Bezi回来了
This commit is contained in:
@@ -12,29 +12,21 @@ namespace Cielonos.MainGame.Effects.Feedback
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[Serializable]
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public struct FloatCurveChannel
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{
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/// <summary>
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/// 是否启用此通道。
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/// </summary>
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public bool active;
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/// <summary>
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/// 震动曲线,X轴为归一化时间[0,1],Y轴为强度[0,1]。
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/// </summary>
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[ShowIf("active")]
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[ShakeCurvePreset]
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public AnimationCurve curve;
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/// <summary>
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/// 曲线值0对应的实际数值。
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/// </summary>
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[ShowIf("active")]
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[LabelText("Remap Min")]
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public float remapMin;
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/// <summary>
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/// 曲线值1对应的实际数值。
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/// </summary>
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[ShowIf("active")]
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[LabelText("Remap Max")]
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public float remapMax;
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@@ -47,11 +39,10 @@ namespace Cielonos.MainGame.Effects.Feedback
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/// <summary>
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/// 创建默认的曲线通道。
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/// </summary>
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public static FloatCurveChannel CreateDefault(bool active = true, float remapMin = 0f, float remapMax = 1f, bool relativeToInitial = true)
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public static FloatCurveChannel CreateDefault(float remapMin = 0f, float remapMax = 1f, bool relativeToInitial = true)
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{
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return new FloatCurveChannel
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{
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active = active,
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curve = new AnimationCurve(
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new Keyframe(0f, 0f),
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new Keyframe(0.5f, 1f),
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@@ -68,7 +59,7 @@ namespace Cielonos.MainGame.Effects.Feedback
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/// </summary>
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public readonly float Evaluate(float normalizedTime)
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{
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if (!active || curve == null) return 0f;
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if (curve == null) return 0f;
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float t = Mathf.Clamp01(normalizedTime);
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float curveValue = curve.Evaluate(t);
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return Mathf.LerpUnclamped(remapMin, remapMax, curveValue);
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@@ -81,15 +72,9 @@ namespace Cielonos.MainGame.Effects.Feedback
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[Serializable]
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public struct ColorCurveChannel
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{
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/// <summary>
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/// 是否启用此通道。
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/// </summary>
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public bool active;
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/// <summary>
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/// 颜色渐变。
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/// </summary>
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[ShowIf("active")]
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[LabelText("颜色渐变")]
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public Gradient gradient;
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@@ -100,7 +85,6 @@ namespace Cielonos.MainGame.Effects.Feedback
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{
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return new ColorCurveChannel
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{
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active = true,
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gradient = new Gradient()
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};
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}
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@@ -110,7 +94,7 @@ namespace Cielonos.MainGame.Effects.Feedback
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/// </summary>
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public Color Evaluate(float normalizedTime)
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{
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if (!active || gradient == null) return Color.white;
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if (gradient == null) return Color.white;
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return gradient.Evaluate(Mathf.Clamp01(normalizedTime));
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}
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}
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@@ -121,23 +105,17 @@ namespace Cielonos.MainGame.Effects.Feedback
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[Serializable]
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public struct Vector2CurveChannel
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{
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public bool active;
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[ShowIf("active")]
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[LabelText("曲线 X")]
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[ShakeCurvePreset]
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public AnimationCurve curveX;
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[ShowIf("active")]
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[LabelText("曲线 Y")]
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[ShakeCurvePreset]
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public AnimationCurve curveY;
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[ShowIf("active")]
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[LabelText("Remap Min")]
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public Vector2 remapMin;
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[ShowIf("active")]
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[LabelText("Remap Max")]
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public Vector2 remapMax;
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@@ -153,7 +131,6 @@ namespace Cielonos.MainGame.Effects.Feedback
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{
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return new Vector2CurveChannel
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{
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active = true,
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curveX = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f)),
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curveY = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f)),
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remapMin = Vector2.zero,
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@@ -164,9 +141,8 @@ namespace Cielonos.MainGame.Effects.Feedback
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/// <summary>
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/// 根据归一化时间计算Vector2值。
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/// </summary>
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public Vector2 Evaluate(float normalizedTime, Vector2 initialValue)
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public readonly Vector2 Evaluate(float normalizedTime, Vector2 initialValue)
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{
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if (!active) return Vector2.zero;
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float t = Mathf.Clamp01(normalizedTime);
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float x = curveX?.Evaluate(t) ?? 0f;
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float y = curveY?.Evaluate(t) ?? 0f;
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@@ -39,26 +39,19 @@ namespace Cielonos.MainGame.Effects.Feedback
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/// 将给定的本地空间向量根据当前设置转换到世界空间。
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/// 如果两个方向都开启,角色方向优先。
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/// </summary>
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/// <param name="localAmplitude">本地空间下的振幅向量</param>
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/// <param name="standardScreenVector">在摄像机和角色相同朝向时,屏幕空间的振幅向量</param>
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/// <param name="ownerTransform">角色 Transform(可能为 null)</param>
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/// <returns>经方向变换后的振幅向量</returns>
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public Vector3 TransformAmplitude(Vector3 localAmplitude, Transform ownerTransform)
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public Vector3 TransformAmplitude(Vector3 standardScreenVector, Transform ownerTransform)
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{
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if (affectedByCharacterDirection && ownerTransform != null)
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{
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return ownerTransform.TransformDirection(localAmplitude);
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}
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Camera mainCamera = MainGameManager.Instance?.player?.viewSc?.playerCamera;
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if (mainCamera == null) return standardScreenVector;
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if (affectedByCameraDirection)
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{
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Camera mainCamera = MainGameManager.Instance.player.viewSc.playerCamera;
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if (mainCamera != null)
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{
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return mainCamera.transform.TransformDirection(localAmplitude);
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}
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}
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Quaternion characterRotation = ownerTransform?.rotation ?? Quaternion.identity;
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Quaternion cameraRotation = mainCamera.transform.rotation;
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return localAmplitude;
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Quaternion deltaRotation = Quaternion.Inverse(cameraRotation) * characterRotation;
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return deltaRotation * standardScreenVector;
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}
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}
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}
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@@ -16,7 +16,7 @@ namespace Cielonos.MainGame.Effects.Feedback
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[TitleGroup("FOV设置")]
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[LabelText("FOV曲线")]
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public FloatCurveChannel fovCurve = FloatCurveChannel.CreateDefault(remapMax: 10f);
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public FloatCurveChannel fovCurve = FloatCurveChannel.CreateDefault();
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protected override void TriggerEvent(FeedbackContext context)
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{
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@@ -30,11 +30,6 @@ namespace Cielonos.MainGame.Effects.Feedback
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public override bool Validate(out string error)
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{
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if (!fovCurve.active)
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{
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error = "FOV curve is not enabled.";
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return false;
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}
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error = null;
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return true;
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}
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@@ -44,7 +44,7 @@ namespace Cielonos.MainGame.Effects.Feedback
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{
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Vector3 finalAmplitude = directionSettings.TransformAmplitude(amplitude, context.owner);
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float intensityMultiplier = ComputeAttenuation(context);
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CameraRotationShakeEvent.Trigger(context, intensityCurve, finalAmplitude * intensityMultiplier);
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CameraPositionShakeEvent.Trigger(context, intensityCurve, finalAmplitude * intensityMultiplier);
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}
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protected override void StopEvent(FeedbackContext context)
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@@ -66,11 +66,6 @@ namespace Cielonos.MainGame.Effects.Feedback
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public override bool Validate(out string error)
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{
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if (!intensityCurve.active)
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{
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error = "Intensity curve is not enabled.";
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return false;
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}
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error = null;
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return true;
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}
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@@ -17,8 +17,7 @@ namespace Cielonos.MainGame.Effects.Feedback
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public Vector3 amplitude;
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[LabelText("X轴曲线")]
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public FloatCurveChannel intensityCurve = FloatCurveChannel.CreateDefault(remapMax: 5f);
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public FloatCurveChannel intensityCurve = FloatCurveChannel.CreateDefault();
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public CameraDirectionSettings directionSettings = new CameraDirectionSettings();
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@@ -40,8 +39,8 @@ namespace Cielonos.MainGame.Effects.Feedback
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protected override void TriggerEvent(FeedbackContext context)
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{
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Vector3 finalAmplitude = directionSettings.TransformAmplitude(amplitude, context.owner);
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float intensityMultiplier = ComputeAttenuation(context);
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CameraRotationShakeEvent.Trigger(context, intensityCurve, finalAmplitude * intensityMultiplier);
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float attenuation = ComputeAttenuation(context);
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CameraRotationShakeEvent.Trigger(context, intensityCurve, finalAmplitude * attenuation);
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}
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protected override void StopEvent(FeedbackContext context)
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@@ -58,11 +58,11 @@ namespace Cielonos.MainGame.Effects.Feedback
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{
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AnimeACESShakeEvent.Trigger(
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context,
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exposureChannel,
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contrastChannel,
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saturationChannel,
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hueChannel,
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colorFilterChannel
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modifyExposure, exposureChannel,
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modifyContrast, contrastChannel,
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modifySaturation, saturationChannel,
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modifyHue, hueChannel,
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modifyColorFilter, colorFilterChannel
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);
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}
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@@ -3,8 +3,16 @@ using UnityEngine;
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namespace Cielonos.MainGame.Effects.Feedback
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{
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public class BloomAction : CurveShakeAction
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public class BloomAction : PostprocessingActionBase
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{
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protected override void TriggerEvent(FeedbackContext context)
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{
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throw new System.NotImplementedException();
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}
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protected override void StopEvent(FeedbackContext context)
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{
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throw new System.NotImplementedException();
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}
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}
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}
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@@ -0,0 +1,60 @@
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using System;
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using Sirenix.OdinInspector;
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using SLSUtilities.Feedback;
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using UnityEngine;
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namespace Cielonos.MainGame.Effects.Feedback
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{
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/// <summary>
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/// RGB分离故障反馈动作,通过 RGBSplitGlitchShakeEvent 触发 RGBSplitGlitchShaker。
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/// </summary>
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[Serializable]
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[FeedbackActionColor(1f, 0.3f, 0.8f)]
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public class RGBSplitGlitchAction : PostprocessingActionBase
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{
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public override string DisplayName => "RGB Split Glitch";
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[LabelText("强度曲线")]
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public FloatCurveChannel intensityCurve = FloatCurveChannel.CreateDefault(remapMax: 1f);
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[LabelText("修改速度")]
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public bool modifySpeed;
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[ShowIf("modifySpeed")]
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[LabelText("速度曲线")]
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public FloatCurveChannel speedCurve = FloatCurveChannel.CreateDefault(remapMax: 50f);
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[HideIf("modifySpeed")]
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[LabelText("速度")]
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[Range(0f, 100f)]
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public float speed = 30f;
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protected override void TriggerEvent(FeedbackContext context)
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{
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FloatCurveChannel finalSpeedCurve = modifySpeed
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? speedCurve
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: new FloatCurveChannel
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{
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curve = AnimationCurve.Constant(0f, 1f, speed),
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relativeToInitial = false
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};
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RGBSplitGlitchShakeEvent.Trigger(
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context,
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intensityCurve,
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finalSpeedCurve
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);
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}
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protected override void StopEvent(FeedbackContext context)
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{
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RGBSplitGlitchShakeEvent.Trigger(context, intensityCurve, stop: true);
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}
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public override bool Validate(out string error)
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{
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error = null;
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return true;
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}
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: dc20b82d80b720247a0ef6db8513af02
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@@ -14,73 +14,53 @@ namespace Cielonos.MainGame.Effects.Feedback
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{
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public override string DisplayName => "Vignette";
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public FloatCurveChannel intensityCurve = FloatCurveChannel.CreateDefault(remapMax: 1f);
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/// <summary>
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/// 是否修改暗角中心点。
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/// </summary>
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[LabelText("修改中心点")]
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public bool modifyCenter;
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/// <summary>
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/// 模糊中心的屏幕坐标 (0-1)。(0.5, 0.5) 为屏幕正中心。
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/// </summary>
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[HideIf("modifyCenter")]
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[LabelText("中心点")]
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public Vector2 center = new Vector2(0.5f, 0.5f);
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[ShowIf("modifyCenter")]
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[LabelText("中心点曲线")]
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public Vector2CurveChannel centerCurve = Vector2CurveChannel.CreateDefault();
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/// <summary>
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/// 是否修改颜色。
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/// </summary>
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[LabelText("修改颜色")]
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public bool modifyColors;
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[HideIf("modifyColors")]
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public Color outColor;
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[HideIf("modifyColors")]
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public Color innerColor;
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/// <summary>
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/// 外圈颜色。
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/// </summary>
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[ShowIf("modifyColors")]
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[LabelText("外圈颜色")]
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public Color outColor = Color.black;
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[HideIf("modifyColors")]
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[LabelText("内圈颜色")]
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public Color innerColor = Color.black;
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[ShowIf("modifyColors")]
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[LabelText("外圈颜色曲线")]
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public ColorCurveChannel outerColorCurve = ColorCurveChannel.CreateDefault();
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/// <summary>
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/// 内圈颜色。
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/// </summary>
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[ShowIf("modifyColors")]
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[LabelText("内圈颜色")]
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[LabelText("内圈颜色曲线")]
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public ColorCurveChannel innerColorCurve = ColorCurveChannel.CreateDefault();
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/// <summary>
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/// 是否修改形状。
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/// </summary>
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[LabelText("修改形状")]
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public bool modifyShape;
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[HideIf("modifyShape")]
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public float smoothness;
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[LabelText("柔和度")]
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public float smoothness = 0.5f;
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[HideIf("modifyShape")]
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public float roundness;
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[LabelText("圆度")]
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public float roundness = 1f;
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/// <summary>
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/// 柔和度曲线。
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/// </summary>
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[ShowIf("modifyShape")]
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[LabelText("柔和度曲线")]
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public FloatCurveChannel smoothnessCurve = FloatCurveChannel.CreateDefault(remapMax: 0.5f);
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/// <summary>
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/// 圆度曲线。
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/// </summary>
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[ShowIf("modifyShape")]
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[LabelText("圆度曲线")]
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public FloatCurveChannel roundnessCurve = FloatCurveChannel.CreateDefault(remapMax: 1f);
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@@ -91,13 +71,18 @@ namespace Cielonos.MainGame.Effects.Feedback
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context,
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intensityCurve,
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modifyCenter,
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center,
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modifyCenter ? centerCurve : default,
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modifyCenter ? center : default(Vector2),
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modifyColors,
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outerColorCurve,
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innerColorCurve,
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modifyColors ? outerColorCurve : default,
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modifyColors ? innerColorCurve : default,
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modifyColors ? outColor : default,
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modifyColors ? innerColor : default,
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modifyShape,
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smoothnessCurve,
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roundnessCurve
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modifyShape ? smoothnessCurve : default,
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modifyShape ? roundnessCurve : default,
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modifyShape ? smoothness : 0f,
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modifyShape ? roundness : 0f
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);
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}
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@@ -17,10 +17,15 @@ namespace Cielonos.MainGame.Effects.Feedback
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public delegate void ShakeDelegate(
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FeedbackContext feedbackContext,
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bool modifyExposure,
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FloatCurveChannel exposureCurve,
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bool modifyContrast,
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FloatCurveChannel contrastCurve,
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bool modifySaturation,
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FloatCurveChannel saturationCurve,
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bool modifyHue,
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FloatCurveChannel hueCurve,
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bool modifyColorFilter,
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ColorCurveChannel colorFilterCurve,
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bool stop
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);
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@@ -30,14 +35,32 @@ namespace Cielonos.MainGame.Effects.Feedback
|
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|
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public static void Trigger(
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FeedbackContext feedbackContext,
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bool modifyExposure = false,
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FloatCurveChannel exposureCurve = default,
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bool modifyContrast = false,
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FloatCurveChannel contrastCurve = default,
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bool modifySaturation = false,
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FloatCurveChannel saturationCurve = default,
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bool modifyHue = false,
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FloatCurveChannel hueCurve = default,
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bool modifyColorFilter = false,
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ColorCurveChannel colorFilterCurve = default,
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bool stop = false)
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{
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OnEvent?.Invoke(feedbackContext, exposureCurve, contrastCurve, saturationCurve, hueCurve, colorFilterCurve, stop);
|
||||
OnEvent?.Invoke(
|
||||
feedbackContext,
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||||
modifyExposure,
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||||
exposureCurve,
|
||||
modifyContrast,
|
||||
contrastCurve,
|
||||
modifySaturation,
|
||||
saturationCurve,
|
||||
modifyHue,
|
||||
hueCurve,
|
||||
modifyColorFilter,
|
||||
colorFilterCurve,
|
||||
stop
|
||||
);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -46,26 +69,45 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
/// </summary>
|
||||
public class AnimeACESShakeInstance : ShakeInstanceBase
|
||||
{
|
||||
public readonly FloatCurveChannel ExposureCurve;
|
||||
public readonly FloatCurveChannel ContrastCurve;
|
||||
public readonly FloatCurveChannel SaturationCurve;
|
||||
public readonly FloatCurveChannel HueCurve;
|
||||
public readonly ColorCurveChannel ColorFilterCurve;
|
||||
public readonly bool modifyExposure;
|
||||
public readonly FloatCurveChannel exposureCurve;
|
||||
|
||||
public readonly bool modifyContrast;
|
||||
public readonly FloatCurveChannel contrastCurve;
|
||||
|
||||
public readonly bool modifySaturation;
|
||||
public readonly FloatCurveChannel saturationCurve;
|
||||
|
||||
public readonly bool modifyHue;
|
||||
public readonly FloatCurveChannel hueCurve;
|
||||
|
||||
public readonly bool modifyColorFilter;
|
||||
public readonly ColorCurveChannel colorFilterCurve;
|
||||
|
||||
public AnimeACESShakeInstance(
|
||||
FeedbackContext feedbackContext,
|
||||
bool modifyExposure,
|
||||
FloatCurveChannel exposureCurve,
|
||||
bool modifyContrast,
|
||||
FloatCurveChannel contrastCurve,
|
||||
bool modifySaturation,
|
||||
FloatCurveChannel saturationCurve,
|
||||
bool modifyHue,
|
||||
FloatCurveChannel hueCurve,
|
||||
bool modifyColorFilter,
|
||||
ColorCurveChannel colorFilterCurve)
|
||||
: base(feedbackContext.timeSettings, feedbackContext.player.TimeProvider, feedbackContext.duration)
|
||||
{
|
||||
ExposureCurve = exposureCurve;
|
||||
ContrastCurve = contrastCurve;
|
||||
SaturationCurve = saturationCurve;
|
||||
HueCurve = hueCurve;
|
||||
ColorFilterCurve = colorFilterCurve;
|
||||
this.modifyExposure = modifyExposure;
|
||||
this.modifyContrast = modifyContrast;
|
||||
this.modifySaturation = modifySaturation;
|
||||
this.modifyHue = modifyHue;
|
||||
this.modifyColorFilter = modifyColorFilter;
|
||||
this.exposureCurve = exposureCurve;
|
||||
this.contrastCurve = contrastCurve;
|
||||
this.saturationCurve = saturationCurve;
|
||||
this.hueCurve = hueCurve;
|
||||
this.colorFilterCurve = colorFilterCurve;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -115,38 +157,39 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
for (int i = _activeShakes.Count - 1; i >= 0; i--)
|
||||
{
|
||||
AnimeACESShakeInstance shake = _activeShakes[i];
|
||||
shake.timer += shake.timeProvider.GetDeltaTime(shake.timeSettings);
|
||||
shake.Tick();
|
||||
|
||||
float normalizedTime = shake.timer / shake.duration;
|
||||
|
||||
// Exposure
|
||||
if (shake.ExposureCurve.active)
|
||||
if (shake.modifyExposure)
|
||||
{
|
||||
additiveExposure += shake.ExposureCurve.Evaluate(normalizedTime);
|
||||
additiveExposure += shake.exposureCurve.Evaluate(normalizedTime);
|
||||
Debug.Log($"Exposure shake: {additiveExposure}");
|
||||
}
|
||||
|
||||
// Contrast
|
||||
if (shake.ContrastCurve.active)
|
||||
if (shake.modifyContrast)
|
||||
{
|
||||
additiveContrast += shake.ContrastCurve.Evaluate(normalizedTime);
|
||||
additiveContrast += shake.contrastCurve.Evaluate(normalizedTime);
|
||||
}
|
||||
|
||||
// Saturation
|
||||
if (shake.SaturationCurve.active)
|
||||
if (shake.modifySaturation)
|
||||
{
|
||||
additiveSaturation += shake.SaturationCurve.Evaluate(normalizedTime);
|
||||
additiveSaturation += shake.saturationCurve.Evaluate(normalizedTime);
|
||||
}
|
||||
|
||||
// Hue
|
||||
if (shake.HueCurve.active)
|
||||
if (shake.modifyHue)
|
||||
{
|
||||
additiveHue += shake.HueCurve.Evaluate(normalizedTime);
|
||||
additiveHue += shake.hueCurve.Evaluate(normalizedTime);
|
||||
}
|
||||
|
||||
// Color Filter
|
||||
if (shake.ColorFilterCurve.active)
|
||||
if (shake.modifyColorFilter)
|
||||
{
|
||||
colorFilterAccum = shake.ColorFilterCurve.Evaluate(normalizedTime);
|
||||
colorFilterAccum = shake.colorFilterCurve.Evaluate(normalizedTime);
|
||||
hasColorFilter = true;
|
||||
}
|
||||
|
||||
@@ -171,10 +214,15 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
|
||||
private void OnShakeEvent(
|
||||
FeedbackContext feedbackContext,
|
||||
bool modifyExposure,
|
||||
FloatCurveChannel exposureCurve,
|
||||
bool modifyContrast,
|
||||
FloatCurveChannel contrastCurve,
|
||||
bool modifySaturation,
|
||||
FloatCurveChannel saturationCurve,
|
||||
bool modifyHue,
|
||||
FloatCurveChannel hueCurve,
|
||||
bool modifyColorFilter,
|
||||
ColorCurveChannel colorFilterCurve,
|
||||
bool stop)
|
||||
{
|
||||
@@ -184,12 +232,11 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
|
||||
var instance = new AnimeACESShakeInstance(
|
||||
feedbackContext,
|
||||
exposureCurve,
|
||||
contrastCurve,
|
||||
saturationCurve,
|
||||
hueCurve,
|
||||
colorFilterCurve
|
||||
);
|
||||
modifyExposure, exposureCurve,
|
||||
modifyContrast, contrastCurve,
|
||||
modifySaturation, saturationCurve,
|
||||
modifyHue, hueCurve,
|
||||
modifyColorFilter, colorFilterCurve);
|
||||
_activeShakes.Add(instance);
|
||||
}
|
||||
|
||||
|
||||
@@ -118,21 +118,18 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
|
||||
float normalizedTime = shake.timer / shake.duration;
|
||||
|
||||
if (shake.intensityCurve.active)
|
||||
float curveValue = shake.intensityCurve.Evaluate(normalizedTime);
|
||||
if (shake.intensityCurve.relativeToInitial)
|
||||
{
|
||||
float curveValue = shake.intensityCurve.Evaluate(normalizedTime);
|
||||
if (shake.intensityCurve.relativeToInitial)
|
||||
{
|
||||
additiveIntensity += curveValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
absoluteIntensity = curveValue;
|
||||
hasAbsolute = true;
|
||||
}
|
||||
additiveIntensity += curveValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
absoluteIntensity = curveValue;
|
||||
hasAbsolute = true;
|
||||
}
|
||||
|
||||
if (shake.modifyJitter && shake.jitterCurve.active)
|
||||
if (shake.modifyJitter)
|
||||
{
|
||||
additiveJitter += shake.jitterCurve.Evaluate(normalizedTime);
|
||||
}
|
||||
|
||||
@@ -56,13 +56,13 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
public class CameraFovShaker : MonoBehaviour
|
||||
{
|
||||
private CinemachineCamera _camera;
|
||||
private float _initialFov;
|
||||
public float initialFov;
|
||||
private readonly List<CameraFovShakeInstance> _activeShakes = new List<CameraFovShakeInstance>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_camera = GetComponent<CinemachineCamera>();
|
||||
_initialFov = _camera.Lens.FieldOfView;
|
||||
initialFov = _camera.Lens.FieldOfView;
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
@@ -82,7 +82,7 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
|
||||
if (_activeShakes.Count == 0)
|
||||
{
|
||||
SetFov(_initialFov);
|
||||
SetFov(initialFov);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -112,7 +112,7 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
}
|
||||
}
|
||||
|
||||
float finalFov = hasAbsolute ? absoluteFov : _initialFov + additiveFov;
|
||||
float finalFov = hasAbsolute ? absoluteFov : initialFov + additiveFov;
|
||||
SetFov(finalFov);
|
||||
}
|
||||
|
||||
@@ -144,7 +144,7 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
_activeShakes.Clear();
|
||||
if (_camera != null)
|
||||
{
|
||||
SetFov(_initialFov);
|
||||
SetFov(initialFov);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -109,7 +109,6 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
}
|
||||
|
||||
Vector3 totalOffset = Vector3.zero;
|
||||
|
||||
for (int i = _activeShakes.Count - 1; i >= 0; i--)
|
||||
{
|
||||
CameraRotationShakeInstance shake = _activeShakes[i];
|
||||
@@ -121,7 +120,6 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
_activeShakes.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
_rotationOffset.rotationOffset = _initialRotation + totalOffset;
|
||||
}
|
||||
|
||||
|
||||
@@ -0,0 +1,173 @@
|
||||
using System.Collections.Generic;
|
||||
using SLSUtilities.Feedback;
|
||||
using SLSUtilities.Rendering.PostProcessing;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cielonos.MainGame.Effects.Feedback
|
||||
{
|
||||
/// <summary>
|
||||
/// RGB分离故障震动事件。
|
||||
/// </summary>
|
||||
public struct RGBSplitGlitchShakeEvent
|
||||
{
|
||||
private static event ShakeDelegate OnEvent;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void RuntimeInitialization() { OnEvent = null; }
|
||||
|
||||
public delegate void ShakeDelegate(
|
||||
FeedbackContext feedbackContext,
|
||||
FloatCurveChannel intensityCurve,
|
||||
FloatCurveChannel speedCurve,
|
||||
bool stop
|
||||
);
|
||||
|
||||
public static void Register(ShakeDelegate callback) { OnEvent += callback; }
|
||||
public static void Unregister(ShakeDelegate callback) { OnEvent -= callback; }
|
||||
|
||||
public static void Trigger(
|
||||
FeedbackContext feedbackContext,
|
||||
FloatCurveChannel intensityCurve,
|
||||
FloatCurveChannel speedCurve = default,
|
||||
bool stop = false)
|
||||
{
|
||||
OnEvent?.Invoke(feedbackContext, intensityCurve, speedCurve, stop);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// RGB分离故障震动实例。
|
||||
/// </summary>
|
||||
public class RGBSplitGlitchShakeInstance : ShakeInstanceBase
|
||||
{
|
||||
public readonly FloatCurveChannel intensityCurve;
|
||||
public readonly FloatCurveChannel speedCurve;
|
||||
|
||||
public RGBSplitGlitchShakeInstance(
|
||||
FeedbackContext feedbackContext,
|
||||
FloatCurveChannel intensityCurve,
|
||||
FloatCurveChannel speedCurve)
|
||||
: base(feedbackContext.timeSettings, feedbackContext.player.TimeProvider, feedbackContext.duration)
|
||||
{
|
||||
this.intensityCurve = intensityCurve;
|
||||
this.speedCurve = speedCurve;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// RGBSplitGlitch 的震动聚合器。
|
||||
/// </summary>
|
||||
[AddComponentMenu("SLS Utilities/Feedback Shakers/RGB Split Glitch Shaker")]
|
||||
public class RGBSplitGlitchShaker : MonoBehaviour
|
||||
{
|
||||
private RGBSplitGlitch _component;
|
||||
private float _initialIntensity;
|
||||
private float _initialSpeed;
|
||||
private bool _resolved;
|
||||
|
||||
private readonly List<RGBSplitGlitchShakeInstance> _activeShakes = new List<RGBSplitGlitchShakeInstance>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_resolved = TryResolve();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
RGBSplitGlitchShakeEvent.Register(OnShakeEvent);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
RGBSplitGlitchShakeEvent.Unregister(OnShakeEvent);
|
||||
StopAll();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!_resolved || _activeShakes.Count == 0) return;
|
||||
|
||||
float additiveIntensity = 0f;
|
||||
float absoluteIntensity = 0f;
|
||||
bool hasAbsolute = false;
|
||||
float additiveSpeed = 0f;
|
||||
|
||||
for (int i = _activeShakes.Count - 1; i >= 0; i--)
|
||||
{
|
||||
RGBSplitGlitchShakeInstance shake = _activeShakes[i];
|
||||
shake.timer += shake.timeProvider.GetDeltaTime(shake.timeSettings);
|
||||
|
||||
float normalizedTime = shake.timer / shake.duration;
|
||||
|
||||
float intensityValue = shake.intensityCurve.Evaluate(normalizedTime);
|
||||
if (shake.intensityCurve.relativeToInitial)
|
||||
{
|
||||
additiveIntensity += intensityValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
absoluteIntensity = intensityValue;
|
||||
hasAbsolute = true;
|
||||
}
|
||||
|
||||
additiveSpeed += shake.speedCurve.Evaluate(normalizedTime);
|
||||
|
||||
if (shake.IsFinished)
|
||||
{
|
||||
_activeShakes.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
float finalIntensity = hasAbsolute ? absoluteIntensity : _initialIntensity + additiveIntensity;
|
||||
_component.intensity.value = finalIntensity;
|
||||
_component.speed.value = _initialSpeed + additiveSpeed;
|
||||
|
||||
if (_activeShakes.Count == 0)
|
||||
{
|
||||
Restore();
|
||||
}
|
||||
}
|
||||
|
||||
private void OnShakeEvent(
|
||||
FeedbackContext feedbackContext,
|
||||
FloatCurveChannel intensityCurve,
|
||||
FloatCurveChannel speedCurve,
|
||||
bool stop)
|
||||
{
|
||||
if (stop) { StopAll(); return; }
|
||||
if (!_resolved) _resolved = TryResolve();
|
||||
if (!_resolved) return;
|
||||
|
||||
var instance = new RGBSplitGlitchShakeInstance(
|
||||
feedbackContext,
|
||||
intensityCurve,
|
||||
speedCurve
|
||||
);
|
||||
_activeShakes.Add(instance);
|
||||
}
|
||||
|
||||
private bool TryResolve()
|
||||
{
|
||||
if (_component != null) return true;
|
||||
if (PostProcessingManager.Instance == null) return false;
|
||||
if (!PostProcessingManager.Instance.GetVolumeComponent(out _component)) return false;
|
||||
|
||||
_initialIntensity = _component.intensity.value;
|
||||
_initialSpeed = _component.speed.value;
|
||||
return true;
|
||||
}
|
||||
|
||||
private void Restore()
|
||||
{
|
||||
if (!_resolved) return;
|
||||
_component.intensity.value = _initialIntensity;
|
||||
_component.speed.value = _initialSpeed;
|
||||
}
|
||||
|
||||
private void StopAll()
|
||||
{
|
||||
_activeShakes.Clear();
|
||||
Restore();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e720e1219abdd234b8c87ce75d5815cb
|
||||
@@ -19,13 +19,18 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
FeedbackContext feedbackContext,
|
||||
FloatCurveChannel intensityCurve,
|
||||
bool modifyCenter,
|
||||
Vector2CurveChannel centerCurve,
|
||||
Vector2 center,
|
||||
bool modifyColors,
|
||||
ColorCurveChannel colorOuter,
|
||||
ColorCurveChannel colorInner,
|
||||
Color outColor,
|
||||
Color innerColor,
|
||||
bool modifyShape,
|
||||
FloatCurveChannel smoothnessCurve,
|
||||
FloatCurveChannel roundnessCurve,
|
||||
float smoothness,
|
||||
float roundness,
|
||||
bool stop
|
||||
);
|
||||
|
||||
@@ -36,18 +41,23 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
FeedbackContext feedbackContext,
|
||||
FloatCurveChannel intensityCurve,
|
||||
bool modifyCenter = false,
|
||||
Vector2CurveChannel centerCurve = default,
|
||||
Vector2 center = default,
|
||||
bool modifyColors = false,
|
||||
ColorCurveChannel colorOuter = default,
|
||||
ColorCurveChannel colorInner = default,
|
||||
Color outColor = default,
|
||||
Color innerColor = default,
|
||||
bool modifyShape = false,
|
||||
FloatCurveChannel smoothnessCurve = default,
|
||||
FloatCurveChannel roundnessCurve = default,
|
||||
float smoothness = 0f,
|
||||
float roundness = 0f,
|
||||
bool stop = false)
|
||||
{
|
||||
OnEvent?.Invoke(feedbackContext, intensityCurve, modifyCenter, center,
|
||||
modifyColors, colorOuter, colorInner, modifyShape,
|
||||
smoothnessCurve, roundnessCurve, stop);
|
||||
OnEvent?.Invoke(feedbackContext, intensityCurve, modifyCenter, centerCurve, center,
|
||||
modifyColors, colorOuter, colorInner, outColor, innerColor, modifyShape,
|
||||
smoothnessCurve, roundnessCurve, smoothness, roundness, stop);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -58,36 +68,51 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
{
|
||||
public readonly FloatCurveChannel intensityCurve;
|
||||
public readonly bool modifyCenter;
|
||||
public readonly Vector2CurveChannel centerCurve;
|
||||
public readonly Vector2 center;
|
||||
public readonly bool modifyColors;
|
||||
public readonly ColorCurveChannel colorOuter;
|
||||
public readonly ColorCurveChannel colorInner;
|
||||
public readonly Color outColor;
|
||||
public readonly Color innerColor;
|
||||
public readonly bool modifyShape;
|
||||
public readonly FloatCurveChannel smoothnessCurve;
|
||||
public readonly FloatCurveChannel roundnessCurve;
|
||||
public readonly float smoothness;
|
||||
public readonly float roundness;
|
||||
|
||||
public VignetteShakeInstance(
|
||||
FeedbackContext feedbackContext,
|
||||
FloatCurveChannel intensityCurve,
|
||||
bool modifyCenter,
|
||||
Vector2CurveChannel centerCurve,
|
||||
Vector2 center,
|
||||
bool modifyColors,
|
||||
ColorCurveChannel colorOuter,
|
||||
ColorCurveChannel colorInner,
|
||||
Color outColor,
|
||||
Color innerColor,
|
||||
bool modifyShape,
|
||||
FloatCurveChannel smoothnessCurve,
|
||||
FloatCurveChannel roundnessCurve)
|
||||
FloatCurveChannel roundnessCurve,
|
||||
float smoothness,
|
||||
float roundness)
|
||||
: base(feedbackContext.timeSettings, feedbackContext.player.TimeProvider, feedbackContext.duration)
|
||||
{
|
||||
this.intensityCurve = intensityCurve;
|
||||
this.modifyCenter = modifyCenter;
|
||||
this.centerCurve = centerCurve;
|
||||
this.center = center;
|
||||
this.modifyColors = modifyColors;
|
||||
this.colorOuter = colorOuter;
|
||||
this.colorInner = colorInner;
|
||||
this.outColor = outColor;
|
||||
this.innerColor = innerColor;
|
||||
this.modifyShape = modifyShape;
|
||||
this.smoothnessCurve = smoothnessCurve;
|
||||
this.roundnessCurve = roundnessCurve;
|
||||
this.smoothness = smoothness;
|
||||
this.roundness = roundness;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -148,37 +173,44 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
|
||||
float normalizedTime = shake.timer / shake.duration;
|
||||
|
||||
if (shake.intensityCurve.active)
|
||||
float curveValue = shake.intensityCurve.Evaluate(normalizedTime);
|
||||
if (shake.intensityCurve.relativeToInitial)
|
||||
{
|
||||
float curveValue = shake.intensityCurve.Evaluate(normalizedTime);
|
||||
if (shake.intensityCurve.relativeToInitial)
|
||||
{
|
||||
additiveIntensity += curveValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
absoluteIntensity = curveValue;
|
||||
hasAbsolute = true;
|
||||
}
|
||||
additiveIntensity += curveValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
absoluteIntensity = curveValue;
|
||||
hasAbsolute = true;
|
||||
}
|
||||
|
||||
if (shake.modifyCenter)
|
||||
{
|
||||
latestCenter = shake.center;
|
||||
latestCenter = shake.modifyCenter
|
||||
? shake.centerCurve.Evaluate(normalizedTime, _initialCenter)
|
||||
: shake.center;
|
||||
hasCenter = true;
|
||||
}
|
||||
|
||||
if (shake.modifyColors)
|
||||
{
|
||||
latestColorOuter = shake.colorOuter.Evaluate(normalizedTime);
|
||||
latestColorInner = shake.colorInner.Evaluate(normalizedTime);
|
||||
latestColorOuter = shake.modifyColors
|
||||
? shake.colorOuter.Evaluate(normalizedTime)
|
||||
: shake.outColor;
|
||||
latestColorInner = shake.modifyColors
|
||||
? shake.colorInner.Evaluate(normalizedTime)
|
||||
: shake.innerColor;
|
||||
hasColors = true;
|
||||
}
|
||||
|
||||
if (shake.modifyShape)
|
||||
{
|
||||
latestSmoothness = shake.smoothnessCurve.Evaluate(normalizedTime);
|
||||
latestRoundness = shake.roundnessCurve.Evaluate(normalizedTime);
|
||||
latestSmoothness = shake.modifyShape
|
||||
? shake.smoothnessCurve.Evaluate(normalizedTime)
|
||||
: shake.smoothness;
|
||||
latestRoundness = shake.modifyShape
|
||||
? shake.roundnessCurve.Evaluate(normalizedTime)
|
||||
: shake.roundness;
|
||||
hasShape = true;
|
||||
}
|
||||
|
||||
@@ -213,13 +245,18 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
FeedbackContext feedbackContext,
|
||||
FloatCurveChannel intensityCurve,
|
||||
bool modifyCenter,
|
||||
Vector2CurveChannel centerCurve,
|
||||
Vector2 center,
|
||||
bool modifyColors,
|
||||
ColorCurveChannel colorOuter,
|
||||
ColorCurveChannel colorInner,
|
||||
Color outColor,
|
||||
Color innerColor,
|
||||
bool modifyShape,
|
||||
FloatCurveChannel smoothnessCurve,
|
||||
FloatCurveChannel roundnessCurve,
|
||||
float smoothness,
|
||||
float roundness,
|
||||
bool stop)
|
||||
{
|
||||
if (stop) { StopAll(); return; }
|
||||
@@ -227,9 +264,21 @@ namespace Cielonos.MainGame.Effects.Feedback
|
||||
if (!_resolved) return;
|
||||
|
||||
var instance = new VignetteShakeInstance(
|
||||
feedbackContext, intensityCurve, modifyCenter, center,
|
||||
modifyColors, colorOuter, colorInner, modifyShape,
|
||||
smoothnessCurve, roundnessCurve
|
||||
feedbackContext,
|
||||
intensityCurve,
|
||||
modifyCenter,
|
||||
centerCurve,
|
||||
center,
|
||||
modifyColors,
|
||||
colorOuter,
|
||||
colorInner,
|
||||
outColor,
|
||||
innerColor,
|
||||
modifyShape,
|
||||
smoothnessCurve,
|
||||
roundnessCurve,
|
||||
smoothness,
|
||||
roundness
|
||||
);
|
||||
_activeShakes.Add(instance);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user