shooter/engine/animation/AColor.h

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//
// Created by Иван Ильин on 02.06.2021.
//
#ifndef ENGINE_ACOLOR_H
#define ENGINE_ACOLOR_H
#include "Animation.h"
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#include "../Mesh.h"
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class AColor final : public Animation {
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private:
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const std::weak_ptr<Mesh> _mesh;
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sf::Color _startColor;
const sf::Color _newColor;
bool _started = false;
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void update() override {
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auto mesh = _mesh.lock();
if (mesh == nullptr) {
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stop();
return;
}
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if (!_started) {
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_started = true;
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_startColor = mesh->color();
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}
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Vec4D start(_startColor.r, _startColor.g, _startColor.b, _startColor.a);
Vec4D end(_newColor.r, _newColor.g, _newColor.b, _newColor.a);
Vec4D mid = start + (end - start) * progress();
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mesh->setColor(sf::Color(static_cast<sf::Uint8>(mid.x()), static_cast<sf::Uint8>(mid.y()),
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static_cast<sf::Uint8>(mid.z()), static_cast<sf::Uint8>(mid.w())));
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}
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public:
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AColor(std::weak_ptr<Mesh> mesh, const sf::Color &color, double duration = 1, LoopOut looped = LoopOut::None,
InterpolationType interpolationType = InterpolationType::Linear) : Animation(duration, looped,
interpolationType),
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_mesh(mesh), _newColor(color) {
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}
};
#endif //SHOOTER_3DZAVR_ACOLOR_H