mirror of
https://github.com/DarthAffe/CUE.NET.git
synced 2025-12-12 16:58:29 +00:00
181 lines
6.4 KiB
C#
181 lines
6.4 KiB
C#
// ReSharper disable MemberCanBePrivate.Global
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// ReSharper disable AutoPropertyCanBeMadeGetOnly.Global
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// ReSharper disable UnusedMember.Global
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using System;
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using System.Drawing;
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using CUE.NET.Brushes;
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namespace CUE.NET.Effects
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{
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/// <summary>
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/// Represents an effect which allows to flash an brush by modifying his opacity.
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/// </summary>
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public class FlashEffect : AbstractEffect
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{
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#region Properties & Fields
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/// <summary>
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/// Gets the brush which is drawn by the effect.
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/// </summary>
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public override IBrush EffectBrush { get; }
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/// <summary>
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/// Gets or sets the attack-time (in seconds) of the effect. (default: 0.2f)<br />
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/// This is close to a synthesizer envelope. (See <see cref="http://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope" /> as reference)
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/// </summary>
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public float Attack { get; set; } = 0.2f;
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/// <summary>
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/// Gets or sets the decay-time (in seconds) of the effect. (default: 0f)<br />
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/// This is close to a synthesizer envelope. (See <see cref="http://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope" /> as reference)
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/// </summary>
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public float Decay { get; set; } = 0f;
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/// <summary>
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/// Gets or sets the sustain-time (in seconds) of the effect. (default: 0.3f)<br />
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/// This is close to a synthesizer envelope. (See <see cref="http://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope" /> as reference)<br />
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/// Note that this value for naming reasons represents the time NOT the level.
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/// </summary>
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public float Sustain { get; set; } = 0.3f;
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/// <summary>
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/// Gets or sets the release-time (in seconds) of the effect. (default: 0.2f)<br />
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/// This is close to a synthesizer envelope. (See <see cref="http://en.wikipedia.org/wiki/Synthesizer#ADSR_envelope" /> as reference)
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/// </summary>
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public float Release { get; set; } = 0.2f;
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/// <summary>
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/// Gets or sets the level to which the oppacity (percentage) should raise in the attack-cycle. (default: 1f);
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/// </summary>
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public float AttackValue { get; set; } = 1f;
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/// <summary>
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/// Gets or sets the level at which the oppacity (percentage) should stay in the sustain-cycle. (default: 1f);
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/// </summary>
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public float SustainValue { get; set; } = 1f;
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/// <summary>
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/// Gets or sets the interval (in seconds) in which the effect should repeat (if repetition is enabled). (default: 1f)
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/// </summary>
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public float Interval { get; set; } = 1f;
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/// <summary>
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/// Gets or sets the amount of repetitions the effect should do until it's finished. Zero means infinite. (default: 0f)
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/// </summary>
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public int Repetitions { get; set; } = 0;
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private ADSRPhase _currentPhase;
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private float _currentPhaseValue;
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private int _repetitionCount;
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#endregion
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#region Constructors
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/// <summary>
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/// Initializes a new instance of the <see cref="FlashEffect"/> class.
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/// </summary>
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/// <param name="flashColor">The color from which a <see cref="SolidColorBrush" /> should be created and used by this effect.</param>
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public FlashEffect(Color flashColor)
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: this(new SolidColorBrush(flashColor))
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{ }
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/// <summary>
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/// Initializes a new instance of the <see cref="FlashEffect"/> class.
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/// </summary>
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/// <param name="effectBrush">The brush which should be used by this effect,</param>
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public FlashEffect(IBrush effectBrush)
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{
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this.EffectBrush = effectBrush;
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}
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#endregion
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#region Methods
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/// <summary>
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/// Updates the effect.
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/// </summary>
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/// <param name="deltaTime">The elapsed time (in seconds) since the last update.</param>
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public override void Update(float deltaTime)
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{
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_currentPhaseValue -= deltaTime;
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// Using ifs instead of a switch allows to skip phases with time 0.
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if (_currentPhase == ADSRPhase.Attack)
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if (_currentPhaseValue > 0f)
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EffectBrush.Opacity = Math.Min(1f, (Attack - _currentPhaseValue) / Attack) * AttackValue;
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else
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{
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_currentPhaseValue = Decay;
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_currentPhase = ADSRPhase.Decay;
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}
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if (_currentPhase == ADSRPhase.Decay)
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if (_currentPhaseValue > 0f)
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EffectBrush.Opacity = SustainValue + (Math.Min(1f, _currentPhaseValue / Decay) * (AttackValue - SustainValue));
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else
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{
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_currentPhaseValue = Sustain;
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_currentPhase = ADSRPhase.Sustain;
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}
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if (_currentPhase == ADSRPhase.Sustain)
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if (_currentPhaseValue > 0f)
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EffectBrush.Opacity = SustainValue;
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else
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{
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_currentPhaseValue = Release;
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_currentPhase = ADSRPhase.Release;
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}
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if (_currentPhase == ADSRPhase.Release)
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if (_currentPhaseValue > 0f)
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EffectBrush.Opacity = Math.Min(1f, _currentPhaseValue / Release) * SustainValue;
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else
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{
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_currentPhaseValue = Interval;
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_currentPhase = ADSRPhase.Pause;
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}
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if (_currentPhase == ADSRPhase.Pause)
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if (_currentPhaseValue > 0f)
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EffectBrush.Opacity = 0f;
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else
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{
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if (++_repetitionCount >= Repetitions && Repetitions > 0)
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IsDone = true;
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_currentPhaseValue = Attack;
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_currentPhase = ADSRPhase.Attack;
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}
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}
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/// <summary>
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/// Resets the effect.
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/// </summary>
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public override void OnAttach()
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{
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base.OnAttach();
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_currentPhase = ADSRPhase.Attack;
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_currentPhaseValue = Attack;
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_repetitionCount = 0;
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EffectBrush.Opacity = 0f;
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}
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#endregion
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// ReSharper disable once InconsistentNaming
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private enum ADSRPhase
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{
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Attack,
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Decay,
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Sustain,
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Release,
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Pause
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}
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}
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}
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