基于WPF实现跳动的字符效果
作者:czwy
这篇文章主要和大家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,本文将利用WPF实现这一效果,感兴趣的小伙伴可以学习一下
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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