flashWhite.effect
// Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
CCEffect %{
techniques:
- passes:
- vert: vs
frag: fs
blendState:
targets:
- blend: true
rasterizerState:
cullMode: none
properties:
texture: { value: white }
alphaThreshold: { value: 0.5 }
u_flashColor: { value: [1.0, 1.0, 1.0, 0.0], editor: { type: 'color' } }
u_flashIntensity: { value: 0.0 }
}%
CCProgram vs %{
precision highp float;
#include <cc-global>
#include <cc-local>
in vec3 a_position;
in vec4 a_color;
out vec4 v_color;
#if USE_TEXTURE
in vec2 a_uv0;
out vec2 v_uv0;
#endif
void main () {
vec4 pos = vec4(a_position, 1);
#if CC_USE_MODEL
pos = cc_matViewProj * cc_matWorld * pos;
#else
pos = cc_matViewProj * pos;
#endif
#if USE_TEXTURE
v_uv0 = a_uv0;
#endif
v_color = a_color;
gl_Position = pos;
}
}%
CCProgram fs %{
precision highp float;
#include <alpha-test>
#include <texture>
in vec4 v_color;
#if USE_TEXTURE
in vec2 v_uv0;
uniform sampler2D texture;
#endif
// 将非采样器uniform放入uniform block中
uniform FlashParams {
vec4 u_flashColor;
float u_flashIntensity;
};
void main () {
vec4 o = vec4(1, 1, 1, 1);
#if USE_TEXTURE
CCTexture(texture, v_uv0, o);
#endif
o *= v_color;
ALPHA_TEST(o);
// 应用闪白效果
o.rgb = mix(o.rgb, u_flashColor.rgb, u_flashIntensity * u_flashColor.a);
#if USE_BGRA
gl_FragColor = o.bgra;
#else
gl_FragColor = o.rgba;
#endif
}
}%
FlashEffect.ts
const { ccclass, property } = cc._decorator;
@ccclass
export default class FlashEffect extends cc.Component {
@property(cc.Sprite)
private img: cc.Sprite = null;
@property(cc.Color)
flashColor: cc.Color = cc.Color.WHITE;
@property
flashDuration: number = 0.5;
private _flashIntensity: number = 0;
private _isFlashing: boolean = false;
private material: cc.Material = null;
private _flashTimer: any = null; // 新增计时器引用
start() {
this.material = this.img.getMaterial(0);
this.setFlashColor(this.flashColor);
}
setFlashColor(color: cc.Color) {
this.flashColor = color;
this.material.setProperty('u_flashColor', [color.r / 255, color.g / 255, color.b / 255, color.a / 255]);
}
flash() {
// 先停止之前的闪白效果
this.stopFlash();
this._isFlashing = true;
this._flashIntensity = 1.0;
this.material.setProperty('u_flashIntensity', this._flashIntensity);
const interval = 0.016;
// 计算每次减少的量,根据flashDuration决定
const step = interval / this.flashDuration;
this._flashTimer = setInterval(() => {
this._flashIntensity -= step;
// 当强度小于等于0时停止
if (this._flashIntensity <= 0) {
this._flashIntensity = 0;
this.stopFlash();
}
this.material.setProperty('u_flashIntensity', this._flashIntensity);
}, interval * 1000); // 转换为毫秒
}
stopFlash() {
if (this._flashTimer) {
clearInterval(this._flashTimer);
this._flashTimer = null;
}
this._isFlashing = false;
this._flashIntensity = 0;
this.material.setProperty('u_flashIntensity', this._flashIntensity);
}
// 添加组件销毁时的清理
onDestroy() {
this.stopFlash();
}
}