Add scene transitions (fade, wipe) to SceneManager

Switch(scene, transition) covers the old scene, swaps at full coverage
(hiding slow OnLoad), then reveals the new one. Built-in Fade and Wipe
transitions draw through TransitionRenderer (BasicEffect quad, no
SpriteBatch); custom transitions subclass Transition. Runs on unscaled
time so it works while gameplay is paused; Switch during a transition
replaces the pending target.

Sample: Tab now fades into the stress scene and wipes back.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
Leonid Pershin
2026-06-11 04:27:54 +03:00
co-authored by Claude Fable 5
parent ff2231a8ab
commit 2b7d4c4fef
8 changed files with 338 additions and 15 deletions
+73
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using Microsoft.Xna.Framework;
namespace MrGameEng.Core;
/// <summary>Phase of a scene transition.</summary>
public enum TransitionPhase
{
/// <summary>The old scene is being covered (coverage grows 0 → 1).</summary>
Out,
/// <summary>The new scene is being revealed (coverage shrinks 1 → 0).</summary>
In,
}
/// <summary>
/// Visual transition between scenes. The scene switch itself happens at full coverage,
/// so a slow <c>OnLoad</c> of the next scene is hidden behind the overlay.
/// Transitions are stateless and reusable; progress is tracked by <see cref="SceneManager"/>.
/// Runs on unscaled time, so it works while gameplay is paused.
/// </summary>
public abstract class Transition
{
/// <summary>Seconds the covering phase takes.</summary>
public float OutDuration { get; }
/// <summary>Seconds the revealing phase takes.</summary>
public float InDuration { get; }
/// <summary>Creates a transition with explicit phase durations.</summary>
protected Transition(float outDuration, float inDuration)
{
OutDuration = Math.Max(0f, outDuration);
InDuration = Math.Max(0f, inDuration);
}
/// <summary>
/// Draws the overlay. <paramref name="coverage"/> is 0 (scene fully visible) to
/// 1 (scene fully covered); <paramref name="phase"/> tells which side of the switch this is.
/// </summary>
public abstract void Draw(TransitionRenderer renderer, float coverage, TransitionPhase phase);
/// <summary>Fade through a solid color (black by default). Total duration is split between out and in.</summary>
public static Transition Fade(float duration = 0.6f, Color? color = null) =>
new FadeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
/// <summary>A curtain wiping across the screen (black by default). Total duration is split between out and in.</summary>
public static Transition Wipe(float duration = 0.6f, Color? color = null) =>
new WipeTransition(duration / 2f, duration / 2f, color ?? Color.Black);
private sealed class FadeTransition(float outDuration, float inDuration, Color color)
: Transition(outDuration, inDuration)
{
public override void Draw(TransitionRenderer renderer, float coverage, TransitionPhase phase) =>
renderer.Fill(0f, 0f, 1f, 1f, color, coverage);
}
private sealed class WipeTransition(float outDuration, float inDuration, Color color)
: Transition(outDuration, inDuration)
{
public override void Draw(TransitionRenderer renderer, float coverage, TransitionPhase phase)
{
// Out: шторка растёт слева направо; In: уезжает дальше вправо.
if (phase == TransitionPhase.Out)
{
renderer.Fill(0f, 0f, coverage, 1f, color);
}
else
{
renderer.Fill(1f - coverage, 0f, coverage, 1f, color);
}
}
}
}