using System;
using System.Threading.Tasks;
using GFramework.Game.Abstractions.enums;
using GFramework.Game.Abstractions.ui;
using Godot;
namespace GFramework.Godot.ui;
///
/// Godot平台的UI过渡动画实现
/// 支持多种预定义动画效果
///
public class GodotUiTransition : IUiTransition
{
private readonly UiTransitionAnimation _animation;
///
/// 创建过渡动画实例
///
/// 动画类型
public GodotUiTransition(UiTransitionAnimation animation)
{
_animation = animation;
}
///
/// 播放进入动画
///
public async Task PlayEnterAsync(IUiPageBehavior page)
{
var node = page.View as Node;
if (node == null)
return;
switch (_animation)
{
case UiTransitionAnimation.Fade:
await PlayFadeEnterAsync(node);
break;
case UiTransitionAnimation.Scale:
await PlayScaleEnterAsync(node);
break;
case UiTransitionAnimation.SlideLeft:
case UiTransitionAnimation.SlideRight:
case UiTransitionAnimation.SlideUp:
case UiTransitionAnimation.SlideDown:
await PlaySlideEnterAsync(node, _animation);
break;
case UiTransitionAnimation.None:
default:
break;
}
}
///
/// 播放退出动画
///
public async Task PlayExitAsync(IUiPageBehavior page)
{
var node = page.View as Node;
if (node == null)
return;
switch (_animation)
{
case UiTransitionAnimation.Fade:
await PlayFadeExitAsync(node);
break;
case UiTransitionAnimation.Scale:
await PlayScaleExitAsync(node);
break;
case UiTransitionAnimation.SlideLeft:
case UiTransitionAnimation.SlideRight:
case UiTransitionAnimation.SlideUp:
case UiTransitionAnimation.SlideDown:
await PlaySlideExitAsync(node, _animation);
break;
case UiTransitionAnimation.None:
default:
break;
}
}
private static async Task PlayFadeEnterAsync(Node node)
{
if (node is CanvasItem canvasItem)
{
canvasItem.Modulate = new Color(1,1, 1, 0);
canvasItem.Visible = true;
await Task.Delay(300);
canvasItem.Modulate = new Color(1,1, 1, 1);
}
}
private static async Task PlayFadeExitAsync(Node node)
{
if (node is CanvasItem canvasItem)
{
await Task.Delay(300);
canvasItem.Modulate = new Color(1,1, 1, 0);
}
}
private static async Task PlayScaleEnterAsync(Node node)
{
if (node is Control control)
{
control.Scale = Vector2.Zero;
control.PivotOffset = control.Size / 2;
await Task.Delay(300);
control.Scale = Vector2.One;
}
}
private static async Task PlayScaleExitAsync(Node node)
{
if (node is Control control)
{
control.PivotOffset = control.Size / 2;
await Task.Delay(300);
control.Scale = Vector2.Zero;
}
}
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
};
}
}