namespace GFramework.Godot.Text.Effects;
///
/// 为文本提供逐字符飞入效果。
///
[GlobalClass]
[Tool]
public partial class RichTextFlyInEffect : RichTextEffectBase
{
private readonly bool _animatedEffectsEnabled;
///
/// 初始化飞入效果。
///
/// 是否允许动态效果实际生效。
public RichTextFlyInEffect(bool animatedEffectsEnabled = true)
{
_animatedEffectsEnabled = animatedEffectsEnabled;
}
///
/// 获取标签名。
///
protected override string TagName => "fly_in";
///
/// 应用飞入动画。
///
/// 当前字符上下文。
/// 始终返回 。
public override bool _ProcessCustomFX(CharFXTransform charFx)
{
if (!_animatedEffectsEnabled)
{
return true;
}
var startOffset = new Vector2(
GetFloat(charFx, "offset_x", 12f),
GetFloat(charFx, "offset_y", 0f));
var speed = GetFloat(charFx, "speed", 3.0f);
var tick = GetFloat(charFx, "tick", 0.015f);
var progress = Mathf.Clamp((float)(charFx.ElapsedTime * speed - charFx.RelativeIndex * tick), 0f, 1f);
var eased = EaseOutQuad(progress);
charFx.Offset += startOffset * (1f - eased);
var color = charFx.Color;
color.A = eased;
charFx.Color = color;
ApplyVisibility(charFx);
return true;
}
///
/// 计算二次缓出值。
///
/// 归一化进度。
/// 缓出后的进度。
private static float EaseOutQuad(float value)
{
return 1f - (1f - value) * (1f - value);
}
}