优化若干代码
This commit is contained in:
@@ -1,436 +1,428 @@
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import {
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_decorator,
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Node,
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Material,
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Color,
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UIRenderer,
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Vec2,
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UITransform,
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} from 'cc'
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import { Color, Material, Node, UIRenderer, UITransform, Vec2 } from 'cc'
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import ShaderMaterialPrefab from '../../game/prefab/ShaderMaterialPrefab'
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import { Logger } from './Logger'
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export default class ShaderHelper {
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/**
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* 清除所有shader
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* @param showNode
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* @param material
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*/
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public static clearAllEffect(
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showNode: Node,
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material: Material = ShaderMaterialPrefab.instance.getComponent(
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ShaderMaterialPrefab
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).default
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) {
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showNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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renderComponent.setSharedMaterial(material, 0)
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})
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showNode.children.forEach((childNode) => {
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childNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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renderComponent.setSharedMaterial(material, 0)
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})
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})
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}
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/**
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* 清除所有shader
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* @param showNode
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* @param material
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*/
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public static clearAllEffect(
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showNode: Node,
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material: Material = ShaderMaterialPrefab.instance.getComponent(
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ShaderMaterialPrefab
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).default
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) {
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showNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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renderComponent.setSharedMaterial(material, 0)
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})
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showNode.children.forEach((childNode) => {
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childNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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renderComponent.setSharedMaterial(material, 0)
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})
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})
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}
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/**
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* 设置图片灰白程度
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* @param showNode
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* @param material
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* @param grayLevel [0.0, 1.0]
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*/
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public static setGrayEffect(
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showNode: Node,
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grayLevel: number = 1,
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material: Material = ShaderMaterialPrefab.instance.getComponent(
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ShaderMaterialPrefab
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).grayMaterial
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) {
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showNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('grayLevel', grayLevel)
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renderComponent.setMaterial(material, 0)
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})
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showNode.children.forEach((childNode) => {
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childNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('grayLevel', grayLevel)
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renderComponent.setSharedMaterial(material, 0)
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})
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})
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}
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/**
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* 设置图片灰白程度
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* @param showNode
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* @param grayLevel
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* @param material
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*/
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public static setGrayEffect(
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showNode: Node,
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grayLevel: number = 1,
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material: Material = ShaderMaterialPrefab.instance.getComponent(
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ShaderMaterialPrefab
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).grayMaterial
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) {
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showNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('grayLevel', grayLevel)
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renderComponent.setMaterial(material, 0)
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})
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showNode.children.forEach((childNode) => {
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childNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('grayLevel', grayLevel)
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renderComponent.setSharedMaterial(material, 0)
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})
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})
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}
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/**
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* 播放变灰过程动画
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*/
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public static showGrayMv(showNode: Node) {
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let grayValue: number = 0.5
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let intervalId = setInterval(() => {
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grayValue += 0.01
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if (grayValue >= 1) {
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grayValue = 1
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clearInterval(intervalId)
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}
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if (showNode) {
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ShaderHelper.setGrayEffect(showNode, grayValue)
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}
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}, 1)
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}
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/**
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* 播放变灰过程动画
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*/
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public static showGrayMv(showNode: Node) {
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let grayValue: number = 0.5
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let intervalId = setInterval(() => {
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grayValue += 0.01
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if (grayValue >= 1) {
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grayValue = 1
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clearInterval(intervalId)
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}
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if (showNode) {
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ShaderHelper.setGrayEffect(showNode, grayValue)
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}
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}, 1)
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}
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/**
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* 设置图片老化
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* @param showNode
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* @param grayLevel [0.0, 1.0]
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* @param material
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*/
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public static setOldPhotoEffect(
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showNode: Node,
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grayLevel: number = 1,
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material: Material = ShaderMaterialPrefab.instance.getComponent(
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ShaderMaterialPrefab
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).oldPhoto
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) {
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showNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('oldLevel', grayLevel)
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renderComponent.setSharedMaterial(material, 0)
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})
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showNode.children.forEach((childNode) => {
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childNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('oldLevel', grayLevel)
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renderComponent.setSharedMaterial(material, 0)
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})
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})
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}
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/**
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* 设置图片老化
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* @param showNode
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* @param grayLevel
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* @param material
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*/
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public static setOldPhotoEffect(
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showNode: Node,
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grayLevel: number = 1,
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material: Material = ShaderMaterialPrefab.instance.getComponent(
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ShaderMaterialPrefab
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).oldPhoto
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) {
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showNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('oldLevel', grayLevel)
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renderComponent.setSharedMaterial(material, 0)
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})
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showNode.children.forEach((childNode) => {
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childNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('oldLevel', grayLevel)
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renderComponent.setSharedMaterial(material, 0)
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})
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})
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}
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/**
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* 播放变灰过程动画
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*/
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public static showOldPhotoMv(showNode: Node) {
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let grayValue: number = 0
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let intervalId = setInterval(() => {
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grayValue += 0.01
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if (grayValue >= 1) {
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grayValue = 1
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clearInterval(intervalId)
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}
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if (showNode) {
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ShaderHelper.setOldPhotoEffect(showNode, grayValue)
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}
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}, 1)
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}
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/**
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* 播放变灰过程动画
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*/
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public static showOldPhotoMv(showNode: Node) {
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let grayValue: number = 0
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let intervalId = setInterval(() => {
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grayValue += 0.01
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if (grayValue >= 1) {
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grayValue = 1
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clearInterval(intervalId)
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}
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if (showNode) {
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ShaderHelper.setOldPhotoEffect(showNode, grayValue)
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}
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}, 1)
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}
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/**
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* 增加内发光特效
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* showNode:要增加特效的节点或者他的子节点
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* material:发光特效材质
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* materialParam: {}
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* materialParam.glowColor:cc.v4(r,g,b,a) 颜色rbga值的结构体
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* materialParam.glowColorSize:这里为约束一下值发光宽度值在 [0.0, 0.1] 因为 0.1+ 之后的效果可能不明显,也可以自己尝试修改,个人测试感觉0.01效果最佳
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* materialParam.glowThreshold:这里为约束一下值发光阈值值在 [0.0, 0.5] 因为 0.5+ 之后的效果可能就是其他效果,个人感觉0.1效果最佳
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*/
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public static setGlowInner(
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showNode: Node,
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materialParam: any,
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material: Material = ShaderMaterialPrefab.instance.getComponent(
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ShaderMaterialPrefab
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).glowInner
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) {
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showNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('glowColor', materialParam.glowColor)
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material.setProperty('glowColorSize', materialParam.glowColorSize)
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material.setProperty('glowThreshold', materialParam.glowThreshold)
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renderComponent.setSharedMaterial(material, 0)
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})
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showNode.children.forEach((childNode) => {
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childNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('glowColor', materialParam.glowColor)
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material.setProperty('glowColorSize', materialParam.glowColorSize)
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material.setProperty('glowThreshold', materialParam.glowThreshold)
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renderComponent.setMaterial(material, 0)
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})
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})
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}
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/**
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* 增加内发光特效
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* showNode:要增加特效的节点或者他的子节点
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* material:发光特效材质
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* materialParam: {}
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* materialParam.glowColor:cc.v4(r,g,b,a) 颜色rbga值的结构体
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* materialParam.glowColorSize:这里为约束一下值发光宽度值在 [0.0, 0.1] 因为 0.1+ 之后的效果可能不明显,也可以自己尝试修改,个人测试感觉0.01效果最佳
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* materialParam.glowThreshold:这里为约束一下值发光阈值值在 [0.0, 0.5] 因为 0.5+ 之后的效果可能就是其他效果,个人感觉0.1效果最佳
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*/
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public static setGlowInner(
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showNode: Node,
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materialParam: any,
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material: Material = ShaderMaterialPrefab.instance.getComponent(
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ShaderMaterialPrefab
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).glowInner
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) {
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showNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('glowColor', materialParam.glowColor)
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material.setProperty('glowColorSize', materialParam.glowColorSize)
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material.setProperty('glowThreshold', materialParam.glowThreshold)
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renderComponent.setSharedMaterial(material, 0)
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})
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showNode.children.forEach((childNode) => {
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childNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('glowColor', materialParam.glowColor)
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material.setProperty('glowColorSize', materialParam.glowColorSize)
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material.setProperty('glowThreshold', materialParam.glowThreshold)
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renderComponent.setMaterial(material, 0)
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})
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})
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}
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/**
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* 设置不同颜色的发光
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* @param showNode
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* @param color
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*/
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public static setCommonGlowInner(showNode: Node, color: Color = Color.WHITE) {
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this.setGlowInner(showNode, {
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glowColor: color,
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glowColorSize: 0.015,
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glowThreshold: 0.1,
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})
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}
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/**
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* 设置不同颜色的发光
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* @param showNode
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* @param color
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*/
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public static setCommonGlowInner(showNode: Node, color: Color = Color.WHITE) {
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this.setGlowInner(showNode, {
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glowColor: color,
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glowColorSize: 0.015,
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glowThreshold: 0.1
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})
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}
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/**
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* 播放被攻击闪烁过程动画
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*/
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public static showFlash(showNode: Node, totalFlashTimes: number = 1) {
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let timeCount: number = 0
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let color: Color = Color.WHITE
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let flashTimes: number = 0
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let intervalId = setInterval(() => {
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timeCount += 1
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if (timeCount % 50 == 0) {
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let tempCount: number = timeCount / 50
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if (tempCount % 2 == 0) {
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color.a = 100
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this.setGlowInner(showNode, {
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glowColor: color,
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glowColorSize: 0.1,
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glowThreshold: 0,
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})
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} else {
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flashTimes++
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this.setGlowInner(showNode, {
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glowColor: color,
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glowColorSize: 0,
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glowThreshold: 0,
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})
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if (flashTimes > totalFlashTimes) {
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clearInterval(intervalId)
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}
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}
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}
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}, 1)
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}
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/**
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* 播放被攻击闪烁过程动画
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*/
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public static showFlash(showNode: Node, totalFlashTimes: number = 1) {
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let timeCount: number = 0
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let color: Color = Color.WHITE
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let flashTimes: number = 0
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let intervalId = setInterval(() => {
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timeCount += 1
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if (timeCount % 50 == 0) {
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let tempCount: number = timeCount / 50
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if (tempCount % 2 == 0) {
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color.a = 100
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this.setGlowInner(showNode, {
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glowColor: color,
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glowColorSize: 0.1,
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glowThreshold: 0
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})
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} else {
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flashTimes++
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this.setGlowInner(showNode, {
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glowColor: color,
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glowColorSize: 0,
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glowThreshold: 0
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})
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if (flashTimes > totalFlashTimes) {
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clearInterval(intervalId)
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}
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}
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}
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}, 1)
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}
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/**
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* 马赛克
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* @param showNode
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* @param materialParam
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* @param material
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*/
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public static setMosaic(
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showNode: Node,
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materialParam: any,
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material: Material = ShaderMaterialPrefab.instance.getComponent(
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ShaderMaterialPrefab
|
||||
).mosaic
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) {
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showNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
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material.setProperty('xBlockCount', materialParam.xBlockCount)
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material.setProperty('yBlockCount', materialParam.yBlockCount)
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renderComponent.setSharedMaterial(material, 0)
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})
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showNode.children.forEach((childNode) => {
|
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childNode
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.getComponents(UIRenderer)
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.forEach((renderComponent: UIRenderer) => {
|
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material.setProperty('xBlockCount', materialParam.xBlockCount)
|
||||
material.setProperty('yBlockCount', materialParam.yBlockCount)
|
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renderComponent.setSharedMaterial(material, 0)
|
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})
|
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})
|
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}
|
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/**
|
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* 马赛克
|
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* @param showNode
|
||||
* @param materialParam
|
||||
* @param material
|
||||
*/
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public static setMosaic(
|
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showNode: Node,
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materialParam: any,
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material: Material = ShaderMaterialPrefab.instance.getComponent(
|
||||
ShaderMaterialPrefab
|
||||
).mosaic
|
||||
) {
|
||||
showNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
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material.setProperty('xBlockCount', materialParam.xBlockCount)
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material.setProperty('yBlockCount', materialParam.yBlockCount)
|
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renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
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showNode.children.forEach((childNode) => {
|
||||
childNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
material.setProperty('xBlockCount', materialParam.xBlockCount)
|
||||
material.setProperty('yBlockCount', materialParam.yBlockCount)
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
})
|
||||
}
|
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|
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/**
|
||||
* 播放被攻击闪烁过程动画
|
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*/
|
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public static showMosaicMv(showNode: Node, callback: Function = null) {
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let masaicTimes: number = 500
|
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let intervalId = setInterval(() => {
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masaicTimes -= 2
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this.setMosaic(showNode, {
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||||
xBlockCount: masaicTimes,
|
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yBlockCount: masaicTimes,
|
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})
|
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if (masaicTimes <= 30) {
|
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clearInterval(intervalId)
|
||||
if (callback) {
|
||||
callback()
|
||||
}
|
||||
}
|
||||
}, 1)
|
||||
}
|
||||
/**
|
||||
* 播放被攻击闪烁过程动画
|
||||
*/
|
||||
public static showMosaicMv(showNode: Node, callback: Function = null) {
|
||||
let masaicTimes: number = 500
|
||||
let intervalId = setInterval(() => {
|
||||
masaicTimes -= 2
|
||||
this.setMosaic(showNode, {
|
||||
xBlockCount: masaicTimes,
|
||||
yBlockCount: masaicTimes
|
||||
})
|
||||
if (masaicTimes <= 30) {
|
||||
clearInterval(intervalId)
|
||||
if (callback) {
|
||||
callback()
|
||||
}
|
||||
}
|
||||
}, 1)
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置圆角剪切
|
||||
* @param showNode
|
||||
* @param roundCornerRadius [0, 1]
|
||||
*/
|
||||
public static setRoundCornerCrop(
|
||||
showNode: Node,
|
||||
roundCornerRadius: number = 0.1,
|
||||
material: Material = ShaderMaterialPrefab.instance.getComponent(
|
||||
ShaderMaterialPrefab
|
||||
).roundCornerCrop
|
||||
) {
|
||||
showNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
// material.setProperty("roundCornerRadius", roundCornerRadius);
|
||||
material.setProperty('xRadius', roundCornerRadius)
|
||||
material.setProperty('yRadius', roundCornerRadius)
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
showNode.children.forEach((childNode) => {
|
||||
childNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
// material.setProperty("roundCornerRadius", roundCornerRadius);
|
||||
material.setProperty('xRadius', roundCornerRadius)
|
||||
material.setProperty('yRadius', roundCornerRadius)
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
})
|
||||
}
|
||||
/**
|
||||
* 设置圆角剪切
|
||||
* @param showNode
|
||||
* @param roundCornerRadius
|
||||
* @param material
|
||||
*/
|
||||
public static setRoundCornerCrop(
|
||||
showNode: Node,
|
||||
roundCornerRadius: number = 0.1,
|
||||
material: Material = ShaderMaterialPrefab.instance.getComponent(
|
||||
ShaderMaterialPrefab
|
||||
).roundCornerCrop
|
||||
) {
|
||||
showNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
// material.setProperty("roundCornerRadius", roundCornerRadius);
|
||||
material.setProperty('xRadius', roundCornerRadius)
|
||||
material.setProperty('yRadius', roundCornerRadius)
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
showNode.children.forEach((childNode) => {
|
||||
childNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
// material.setProperty("roundCornerRadius", roundCornerRadius);
|
||||
material.setProperty('xRadius', roundCornerRadius)
|
||||
material.setProperty('yRadius', roundCornerRadius)
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置闪光
|
||||
* @param showNode
|
||||
* @param lightColor 光颜色
|
||||
* @param lightWidth 光的宽度
|
||||
* @param lightAngle 光的角度
|
||||
* @param enableGradient
|
||||
* @param cropAlpha
|
||||
* @param enableFog
|
||||
* @param material
|
||||
*/
|
||||
public static setFlashLight(
|
||||
showNode: Node,
|
||||
lightColor: Color,
|
||||
lightWidth: number,
|
||||
lightAngle: number = 0,
|
||||
enableGradient: boolean = true,
|
||||
cropAlpha: boolean = true,
|
||||
enableFog: boolean = false,
|
||||
material: Material = ShaderMaterialPrefab.instance.getComponent(
|
||||
ShaderMaterialPrefab
|
||||
).flashLight
|
||||
) {
|
||||
showNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
material.setProperty('lightColor', lightColor)
|
||||
material.setProperty('lightWidth', lightWidth)
|
||||
material.setProperty('lightAngle', lightAngle)
|
||||
material.setProperty('enableGradient', enableGradient ? 1 : 0)
|
||||
material.setProperty('cropAlpha', cropAlpha ? 1 : 0)
|
||||
material.setProperty('enableFog', enableFog ? 1 : 0)
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
showNode.children.forEach((childNode) => {
|
||||
childNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
material.setProperty('lightColor', lightColor)
|
||||
material.setProperty('lightWidth', lightWidth)
|
||||
material.setProperty('lightAngle', lightAngle)
|
||||
material.setProperty('enableGradient', enableGradient ? 1 : 0)
|
||||
material.setProperty('cropAlpha', cropAlpha ? 1 : 0)
|
||||
material.setProperty('enableFog', enableFog ? 1 : 0)
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
})
|
||||
}
|
||||
/**
|
||||
* 设置闪光
|
||||
* @param showNode
|
||||
* @param lightColor 光颜色
|
||||
* @param lightWidth 光的宽度
|
||||
* @param lightAngle 光的角度
|
||||
* @param enableGradient
|
||||
* @param cropAlpha
|
||||
* @param enableFog
|
||||
* @param material
|
||||
*/
|
||||
public static setFlashLight(
|
||||
showNode: Node,
|
||||
lightColor: Color,
|
||||
lightWidth: number,
|
||||
lightAngle: number = 0,
|
||||
enableGradient: boolean = true,
|
||||
cropAlpha: boolean = true,
|
||||
enableFog: boolean = false,
|
||||
material: Material = ShaderMaterialPrefab.instance.getComponent(
|
||||
ShaderMaterialPrefab
|
||||
).flashLight
|
||||
) {
|
||||
showNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
material.setProperty('lightColor', lightColor)
|
||||
material.setProperty('lightWidth', lightWidth)
|
||||
material.setProperty('lightAngle', lightAngle)
|
||||
material.setProperty('enableGradient', enableGradient ? 1 : 0)
|
||||
material.setProperty('cropAlpha', cropAlpha ? 1 : 0)
|
||||
material.setProperty('enableFog', enableFog ? 1 : 0)
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
showNode.children.forEach((childNode) => {
|
||||
childNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
material.setProperty('lightColor', lightColor)
|
||||
material.setProperty('lightWidth', lightWidth)
|
||||
material.setProperty('lightAngle', lightAngle)
|
||||
material.setProperty('enableGradient', enableGradient ? 1 : 0)
|
||||
material.setProperty('cropAlpha', cropAlpha ? 1 : 0)
|
||||
material.setProperty('enableFog', enableFog ? 1 : 0)
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* 玩家升级shader动画
|
||||
* @param showNode
|
||||
* @param callback
|
||||
*/
|
||||
public static showFlashLightMv(showNode: Node, callback: Function = null) {
|
||||
let nowClor: Color = new Color(0, 0, 0, 255)
|
||||
let colorIndex: number = 0
|
||||
let lightAngle: number = 0
|
||||
let intervalId = setInterval(() => {
|
||||
if (colorIndex == 0) {
|
||||
nowClor.r = nowClor.r + 2
|
||||
if (nowClor.r >= 255) {
|
||||
colorIndex += 1
|
||||
}
|
||||
} else if (colorIndex == 1) {
|
||||
nowClor.g = nowClor.g + 2
|
||||
if (nowClor.g >= 255) {
|
||||
colorIndex += 1
|
||||
}
|
||||
} else {
|
||||
nowClor.b = nowClor.b + 2
|
||||
if (nowClor.b >= 255) {
|
||||
clearInterval(intervalId)
|
||||
ShaderHelper.clearAllEffect(showNode)
|
||||
if (callback) {
|
||||
callback()
|
||||
}
|
||||
return
|
||||
}
|
||||
}
|
||||
lightAngle += 1
|
||||
this.setFlashLight(showNode, nowClor, 1, lightAngle)
|
||||
}, 1)
|
||||
}
|
||||
/**
|
||||
* 玩家升级shader动画
|
||||
* @param showNode
|
||||
* @param callback
|
||||
*/
|
||||
public static showFlashLightMv(showNode: Node, callback: Function = null) {
|
||||
let nowClor: Color = new Color(0, 0, 0, 255)
|
||||
let colorIndex: number = 0
|
||||
let lightAngle: number = 0
|
||||
let intervalId = setInterval(() => {
|
||||
if (colorIndex == 0) {
|
||||
nowClor.r = nowClor.r + 2
|
||||
if (nowClor.r >= 255) {
|
||||
colorIndex += 1
|
||||
}
|
||||
} else if (colorIndex == 1) {
|
||||
nowClor.g = nowClor.g + 2
|
||||
if (nowClor.g >= 255) {
|
||||
colorIndex += 1
|
||||
}
|
||||
} else {
|
||||
nowClor.b = nowClor.b + 2
|
||||
if (nowClor.b >= 255) {
|
||||
clearInterval(intervalId)
|
||||
ShaderHelper.clearAllEffect(showNode)
|
||||
if (callback) {
|
||||
callback()
|
||||
}
|
||||
return
|
||||
}
|
||||
}
|
||||
lightAngle += 1
|
||||
this.setFlashLight(showNode, nowClor, 1, lightAngle)
|
||||
}, 1)
|
||||
}
|
||||
|
||||
public static setFlag(
|
||||
showNode: Node,
|
||||
material: Material = ShaderMaterialPrefab.instance.getComponent(
|
||||
ShaderMaterialPrefab
|
||||
).flag
|
||||
) {
|
||||
showNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
showNode.children.forEach((childNode) => {
|
||||
childNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
})
|
||||
}
|
||||
public static setFlag(
|
||||
showNode: Node,
|
||||
material: Material = ShaderMaterialPrefab.instance.getComponent(
|
||||
ShaderMaterialPrefab
|
||||
).flag
|
||||
) {
|
||||
showNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
showNode.children.forEach((childNode) => {
|
||||
childNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
})
|
||||
}
|
||||
|
||||
/**
|
||||
* 设置高斯模糊
|
||||
* @param showNode
|
||||
* @param material
|
||||
*/
|
||||
public static setGaussian(
|
||||
showNode: Node,
|
||||
material: Material = ShaderMaterialPrefab.instance.getComponent(
|
||||
ShaderMaterialPrefab
|
||||
).gaussian
|
||||
) {
|
||||
showNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
let tran = renderComponent.node.getComponent(UITransform)
|
||||
material.setProperty(
|
||||
'textureSize',
|
||||
new Vec2(tran.contentSize.width, tran.contentSize.height)
|
||||
)
|
||||
renderComponent.setMaterial(material, 0)
|
||||
})
|
||||
showNode.children.forEach((childNode) => {
|
||||
childNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
let tran = renderComponent.node.getComponent(UITransform)
|
||||
material.setProperty(
|
||||
'textureSize',
|
||||
new Vec2(tran.contentSize.width, tran.contentSize.height)
|
||||
)
|
||||
// material.setProperty("textureSize", cc.v2(showNode.width, showNode.height));
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
})
|
||||
}
|
||||
/**
|
||||
* 设置高斯模糊
|
||||
* @param showNode
|
||||
* @param material
|
||||
*/
|
||||
public static setGaussian(
|
||||
showNode: Node,
|
||||
material: Material = ShaderMaterialPrefab.instance.getComponent(
|
||||
ShaderMaterialPrefab
|
||||
).gaussian
|
||||
) {
|
||||
showNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
let tran = renderComponent.node.getComponent(UITransform)
|
||||
material.setProperty(
|
||||
'textureSize',
|
||||
new Vec2(tran.contentSize.width, tran.contentSize.height)
|
||||
)
|
||||
renderComponent.setMaterial(material, 0)
|
||||
})
|
||||
showNode.children.forEach((childNode) => {
|
||||
childNode
|
||||
.getComponents(UIRenderer)
|
||||
.forEach((renderComponent: UIRenderer) => {
|
||||
let tran = renderComponent.node.getComponent(UITransform)
|
||||
material.setProperty(
|
||||
'textureSize',
|
||||
new Vec2(tran.contentSize.width, tran.contentSize.height)
|
||||
)
|
||||
// material.setProperty("textureSize", cc.v2(showNode.width, showNode.height));
|
||||
renderComponent.setSharedMaterial(material, 0)
|
||||
})
|
||||
})
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user