class_name BlinkerEffect extends BaseEffect ## How many blink cycles per second. @export_range(0.0, 60.0) var blink_frequency: float = 8.0 ## Fraction of each cycle the sprite is visible (0.0–1.0). @export_range(0.0, 1.0) var blink_length: float = 0.5 ## Minimum alpha when "off" (0.0 = fully invisible, 1.0 = fully visible). @export_range(0.0, 1.0) var min_alpha: float = 0.0 ## Maximum alpha when "on" (0.0–1.0). @export_range(0.0, 1.0) var max_alpha: float = 1.0 ## Duration of the fade-in at the start of the effect (seconds). @export_range(0.0, 5.0) var start_ease: float = 0.0 ## Easing curve for the fade-in. @export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var start_ease_mode: int = 1 ## Duration of the fade-out at the end of the effect (seconds). @export_range(0.0, 5.0) var end_ease: float = 0.0 ## Easing curve for the fade-out. @export_enum("Linear", "Smooth", "Ease-In", "Ease-Out", "Ease-In-Out") var end_ease_mode: int = 1 var _original_modulate: Color func start(target: Node) -> void: super.start(target) if target is CanvasItem: _original_modulate = target.modulate func process(delta: float, target: Node) -> void: super.process(delta, target) if target is CanvasItem: var alpha: float = _compute_alpha(_elapsed) target.modulate = Color(_original_modulate.r, _original_modulate.g, _original_modulate.b, alpha) func stop(target: Node) -> void: if target is CanvasItem: target.modulate = _original_modulate ## Compute the combined eased alpha for a given elapsed time. func _compute_alpha(elapsed: float) -> float: if duration <= 0.0: return 1.0 var t: float = min(elapsed, duration) # Blink pulse: on/off cycling at the given frequency and duty cycle var period := 1.0 / blink_frequency if blink_frequency > 0.0 else 1.0 var phase := fmod(t, period) / period var pulse: float = min_alpha if phase < blink_length: var pulse_progress = phase / blink_length if blink_length > 0.0 else 1.0 if pulse_progress < 0.5: pulse = min_alpha + (max_alpha - min_alpha) * _ease_value(pulse_progress * 2.0, 2) else: pulse = min_alpha + (max_alpha - min_alpha) * _ease_value((1.0 - pulse_progress) * 2.0, 3) # Start ease: fade from fully visible into the blink pattern if t < start_ease and start_ease > 0.0: var fade_in = _ease_value(t / start_ease, start_ease_mode) return lerp(max_alpha, pulse, fade_in) # End ease: fade from blink pattern back to fully visible if t > duration - end_ease and end_ease > 0.0: var fade_progress = (t - (duration - end_ease)) / end_ease var fade_out = _ease_value(fade_progress, end_ease_mode) return lerp(pulse, max_alpha, fade_out) return pulse ## Apply easing to a 0.0–1.0 normalized value based on the selected mode. func _ease_value(value: float, mode: int) -> float: match mode: 0: return value # Linear 1: return smoothstep(0.0, 1.0, value) # Smooth 2: return ease(value, -2.0) # Ease-In (accelerating) 3: return ease(value, 2.0) # Ease-Out (decelerating) 4: return ease(value, 3.0) # Ease-In-Out (S-curve) return value