR | cc.Camera.ClearFlags.DEPTH;
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camera.backgroundColor = cc.color(0, 0, 0, 0);
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camera.zoomRatio = 1;
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camera.cullingMask = 0xffffffff;
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// 渲染一帧
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camera.render();
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// 销毁相机节点
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cameraNode.destroy();
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// 创建 SpriteFrame
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const spriteFrame = new cc.SpriteFrame(renderTexture);
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this._renderTexture = renderTexture;
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return spriteFrame;
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}
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/**
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* 创建捕获用的 Sprite 节点
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*/
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createCaptureSprite(): cc.Node {
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// 捕获节点画面
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const spriteFrame = this.captureNode();
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// 创建 Sprite 节点
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const spriteNode = new cc.Node('GenieCaptureSprite');
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spriteNode.parent = this.node.parent;
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spriteNode.setContentSize(this.node.getContentSize());
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spriteNode.position = this.node.position;
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spriteNode.anchorX = this.node.anchorX;
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spriteNode.anchorY = this.node.anchorY;
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// 添加 Sprite 组件
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const sprite = spriteNode.addComponent(cc.Sprite);
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sprite.spriteFrame = spriteFrame;
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// 隐藏原节点
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this.node.active = false;
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this._captureSprite = sprite;
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return spriteNode;
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}
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/**
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* 播放关闭动画(吸入到目标点)
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* @param targetNode 目标节点(吸入位置)
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* @param callback 动画完成回调
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*/
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playClose(targetNode: cc.Node, callback?: Function) {
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if (this._isPlaying) {
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console.warn('GenieEffect: 动画正在播放中');
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return;
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}
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if (!this.genieMaterial) {
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console.warn('GenieEffect: 材质未加载,使用默认动画');
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this.playDefaultClose(targetNode, callback);
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return;
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}
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// 创建捕获的 Sprite 节点
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const captureNode = this.createCaptureSprite();
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if (!captureNode) {
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console.warn('GenieEffect: 无法创建捕获节点');
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this.playDefaultClose(targetNode, callback);
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return;
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}
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this._isPlaying = true;
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// 获取 Sprite 组件
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const sprite = captureNode.getComponent(cc.Sprite);
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// 获取起始位置和目标位置(世界坐标)
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const startWorldPos = this.node.convertToWorldSpaceAR(cc.v2(0, 0));
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const targetWorldPos = targetNode.convertToWorldSpaceAR(cc.v2(0, 0));
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// 设置材质参数
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const material = this.genieMaterial;
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material.setProperty('u_targetPos', [targetWorldPos.x, targetWorldPos.y]);
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material.setProperty('u_progress', 0);
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material.setProperty('u_bendStrength', this.bendStrength);
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material.setProperty('u_shrinkWidth', 0.2);
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// 应用材质
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sprite.setMaterial(0, material);
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// 播放动画 - 同时移动节点和更新 Shader
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const animData = { progress: 0 };
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const startPos = captureNode.position;
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const targetPos = captureNode.parent.convertToNodeSpaceAR(targetWorldPos);
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cc.tween(animData)
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.to(this.duration, { progress: 1 }, {
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easing: 'quadInOut',
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onUpdate: (target, ratio) => {
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if (material && sprite) {
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material.setProperty('u_progress', animData.progress);
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}
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// 同时移动捕获节点向目标点靠近
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if (captureNode) {
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const t = animData.progress;
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// 使用缓动函数让移动更自然
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const easeT = t * t * (3 - 2 * t); // smoothstep
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captureNode.x = startPos.x + (targetPos.x - startPos.x) * easeT;
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captureNode.y = startPos.y + (targetPos.y - startPos.y) * easeT;
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}
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}
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})
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.call(() => {
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this._isPlaying = false;
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// 销毁捕获节点
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if (captureNode) {
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captureNode.destroy();
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}
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if (callback) callback();
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})
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.start();
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}
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/**
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* 播放打开动画(从目标点展开)
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* @param fromNode 起始节点(展开位置)
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* @param callback 动画完成回调
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*/
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playOpen(fromNode: cc.Node, callback?: Function) {
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if (this._isPlaying) {
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console.warn('GenieEffect: 动画正在播放中');
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return;
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}
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if (!this.genieMaterial) {
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console.warn('GenieEffect: 材质未加载,使用默认动画');
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this.playDefaultOpen(fromNode, callback);
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return;
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}
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// 创建捕获的 Sprite 节点
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const captureNode = this.createCaptureSprite();
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if (!captureNode) {
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console.warn('GenieEffect: 无法创建捕获节点');
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this.playDefaultOpen(fromNode, callback);
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return;
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}
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this._isPlaying = true;
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// 获取 Sprite 组件
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const sprite = captureNode.getComponent(cc.Sprite);
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// 计算起始位置(世界坐标)
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const fromWorldPos = fromNode.convertToWorldSpaceAR(cc.v2(0, 0));
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// 设置材质参数(从完全吸入状态开始)
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const material = this.genieMaterial;
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material.setProperty('u_targetPos', [fromWorldPos.x, fromWorldPos.y]);
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material.setProperty('u_progress', 1);
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material.setProperty('u_bendStrength', this.bendStrength);
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material.setProperty('u_shrinkWidth', 0.2);
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// 应用材质
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sprite.setMaterial(0, material);
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// 播放动画(progress 从 1 到 0)
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const animData = { progress: 1 };
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cc.tween(animData)
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.to(this.duration, { progress: 0 }, {
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easing: 'quadOut',
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onUpdate: (target, ratio) => {
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if (material && sprite) {
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material.setProperty('u_progress', animData.progress);
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}
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}
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})
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.call(() => {
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this._isPlaying = false;
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// 显示原节点
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this.node.active = true;
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// 销毁捕获节点
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if (captureNode) {
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captureNode.destroy();
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}
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if (callback) callback();
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})
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.start();
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}
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/**
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* 默认关闭动画(当 Shader 不可用时使用)
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*/
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private playDefaultClose(targetNode: cc.Node, callback?: Function) {
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const startPos = this.node.position; const targetWorldPos = targetNode.convertToWorldSpaceAR(cc.v2(0, 0));
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const targetLocalPos = this.node.parent.convertToNodeSpaceAR(targetWorldPos);
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cc.tween(this.node)
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.to(this.duration * 0.5, {
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position: cc.v3(
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startPos.x + (targetLocalPos.x - startPos.x) * 0.5,
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startPos.y + (targetLocalPos.y - startPos.y) * 0.5,
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0
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),
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scale: 0.6
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}, { easing: 'quadIn' })
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.to(this.duration * 0.5, {
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position: cc.v3(targetLocalPos.x, targetLocalPos.y, 0),
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scale: 0.01,
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opacity: 0
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}, { easing: 'expoIn' })
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.call(() => {
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if (callback) callback();
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})
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.start();
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}
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/**
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* 默认打开动画(当 Shader 不可用时使用)
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*/
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private playDefaultOpen(fromNode: cc.Node, callback?: Function) {
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const fromWorldPos = fromNode.convertToWorldSpaceAR(cc.v2(0, 0));
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const fromLocalPos = this.node.parent.convertToNodeSpaceAR(fromWorldPos);
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const endPos = this.node.position;
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this.node.scale = 0.01;
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this.node.opacity = 0;
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this.node.position = cc.v3(fromLocalPos.x, fromLocalPos.y, 0);
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cc.tween(this.node)
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.to(this.duration * 0.5, {
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position: cc.v3(
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fromLocalPos.x + (endPos.x - fromLocalPos.x) * 0.5,
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fromLocalPos.y + (endPos.y - fromLocalPos.y) * 0.5,
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0
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),
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scale: 0.6,
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opacity: 128
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}, { easing: 'quadOut' })
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.to(this.duration * 0.5, {
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position: endPos,
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scale: 1,
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opacity: 255
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}, { easing: 'expoOut' })
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.call(() => {
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if (callback) callback();
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})
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.start();
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}
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}
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/**
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* 静态工具函数 - 方便外部调用
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*/
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export namespace GenieEffectUtil {
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/**
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* 播放关闭动画(静态方法)
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* @param node 目标节点(动画作用的节点)
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* @param targetNode 吸入目标节点
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* @param callback 完成回调
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* @param material 材质(可选)
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* @param duration 动画时长
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*/
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export function playClose(
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node: cc.Node,
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targetNode: cc.Node,
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callback?: Function,
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material?: cc.Material,
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duration: number = 0.4
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) {
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const genieEffect = node.getComponent(GenieEffect);
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if (genieEffect) {
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genieEffect.playClose(targetNode, callback);
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} else {
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// 动态添加组件并播放
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const effect = node.addComponent(GenieEffect);
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effect.duration = duration;
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if (material) {
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effect.genieMaterial = material;
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}
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// 延迟一帧等待组件初始化
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cc.director.once(cc.Director.EVENT_AFTER_UPDATE, () => {
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effect.playClose(targetNode, callback);
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});
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}
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}
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/**
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* 播放打开动画(静态方法)
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* @param node 目标节点(动画作用的节点)
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* @param fromNode 展开起始节点
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* @param callback 完成回调
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* @param material 材质(可选)
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* @param duration 动画时长
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*/
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export function playOpen(
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node: cc.Node,
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fromNode: cc.Node,
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callback?: Function,
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material?: cc.Material,
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duration: number = 0.4
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) {
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const genieEffect = node.getComponent(GenieEffect);
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if (genieEffect) {
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genieEffect.playOpen(fromNode, callback);
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} else {
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const effect = node.addComponent(GenieEffect);
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effect.duration = duration;
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if (material) {
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effect.genieMaterial = material;
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}
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cc.director.once(cc.Director.EVENT_AFTER_UPDATE, () => {
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effect.playOpen(fromNode, callback);
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});
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}
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}
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}
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