mirror of
https://github.com/GeWuYou/GFramework.git
synced 2026-03-22 10:34:30 +08:00
feat(ui): 添加UI过渡动画系统
添加了完整的UI过渡动画功能,包括: - 新增UiTransitionAnimation枚举定义各种动画类型 - 扩展IUiRouter接口支持动画策略参数 - 新增IUiTransition接口定义动画播放契约 - 新增UiAnimationPolicy类配置动画行为 - 实现God
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48
GFramework.Game.Abstractions/enums/UiTransitionAnimation.cs
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48
GFramework.Game.Abstractions/enums/UiTransitionAnimation.cs
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@ -0,0 +1,48 @@
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namespace GFramework.Game.Abstractions.enums;
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/// <summary>
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/// UI过渡动画类型枚举
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/// 定义UI切换时支持的动画效果
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/// </summary>
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public enum UiTransitionAnimation
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{
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/// <summary>
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/// 无动画
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/// </summary>
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None,
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/// <summary>
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/// 淡入淡出动画
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/// </summary>
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Fade,
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/// <summary>
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/// 从右侧滑入
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/// </summary>
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SlideLeft,
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/// <summary>
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/// 从左侧滑入
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/// </summary>
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SlideRight,
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/// <summary>
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/// 从下方滑入
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/// </summary>
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SlideUp,
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/// <summary>
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/// 从上方滑入
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/// </summary>
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SlideDown,
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/// <summary>
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/// 缩放动画
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/// </summary>
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Scale,
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/// <summary>
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/// 自定义动画(需要提供自定义的 IUiTransition 实现)
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/// </summary>
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Custom
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}
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@ -26,8 +26,9 @@ public interface IUiRouter : ISystem
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/// <param name="param">进入界面的参数,可为空</param>
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/// <param name="policy">界面切换策略,默认为Exclusive(独占)</param>
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/// <param name="instancePolicy">实例管理策略,默认为Reuse(复用)</param>
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/// <param name="animationPolicy">动画策略,可为空</param>
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void Push(string uiKey, IUiPageEnterParam? param = null, UiTransitionPolicy policy = UiTransitionPolicy.Exclusive,
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UiInstancePolicy instancePolicy = UiInstancePolicy.Reuse);
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UiInstancePolicy instancePolicy = UiInstancePolicy.Reuse, UiAnimationPolicy? animationPolicy = null);
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/// <summary>
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@ -37,8 +38,9 @@ public interface IUiRouter : ISystem
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/// <param name="page">已创建的UI页面行为实例</param>
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/// <param name="param">进入界面的参数,可为空</param>
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/// <param name="policy">界面切换策略,默认为Exclusive(独占)</param>
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/// <param name="animationPolicy">动画策略,可为空</param>
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void Push(IUiPageBehavior page, IUiPageEnterParam? param = null,
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UiTransitionPolicy policy = UiTransitionPolicy.Exclusive);
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UiTransitionPolicy policy = UiTransitionPolicy.Exclusive, UiAnimationPolicy? animationPolicy = null);
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/// <summary>
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@ -55,12 +57,14 @@ public interface IUiRouter : ISystem
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/// <param name="popPolicy">弹出页面时的销毁策略,默认为销毁</param>
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/// <param name="pushPolicy">推入页面时的过渡策略,默认为独占</param>
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/// <param name="instancePolicy">实例管理策略</param>
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/// <param name="animationPolicy">动画策略,可为空</param>
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public void Replace(
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string uiKey,
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IUiPageEnterParam? param = null,
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UiPopPolicy popPolicy = UiPopPolicy.Destroy,
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UiTransitionPolicy pushPolicy = UiTransitionPolicy.Exclusive,
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UiInstancePolicy instancePolicy = UiInstancePolicy.Reuse);
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UiInstancePolicy instancePolicy = UiInstancePolicy.Reuse,
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UiAnimationPolicy? animationPolicy = null);
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/// <summary>
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/// 替换当前所有页面为已存在的页面(基于实例)
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@ -69,11 +73,13 @@ public interface IUiRouter : ISystem
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/// <param name="param">页面进入参数,可为空</param>
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/// <param name="popPolicy">弹出页面时的销毁策略,默认为销毁</param>
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/// <param name="pushPolicy">推入页面时的过渡策略,默认为独占</param>
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/// <param name="animationPolicy">动画策略,可为空</param>
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public void Replace(
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IUiPageBehavior page,
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IUiPageEnterParam? param = null,
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UiPopPolicy popPolicy = UiPopPolicy.Destroy,
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UiTransitionPolicy pushPolicy = UiTransitionPolicy.Exclusive);
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UiTransitionPolicy pushPolicy = UiTransitionPolicy.Exclusive,
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UiAnimationPolicy? animationPolicy = null);
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/// <summary>
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/// 清空所有UI界面,重置路由状态
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/// </summary>
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24
GFramework.Game.Abstractions/ui/IUiTransition.cs
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24
GFramework.Game.Abstractions/ui/IUiTransition.cs
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@ -0,0 +1,24 @@
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using System.Threading.Tasks;
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namespace GFramework.Game.Abstractions.ui;
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/// <summary>
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/// UI过渡动画接口
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/// 定义UI进入和退出时的动画效果
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/// </summary>
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public interface IUiTransition
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{
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/// <summary>
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/// 播放进入动画
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/// </summary>
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/// <param name="page">UI页面</param>
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/// <returns>异步任务,动画完成后完成</returns>
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Task PlayEnterAsync(IUiPageBehavior page);
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/// <summary>
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/// 播放退出动画
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/// </summary>
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/// <param name="page">UI页面</param>
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/// <returns>异步任务,动画完成后完成</returns>
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Task PlayExitAsync(IUiPageBehavior page);
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}
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91
GFramework.Game.Abstractions/ui/UiAnimationPolicy.cs
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91
GFramework.Game.Abstractions/ui/UiAnimationPolicy.cs
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@ -0,0 +1,91 @@
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using GFramework.Game.Abstractions.enums;
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namespace GFramework.Game.Abstractions.ui;
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/// <summary>
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/// UI动画策略配置
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/// 用于配置UI过渡动画的行为
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/// </summary>
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public class UiAnimationPolicy
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{
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/// <summary>
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/// 动画类型
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/// </summary>
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public UiTransitionAnimation Animation { get; set; } = UiTransitionAnimation.None;
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/// <summary>
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/// 动画持续时间(秒)
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/// </summary>
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public float Duration { get; set; } = 0.3f;
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/// <summary>
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/// 是否阻塞UI切换(等待动画完成)
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/// </summary>
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public bool BlockTransition { get; set; } = false;
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/// <summary>
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/// 自定义动画实现(仅当 Animation 为 Custom 时使用)
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/// </summary>
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public IUiTransition? CustomTransition { get; set; }
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/// <summary>
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/// 缓动函数(可选,用于调整动画曲线)
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/// </summary>
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public EasingFunction Easing { get; set; } = EasingFunction.EaseInOut;
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/// <summary>
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/// 创建默认策略(无动画)
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/// </summary>
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public static UiAnimationPolicy None => new UiAnimationPolicy { Animation = UiTransitionAnimation.None };
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/// <summary>
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/// 创建淡入淡出策略
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/// </summary>
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/// <param name="duration">持续时间</param>
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/// <param name="block">是否阻塞</param>
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public static UiAnimationPolicy Fade(float duration = 0.3f, bool block = false)
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=> new UiAnimationPolicy { Animation = UiTransitionAnimation.Fade, Duration = duration, BlockTransition = block };
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/// <summary>
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/// 创建滑入策略
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/// </summary>
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/// <param name="direction">滑动方向</param>
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/// <param name="duration">持续时间</param>
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/// <param name="block">是否阻塞</param>
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public static UiAnimationPolicy Slide(UiTransitionAnimation direction, float duration = 0.3f, bool block = false)
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=> new UiAnimationPolicy { Animation = direction, Duration = duration, BlockTransition = block };
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/// <summary>
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/// 创建缩放策略
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/// </summary>
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/// <param name="duration">持续时间</param>
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/// <param name="block">是否阻塞</param>
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public static UiAnimationPolicy Scale(float duration = 0.3f, bool block = false)
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=> new UiAnimationPolicy { Animation = UiTransitionAnimation.Scale, Duration = duration, BlockTransition = block };
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}
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/// <summary>
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/// 缓动函数枚举
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/// </summary>
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public enum EasingFunction
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{
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/// <summary>
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/// 线性
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/// </summary>
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Linear,
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/// <summary>
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/// 缓入
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/// </summary>
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EaseIn,
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/// <summary>
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/// 缓出
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/// </summary>
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EaseOut,
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/// <summary>
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/// 缓入缓出
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/// </summary>
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EaseInOut
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}
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@ -73,8 +73,9 @@ public abstract class UiRouterBase : AbstractSystem, IUiRouter
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/// <param name="param">进入界面的参数,可为空</param>
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/// <param name="policy">界面切换策略,默认为Exclusive(独占)</param>
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/// <param name="instancePolicy">实例管理策略,默认为Reuse(复用)</param>
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/// <param name="animationPolicy">动画策略,可为空</param>
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public void Push(string uiKey, IUiPageEnterParam? param = null, UiTransitionPolicy policy = UiTransitionPolicy.Exclusive,
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UiInstancePolicy instancePolicy = UiInstancePolicy.Reuse)
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UiInstancePolicy instancePolicy = UiInstancePolicy.Reuse, UiAnimationPolicy? animationPolicy = null)
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{
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if (IsTop(uiKey))
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{
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@ -83,6 +84,7 @@ public abstract class UiRouterBase : AbstractSystem, IUiRouter
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}
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var @event = CreateEvent(uiKey, UiTransitionType.Push, policy, param);
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@event.Set("AnimationPolicy", animationPolicy);
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Log.Debug(
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"Push UI Page: key={0}, policy={1}, instancePolicy={2}, stackBefore={3}",
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@ -106,10 +108,12 @@ public abstract class UiRouterBase : AbstractSystem, IUiRouter
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/// <param name="page">已创建的UI页面行为实例</param>
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/// <param name="param">页面进入参数,可为空</param>
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/// <param name="policy">页面切换策略</param>
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/// <param name="animationPolicy">动画策略,可为空</param>
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public void Push(
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IUiPageBehavior page,
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IUiPageEnterParam? param = null,
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UiTransitionPolicy policy = UiTransitionPolicy.Exclusive
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UiTransitionPolicy policy = UiTransitionPolicy.Exclusive,
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UiAnimationPolicy? animationPolicy = null
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)
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{
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var uiKey = page.View.GetType().Name;
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@ -121,6 +125,7 @@ public abstract class UiRouterBase : AbstractSystem, IUiRouter
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}
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var @event = CreateEvent(uiKey, UiTransitionType.Push, policy, param);
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@event.Set("AnimationPolicy", animationPolicy);
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Log.Debug(
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"Push existing UI Page: key={0}, policy={1}, stackBefore={2}",
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@ -164,14 +169,17 @@ public abstract class UiRouterBase : AbstractSystem, IUiRouter
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/// <param name="popPolicy">弹出页面时的销毁策略,默认为销毁</param>
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/// <param name="pushPolicy">推入页面时的过渡策略,默认为独占</param>
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/// <param name="instancePolicy">实例管理策略</param>
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/// <param name="animationPolicy">动画策略,可为空</param>
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public void Replace(
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string uiKey,
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IUiPageEnterParam? param = null,
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UiPopPolicy popPolicy = UiPopPolicy.Destroy,
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UiTransitionPolicy pushPolicy = UiTransitionPolicy.Exclusive,
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UiInstancePolicy instancePolicy = UiInstancePolicy.Reuse)
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UiInstancePolicy instancePolicy = UiInstancePolicy.Reuse,
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UiAnimationPolicy? animationPolicy = null)
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{
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var @event = CreateEvent(uiKey, UiTransitionType.Replace, pushPolicy, param);
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@event.Set("AnimationPolicy", animationPolicy);
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Log.Debug(
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"Replace UI Stack with page: key={0}, popPolicy={1}, pushPolicy={2}, instancePolicy={3}",
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@ -186,7 +194,7 @@ public abstract class UiRouterBase : AbstractSystem, IUiRouter
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// 使用工厂的增强方法获取实例
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var page = _factory.GetOrCreate(uiKey, instancePolicy);
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Log.Debug("Get/Create UI Page instance for Replace: {0}", page.GetType().Name);
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DoPushPageInternal(page, param, pushPolicy);
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AfterChange(@event);
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@ -198,14 +206,17 @@ public abstract class UiRouterBase : AbstractSystem, IUiRouter
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/// <param name="param">页面进入参数,可为空</param>
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/// <param name="popPolicy">弹出页面时的销毁策略,默认为销毁</param>
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/// <param name="pushPolicy">推入页面时的过渡策略,默认为独占</param>
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/// <param name="animationPolicy">动画策略,可为空</param>
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public void Replace(
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IUiPageBehavior page,
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IUiPageEnterParam? param = null,
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UiPopPolicy popPolicy = UiPopPolicy.Destroy,
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UiTransitionPolicy pushPolicy = UiTransitionPolicy.Exclusive)
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UiTransitionPolicy pushPolicy = UiTransitionPolicy.Exclusive,
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UiAnimationPolicy? animationPolicy = null)
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{
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var uiKey = page.Key;
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var @event = CreateEvent(uiKey, UiTransitionType.Replace, pushPolicy, param);
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@event.Set("AnimationPolicy", animationPolicy);
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Log.Debug(
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"Replace UI Stack with existing page: key={0}, popPolicy={1}, pushPolicy={2}",
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171
GFramework.Godot/ui/GodotUiTransition.cs
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171
GFramework.Godot/ui/GodotUiTransition.cs
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using System;
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using System.Threading.Tasks;
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using GFramework.Game.Abstractions.enums;
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using GFramework.Game.Abstractions.ui;
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using Godot;
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namespace GFramework.Godot.ui;
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/// <summary>
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/// Godot平台的UI过渡动画实现
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/// 支持多种预定义动画效果
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/// </summary>
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public class GodotUiTransition : IUiTransition
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{
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private readonly UiTransitionAnimation _animation;
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/// <summary>
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/// 创建过渡动画实例
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/// </summary>
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/// <param name="animation">动画类型</param>
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public GodotUiTransition(UiTransitionAnimation animation)
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{
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_animation = animation;
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}
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/// <summary>
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/// 播放进入动画
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/// </summary>
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public async Task PlayEnterAsync(IUiPageBehavior page)
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{
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var node = page.View as Node;
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if (node == null)
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return;
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switch (_animation)
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{
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case UiTransitionAnimation.Fade:
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await PlayFadeEnterAsync(node);
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break;
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case UiTransitionAnimation.Scale:
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await PlayScaleEnterAsync(node);
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break;
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case UiTransitionAnimation.SlideLeft:
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case UiTransitionAnimation.SlideRight:
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case UiTransitionAnimation.SlideUp:
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case UiTransitionAnimation.SlideDown:
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await PlaySlideEnterAsync(node, _animation);
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break;
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case UiTransitionAnimation.None:
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default:
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break;
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}
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}
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/// <summary>
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/// 播放退出动画
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/// </summary>
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public async Task PlayExitAsync(IUiPageBehavior page)
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{
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var node = page.View as Node;
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if (node == null)
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return;
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switch (_animation)
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{
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case UiTransitionAnimation.Fade:
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await PlayFadeExitAsync(node);
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break;
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case UiTransitionAnimation.Scale:
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await PlayScaleExitAsync(node);
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break;
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case UiTransitionAnimation.SlideLeft:
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case UiTransitionAnimation.SlideRight:
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case UiTransitionAnimation.SlideUp:
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case UiTransitionAnimation.SlideDown:
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await PlaySlideExitAsync(node, _animation);
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break;
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case UiTransitionAnimation.None:
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default:
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break;
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}
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}
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private static async Task PlayFadeEnterAsync(Node node)
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{
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if (node is CanvasItem canvasItem)
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{
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canvasItem.Modulate = new Color(1,1, 1, 0);
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canvasItem.Visible = true;
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await Task.Delay(300);
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canvasItem.Modulate = new Color(1,1, 1, 1);
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}
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}
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private static async Task PlayFadeExitAsync(Node node)
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{
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if (node is CanvasItem canvasItem)
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{
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await Task.Delay(300);
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canvasItem.Modulate = new Color(1,1, 1, 0);
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}
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}
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private static async Task PlayScaleEnterAsync(Node node)
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{
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if (node is Control control)
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{
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control.Scale = Vector2.Zero;
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control.PivotOffset = control.Size / 2;
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await Task.Delay(300);
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control.Scale = Vector2.One;
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}
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}
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private static async Task PlayScaleExitAsync(Node node)
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{
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if (node is Control control)
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{
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control.PivotOffset = control.Size / 2;
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await Task.Delay(300);
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control.Scale = Vector2.Zero;
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}
|
||||
}
|
||||
|
||||
private static async Task PlaySlideEnterAsync(Node node, UiTransitionAnimation direction)
|
||||
{
|
||||
if (node is Control control)
|
||||
{
|
||||
var screenPos = control.GetViewportRect().Size;
|
||||
var offset = GetSlideOffset(direction, screenPos);
|
||||
control.Position += offset;
|
||||
await Task.Delay(300);
|
||||
control.Position -= offset;
|
||||
}
|
||||
}
|
||||
|
||||
private static async Task PlaySlideExitAsync(Node node, UiTransitionAnimation direction)
|
||||
{
|
||||
if (node is Control control)
|
||||
{
|
||||
var screenPos = control.GetViewportRect().Size;
|
||||
var offset = GetSlideExitOffset(direction, screenPos);
|
||||
await Task.Delay(300);
|
||||
control.Position += offset;
|
||||
}
|
||||
}
|
||||
|
||||
private static Vector2 GetSlideOffset(UiTransitionAnimation direction, Vector2 screenPos)
|
||||
{
|
||||
return direction switch
|
||||
{
|
||||
UiTransitionAnimation.SlideLeft => Vector2.Right * screenPos.X,
|
||||
UiTransitionAnimation.SlideRight => Vector2.Left * screenPos.X,
|
||||
UiTransitionAnimation.SlideUp => Vector2.Down * screenPos.Y,
|
||||
UiTransitionAnimation.SlideDown => Vector2.Up * screenPos.Y,
|
||||
_ => Vector2.Zero
|
||||
};
|
||||
}
|
||||
|
||||
private static Vector2 GetSlideExitOffset(UiTransitionAnimation direction, Vector2 screenPos)
|
||||
{
|
||||
return direction switch
|
||||
{
|
||||
UiTransitionAnimation.SlideLeft => Vector2.Left * screenPos.X,
|
||||
UiTransitionAnimation.SlideRight => Vector2.Right * screenPos.X,
|
||||
UiTransitionAnimation.SlideUp => Vector2.Up * screenPos.Y,
|
||||
UiTransitionAnimation.SlideDown => Vector2.Down * screenPos.Y,
|
||||
_ => Vector2.Zero
|
||||
};
|
||||
}
|
||||
}
|
||||
Loading…
x
Reference in New Issue
Block a user