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CUE.NET/Effects/FlashEffect.cs
2016-02-07 10:06:07 +01:00

181 lines
6.4 KiB
C#

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