Files
oops-plugin-framework/assets/libs/animator-effect/EffectSingleCase.ts
donggang c43ca2c556 1、动画对象池模块绑定到oops对象上,方便调用
2、动画对象池模块添加自己加载的资源,可自己施放资源内存功能
2024-01-19 15:27:06 +08:00

225 lines
6.7 KiB
TypeScript

/*
* @Author: dgflash
* @Date: 2021-10-12 14:00:43
* @LastEditors: dgflash
* @LastEditTime: 2023-03-06 14:40:34
*/
import { Animation, Component, Node, NodePool, ParticleSystem, Prefab, Vec3, sp } from 'cc';
import { oops } from '../../core/Oops';
import { ViewUtil } from '../../core/utils/ViewUtil';
import { EffectEvent } from './EffectEvent';
import { EffectFinishedRelease } from './EffectFinishedRelease';
/** 效果数据 */
class EffectData extends Component {
/** 资源路径 */
path: string = null!;
}
/** 特效参数 */
interface IEffectParams {
/** 初始位置 */
pos?: Vec3,
/** 是否播放完成后删除 */
isPlayFinishedRelease?: boolean
}
/**
* 动画特效对象池管理器,加载动画后自动播放,播放完后自动回收到池中
* 1、支持Spine动画
* 2、支持Cocos Animation动画
* 3、支持Cocos ParticleSystem粒子动画
*/
export class EffectSingleCase {
private static _instance: EffectSingleCase;
static get instance(): EffectSingleCase {
if (this._instance == null) {
this._instance = new EffectSingleCase();
}
return this._instance;
}
private _speed: number = 1;
/** 全局动画播放速度 */
get speed(): number {
return this._speed;
}
set speed(value: number) {
this._speed = value;
this.effects_use.forEach((value: Boolean, key: Node) => {
this.setSpeed(key);
});
}
/** 对象池集合 */
private effects: Map<string, NodePool> = new Map();
/** 正在使用中的显示对象集合 */
private effects_use: Map<Node, boolean> = new Map();
/** 对象池中用到的资源 - 这里只管理本对象加载的资源,预加载资源由其它对象自己施放 */
private res: Map<string, boolean> = new Map();
constructor() {
oops.message.on(EffectEvent.Put, this.onHandler, this);
}
private onHandler(event: string, args: any) {
if (event == EffectEvent.Put) {
this.put(args as Node);
}
}
/**
* 加载资源并现实特效
* @param path 预制资源路径
* @param parent 父节点
* @param pos 位置
*/
loadAndShow(path: string, parent?: Node, params?: IEffectParams): Promise<Node> {
return new Promise(async (resolve, reject) => {
var np = this.effects.get(path);
if (np == undefined) {
// 记录显示对象资源
this.res.set(path, true);
oops.res.load(path, Prefab, (err: Error | null, prefab: Prefab) => {
if (err) {
console.error(`名为【${path}】的特效资源加载失败`);
return;
}
var node = this.show(path, parent, params);
resolve(node);
});
}
else {
var node = this.show(path, parent, params);
resolve(node);
}
});
}
/**
* 显示预制对象
* @param path 预制资源路径
* @param parent 父节点
* @param pos 位置
*/
show(path: string, parent?: Node, params?: IEffectParams): Node {
var np = this.effects.get(path);
if (np == null) {
np = new NodePool();
this.effects.set(path, np);
}
var node: Node;
// 创建池中新显示对象
if (np.size() == 0) {
node = ViewUtil.createPrefabNode(path);
node.addComponent(EffectData).path = path;
if (params && params.isPlayFinishedRelease) {
node.addComponent(EffectFinishedRelease);
}
}
// 池中获取没使用的显示对象
else {
node = np.get()!;
node.getComponent(EffectFinishedRelease);
}
// 设置动画播放速度
this.setSpeed(node);
// 设置显示对象位置
if (params && params.pos) node.position = params.pos;
// 显示到屏幕上
if (parent) node.parent = parent;
// 记录缓冲池中放出的节点
this.effects_use.set(node, true);
return node;
}
/**
* 回收对象
* @param name 预制对象名称
* @param node 节点
*/
put(node: Node) {
var name = node.getComponent(EffectData)!.path;
var np = this.effects.get(name);
if (np) {
// 回收使用的节点
this.effects_use.delete(node);
// 回到到池中
np.put(node);
}
}
/**
* 清除对象池数据
* @param path 参数为空时,清除所有对象池数据;指定名时,清楚指定数据
*/
clear(path?: string) {
if (path) {
var np = this.effects.get(path)!;
np.clear();
}
else {
this.effects.forEach(np => {
np.clear();
});
this.effects.clear();
}
}
/**
* 施放对象池中显示对象的资源内存
* @param path 资源路径
*/
release(path?: string) {
if (path) {
this.clear(path);
oops.res.release(path);
}
else {
this.clear();
this.res.forEach((value: boolean, path: string) => {
oops.res.release(path);
});
}
}
/** 设置动画速度 */
private setSpeed(node: Node) {
// SPINE动画
let spine = node.getComponent(sp.Skeleton);
if (spine) {
spine.timeScale = this.speed;
}
else {
// COCOS动画
let anims: Animation[] = node.getComponentsInChildren(Animation);
if (anims.length > 0) {
anims.forEach(animator => {
let aniName = animator.defaultClip?.name;
if (aniName) {
let aniState = animator.getState(aniName);
if (aniState) {
aniState.speed = this.speed;
}
}
});
}
// 粒子动画
else if (ParticleSystem) {
let particles: ParticleSystem[] = node.getComponentsInChildren(ParticleSystem);
particles.forEach(particle => {
particle.simulationSpeed = this.speed;
});
}
}
}
}