基于WPF实现跳动的字符效果
本文将介绍一个好玩但实际作用可能不太大的动画效果:跳动的字符。为了提高动画效果的可重用性以及调用的灵活性,通过Behavior实现跳动的字符动画。先看下效果:
技术要点与实现
通过TextEffect
的PositionStart
和PositionCount
属性控制应用动画效果的子字符串的起始位置以及长度,同时使用TranslateTransform
设置字符纵坐标的移动变换,以实现跳动的效果。主要步骤如下:
- 在OnAttached方法中,注册
Loaded
事件,在Load
事件中为TextBlock
添加TextEffect
效果,其中PositionCount
设置为1,每次只跳动一个字符。 - 添加启动动画效果的
BeginEffect
方法,并创建控制子字符纵向移动变换的线性动画。然后根据字符串(剔除空字符)的长度n,创建n个关键帧,每个关键帧中把PositionStart
设置为要跳动的字符在字符串中的索引 - 在开启动画属性
IsEnabled=true
和TextBlock
内容变化时,启动动画效果
在创建关键帧设置跳动字符位置时剔除了空字符,是为了是动画效果显得连贯
public class DanceCharEffectBehavior : Behavior<TextBlock> { private TextEffect _textEffect; private string _textEffectName; private TranslateTransform _translateTransform = null; private string _translateTransformName; private Storyboard _storyboard; protected override void OnAttached() { base.OnAttached(); this.AssociatedObject.Loaded += AssociatedObject_Loaded; this.AssociatedObject.Unloaded += AssociatedObject_Unloaded; this.AssociatedObject.IsVisibleChanged += AssociatedObject_IsVisibleChanged; BindingOperations.SetBinding(this, DanceCharEffectBehavior.InternalTextProperty, new Binding("Text") { Source = this.AssociatedObject }); } protected override void OnDetaching() { base.OnDetaching(); this.AssociatedObject.Loaded -= AssociatedObject_Loaded; this.AssociatedObject.Unloaded -= AssociatedObject_Unloaded; this.AssociatedObject.IsVisibleChanged -= AssociatedObject_IsVisibleChanged; this.ClearValue(DanceCharEffectBehavior.InternalTextProperty); if (_storyboard != null) { _storyboard.Remove(this.AssociatedObject); _storyboard.Children.Clear(); } if (_textEffect != null) this.AssociatedObject.TextEffects.Remove(_textEffect); } private void AssociatedObject_IsVisibleChanged(object sender, DependencyPropertyChangedEventArgs e) { if ((bool)e.NewValue == false) { if (_storyboard != null) _storyboard.Stop(this.AssociatedObject); } else { BeginEffect(this.AssociatedObject.Text); } } private void AssociatedObject_Loaded(object sender, RoutedEventArgs e) { if (_textEffect == null) { this.AssociatedObject.TextEffects.Add(_textEffect = new TextEffect() { PositionCount = 1, Transform = _translateTransform = new TranslateTransform(), }); NameScope.SetNameScope(this.AssociatedObject, new NameScope()); this.AssociatedObject.RegisterName(_textEffectName = "n" + Guid.NewGuid().ToString("N"), _textEffect); this.AssociatedObject.RegisterName(_translateTransformName = "n" + Guid.NewGuid().ToString("N"), _translateTransform); if (IsEnabled) BeginEffect(this.AssociatedObject.Text); } } private void AssociatedObject_Unloaded(object sender, RoutedEventArgs e) { StopEffect(); } private void SetEffect(string text) { if (string.IsNullOrEmpty(text) || this.AssociatedObject.IsLoaded == false) { StopEffect(); return; } BeginEffect(text); } private void StopEffect() { if (_storyboard != null) { _storyboard.Stop(this.AssociatedObject); } } private void BeginEffect(string text) { StopEffect(); int textLength = text.Length; if (textLength < 1 || _translateTransformName == null || IsEnabled == false) return; if (_storyboard == null) _storyboard = new Storyboard(); double duration = 0.5d; DoubleAnimation da = new DoubleAnimation(); Storyboard.SetTargetName(da, _translateTransformName); Storyboard.SetTargetProperty(da, new PropertyPath(TranslateTransform.YProperty)); da.From = 0d; da.To = 10d; da.Duration = TimeSpan.FromSeconds(duration / 2d); da.RepeatBehavior = RepeatBehavior.Forever; da.AutoReverse = true; char emptyChar = ' '; List<int> lsb = new List<int>(); for (int i = 0; i < textLength; ++i) { if (text[i] != emptyChar) { lsb.Add(i); } } Int32AnimationUsingKeyFrames frames = new Int32AnimationUsingKeyFrames(); Storyboard.SetTargetName(frames, _textEffectName); Storyboard.SetTargetProperty(frames, new PropertyPath(TextEffect.PositionStartProperty)); frames.Duration = TimeSpan.FromSeconds((lsb.Count) * duration); frames.RepeatBehavior = RepeatBehavior.Forever; frames.AutoReverse = true; int ii = 0; foreach (int index in lsb) { frames.KeyFrames.Add(new DiscreteInt32KeyFrame() { Value = index, KeyTime = TimeSpan.FromSeconds(ii * duration), }); ++ii; } _storyboard.Children.Add(da); _storyboard.Children.Add(frames); _storyboard.Begin(this.AssociatedObject, true); } private string InternalText { get { return (string)GetValue(InternalTextProperty); } set { SetValue(InternalTextProperty, value); } } private static readonly DependencyProperty InternalTextProperty = DependencyProperty.Register("InternalText", typeof(string), typeof(DanceCharEffectBehavior), new PropertyMetadata(OnInternalTextChanged)); private static void OnInternalTextChanged(DependencyObject d, DependencyPropertyChangedEventArgs e) { var source = d as DanceCharEffectBehavior; if (source._storyboard != null) { source._storyboard.Stop(source.AssociatedObject); source._storyboard.Children.Clear(); } source.SetEffect(e.NewValue == null ? string.Empty : e.NewValue.ToString()); } public bool IsEnabled { get { return (bool)GetValue(IsEnabledProperty); } set { SetValue(IsEnabledProperty, value); } } public static readonly DependencyProperty IsEnabledProperty = DependencyProperty.Register("IsEnabled", typeof(bool), typeof(DanceCharEffectBehavior), new PropertyMetadata(true, (d, e) => { bool b = (bool)e.NewValue; var source = d as DanceCharEffectBehavior; source.SetEffect(source.InternalText); })); }
调用的时候只需要在TextBlock
添加Behavior即可,代码如下
<TextBlock FontSize="20" Text="Hello"> <i:Interaction.Behaviors> <local:DanceCharEffectBehavior x:Name="titleEffect" IsEnabled="True" /> </i:Interaction.Behaviors> </TextBlock>
结尾
本例中还有许多可以完善的地方,比如字符跳动的幅度可以根据实际的FontSize来设置,或者增加依赖属性来控制;动画是否倒退播放,是否循环播放,以及动画的速度都可以通过增加依赖属性在调用时灵活设置。
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