新Feedback系统

This commit is contained in:
SoulliesOfficial
2026-04-12 02:11:15 -04:00
parent f26f9fd374
commit 41140a2017
171 changed files with 296190 additions and 219527 deletions

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 36f55143d14ca3747bbd595e7c6fe163
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: cf419471c4b289149b78527c147b27f9
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -0,0 +1,64 @@
using System;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 摄像机方向影响设置,嵌入到摄像机类 Action 中。
/// 控制最终偏移/振幅是否受摄像机方向和角色朝向影响。
/// 此类为可扩展设计:新增字段不会导致已有序列化数据重置。
/// </summary>
[Serializable]
public class CameraDirectionSettings
{
/// <summary>
/// 是否将偏移从本地空间转换到摄像机方向空间。
/// 开启后,定义的振幅向量会根据摄像机的朝向进行旋转。
/// </summary>
[LabelText("Affected by Camera Direction")]
[Tooltip("将偏移从本地空间转换到摄像机方向空间")]
public bool affectedByCameraDirection;
/// <summary>
/// 是否将偏移从本地空间转换到角色朝向空间。
/// 开启后,定义的振幅向量会根据 owner角色的 forward 进行旋转。
/// </summary>
[LabelText("Affected by Character Direction")]
[Tooltip("将偏移从本地空间转换到角色朝向空间")]
public bool affectedByCharacterDirection;
// === 以下区域留给未来扩展 ===
// 新增字段时请在此区域添加,并提供合理的默认值,
// 以确保已有序列化资产不会被重置。
// 例如:
// public bool affectedByMovementDirection;
// public float directionBlendFactor = 1f;
/// <summary>
/// 将给定的本地空间向量根据当前设置转换到世界空间。
/// 如果两个方向都开启,角色方向优先。
/// </summary>
/// <param name="localAmplitude">本地空间下的振幅向量</param>
/// <param name="ownerTransform">角色 Transform可能为 null</param>
/// <returns>经方向变换后的振幅向量</returns>
public Vector3 TransformAmplitude(Vector3 localAmplitude, Transform ownerTransform)
{
if (affectedByCharacterDirection && ownerTransform != null)
{
return ownerTransform.TransformDirection(localAmplitude);
}
if (affectedByCameraDirection)
{
Camera mainCamera = Camera.main;
if (mainCamera != null)
{
return mainCamera.transform.TransformDirection(localAmplitude);
}
}
return localAmplitude;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: cbd6096fecc72b7448c9314ed8140726

View File

@@ -0,0 +1,102 @@
using System;
using MoreMountains.Feedbacks;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 摄像机位移震动反馈,通过 MMCinemachinePositionShakeEvent 触发现有的 Shaker。
/// Shaker 负责处理多个震动的叠加混合。
/// </summary>
[Serializable]
public class CameraPositionShakeAction : FeedbackActionBase
{
public override string DisplayName => "Camera Position Shake";
/// <summary>
/// 震动曲线,定义震动强度随时间的变化。
/// </summary>
[Title("Position Shake")]
[LabelText("Shake Curve")]
public AnimationCurve shakeCurve = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.2f, 1f),
new Keyframe(1f, 0f)
);
/// <summary>
/// 最大位移振幅(本地空间)。
/// </summary>
[LabelText("Amplitude")]
public Vector3 positionAmplitude = new Vector3(0.5f, 0.5f, 0f);
/// <summary>
/// 方向影响设置。
/// </summary>
[Title("Direction")]
public CameraDirectionSettings directionSettings = new CameraDirectionSettings();
/// <summary>
/// 距离衰减:根据摄像机与 owner 的距离衰减震动强度。
/// </summary>
[Title("Distance Attenuation")]
[LabelText("Use Attenuation")]
public bool useAttenuation;
/// <summary>
/// 全强度的最大距离。
/// </summary>
[ShowIf("useAttenuation")]
[LabelText("Attenuation Range")]
public float attenuationRange = 50f;
/// <summary>
/// 距离-强度衰减曲线0=近处/全强度1=远处/无强度)。
/// </summary>
[ShowIf("useAttenuation")]
[LabelText("Attenuation Curve")]
public AnimationCurve attenuationCurve = new AnimationCurve(
new Keyframe(0f, 1f),
new Keyframe(1f, 0f)
);
public override void OnStart(FeedbackContext context)
{
Vector3 finalAmplitude = directionSettings.TransformAmplitude(positionAmplitude, context.owner);
float intensityMultiplier = ComputeAttenuation(context);
MMCinemachinePositionShakeEvent.Trigger(
null,
shakeCurve,
context.duration,
finalAmplitude,
intensityMultiplier
);
}
public override void OnInterrupt(FeedbackContext context)
{
MMCinemachinePositionShakeEvent.Trigger(
null, shakeCurve, 0f, Vector3.zero, 0f,
stop: true
);
}
/// <summary>
/// 计算距离衰减系数。
/// </summary>
private float ComputeAttenuation(FeedbackContext context)
{
if (!useAttenuation || context.owner == null) return 1f;
Camera mainCamera = Camera.main;
if (mainCamera == null) return 1f;
float distance = Vector3.Distance(context.owner.position, mainCamera.transform.position);
float normalizedDistance = Mathf.Clamp01(distance / attenuationRange);
return attenuationCurve.Evaluate(normalizedDistance);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8630ea3ff64b8914191a50988d94d665

View File

@@ -0,0 +1,98 @@
using System;
using MoreMountains.FeedbacksForThirdParty;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 摄像机旋转震动反馈,通过 MMCinemachineRotationShakeEvent 触发现有的 Shaker。
/// X/Y 作用于 FollowTarget 旋转Z 作用于 Dutch 倾斜。
/// </summary>
[Serializable]
public class CameraRotationShakeAction : FeedbackActionBase
{
public override string DisplayName => "Camera Rotation Shake";
/// <summary>
/// 震动曲线,定义震动强度随时间的变化。
/// </summary>
[Title("Rotation Shake")]
[LabelText("Shake Curve")]
public AnimationCurve shakeCurve = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.2f, 1f),
new Keyframe(1f, 0f)
);
/// <summary>
/// 最大旋转角度振幅。X/Y -> FollowTarget, Z -> Dutch。
/// </summary>
[LabelText("Rotation Amplitude")]
public Vector3 rotationAmplitude = new Vector3(2f, 2f, 5f);
/// <summary>
/// 方向影响设置。
/// </summary>
[Title("Direction")]
public CameraDirectionSettings directionSettings = new CameraDirectionSettings();
/// <summary>
/// 距离衰减。
/// </summary>
[Title("Distance Attenuation")]
[LabelText("Use Attenuation")]
public bool useAttenuation;
[ShowIf("useAttenuation")]
[LabelText("Attenuation Range")]
public float attenuationRange = 50f;
[ShowIf("useAttenuation")]
[LabelText("Attenuation Curve")]
public AnimationCurve attenuationCurve = new AnimationCurve(
new Keyframe(0f, 1f),
new Keyframe(1f, 0f)
);
public override void OnStart(FeedbackContext context)
{
Vector3 finalAmplitude = directionSettings.TransformAmplitude(rotationAmplitude, context.owner);
float intensityMultiplier = ComputeAttenuation(context);
MMCinemachineRotationShakeEvent.Trigger(
null,
shakeCurve,
context.duration,
finalAmplitude,
0f, 1f, false,
intensityMultiplier
);
}
public override void OnInterrupt(FeedbackContext context)
{
MMCinemachineRotationShakeEvent.Trigger(
null, shakeCurve, 0f, Vector3.zero,
0f, 1f, false,
stop: true
);
}
/// <summary>
/// 计算距离衰减系数。
/// </summary>
private float ComputeAttenuation(FeedbackContext context)
{
if (!useAttenuation || context.owner == null) return 1f;
Camera mainCamera = Camera.main;
if (mainCamera == null) return 1f;
float distance = Vector3.Distance(context.owner.position, mainCamera.transform.position);
float normalizedDistance = Mathf.Clamp01(distance / attenuationRange);
return attenuationCurve.Evaluate(normalizedDistance);
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 33f1efd4ae9710e46bcd50df76f19c8e

View File

@@ -0,0 +1,126 @@
using System;
using Cielonos;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using SLSUtilities.Rendering.PostProcessing;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 高级色散反馈动作,通过 PostProcessingManager 驱动 AdvancedChromaticAberration Volume 参数。
/// </summary>
[Serializable]
public class ChromaticAberrationAction : CurveShakeAction
{
public override string DisplayName => "Chromatic Aberration";
/// <summary>
/// 是否同时修改中心点。
/// </summary>
[Title("Chromatic Aberration Settings")]
[LabelText("Modify Center")]
public bool modifyCenter;
[ShowIf("modifyCenter")]
[LabelText("Center")]
public Vector2 center = new Vector2(0.5f, 0.5f);
/// <summary>
/// 是否同时修改抖动强度。
/// </summary>
[LabelText("Modify Jitter")]
public bool modifyJitter;
[ShowIf("modifyJitter")]
[LabelText("Jitter Curve")]
public AnimationCurve jitterCurve = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.5f, 1f),
new Keyframe(1f, 0f)
);
[ShowIf("modifyJitter")]
[LabelText("Jitter Remap Min")]
public float jitterRemapMin;
[ShowIf("modifyJitter")]
[LabelText("Jitter Remap Max")]
public float jitterRemapMax = 0.5f;
[NonSerialized] private AdvancedChromaticAberration _aca;
[NonSerialized] private float _initialIntensity;
[NonSerialized] private Vector2 _initialCenter;
[NonSerialized] private float _initialJitter;
[NonSerialized] private bool _resolved;
public override void OnStart(FeedbackContext context)
{
_resolved = TryResolveComponent();
if (!_resolved) return;
_initialIntensity = _aca.intensity.value;
_initialCenter = _aca.center.value;
_initialJitter = _aca.jitterIntensity.value;
if (modifyCenter)
{
_aca.center.value = center;
}
}
public override void OnUpdate(FeedbackContext context, float normalizedTime)
{
if (!_resolved) return;
float newIntensity = EvaluateShake(normalizedTime, _initialIntensity);
_aca.intensity.value = newIntensity;
if (modifyJitter)
{
float jitterValue = jitterCurve.Evaluate(normalizedTime);
float mappedJitter = Mathf.LerpUnclamped(jitterRemapMin, jitterRemapMax, jitterValue);
_aca.jitterIntensity.value = relativeToInitial ? _initialJitter + mappedJitter : mappedJitter;
}
}
public override void OnEnd(FeedbackContext context)
{
RestoreValues();
}
public override void OnInterrupt(FeedbackContext context)
{
RestoreValues();
}
private bool TryResolveComponent()
{
if (_aca != null) return true;
if (PostProcessingManager.Instance == null)
{
Debug.LogWarning("[ChromaticAberrationAction] PostProcessingManager instance not found.");
return false;
}
if (!PostProcessingManager.Instance.GetVolumeComponent(out _aca))
{
Debug.LogWarning("[ChromaticAberrationAction] AdvancedChromaticAberration not found in Volume Profile.");
return false;
}
return true;
}
private void RestoreValues()
{
if (!_resolved) return;
_aca.intensity.value = _initialIntensity;
_aca.center.value = _initialCenter;
_aca.jitterIntensity.value = _initialJitter;
_resolved = false;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 2e0386d39ab6252478e73744f7b3b20b

View File

@@ -0,0 +1,59 @@
using System;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using Unity.Cinemachine;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// Cinemachine Impulse 反馈,通过 CinemachineImpulseDefinition 直接创建脉冲事件。
/// 需要场景中 Cinemachine Camera 上有 CinemachineImpulseListener 组件。
/// </summary>
[Serializable]
public class CinemachineImpulseAction : FeedbackActionBase
{
public override string DisplayName => "Cinemachine Impulse";
/// <summary>
/// Impulse 定义,包含信号形状、衰减模式、持续时间等。
/// </summary>
[Title("Impulse Settings")]
public CinemachineImpulseDefinition impulseDefinition = new CinemachineImpulseDefinition();
/// <summary>
/// 脉冲速度向量。
/// </summary>
[LabelText("Velocity")]
public Vector3 velocity = new Vector3(5f, 5f, 5f);
/// <summary>
/// Stop 时是否清除所有 impulse。
/// </summary>
[LabelText("Clear Impulse on Stop")]
public bool clearImpulseOnStop;
/// <summary>
/// 方向影响设置。
/// </summary>
[Title("Direction")]
public CameraDirectionSettings directionSettings = new CameraDirectionSettings();
public override void OnStart(FeedbackContext context)
{
Vector3 finalVelocity = directionSettings.TransformAmplitude(velocity, context.owner);
Vector3 position = context.owner != null ? context.owner.position : Vector3.zero;
CinemachineImpulseManager.Instance.IgnoreTimeScale = true;
impulseDefinition.CreateEvent(position, finalVelocity);
}
public override void OnInterrupt(FeedbackContext context)
{
if (clearImpulseOnStop)
{
CinemachineImpulseManager.Instance.Clear();
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 4e30410247dced6409fff042f9c8828a

View File

@@ -0,0 +1,123 @@
using System;
using Cielonos;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using SLSUtilities.Rendering.PostProcessing;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 径向模糊反馈动作,通过 PostProcessingManager 驱动 RadialBlur Volume 参数。
/// 继承 CurveShakeAction 获得曲线采样和初始值管理能力。
/// </summary>
[Serializable]
public class RadialBlurAction : CurveShakeAction
{
public override string DisplayName => "Radial Blur";
/// <summary>
/// 是否修改模糊中心点。关闭时保持 Volume 当前设置(通常为 0.5, 0.5)。
/// </summary>
[Title("Radial Blur Settings")]
[LabelText("Modify Center")]
public bool modifyCenter;
/// <summary>
/// 模糊中心的屏幕坐标 (0-1)。(0.5, 0.5) 为屏幕正中心。
/// </summary>
[ShowIf("modifyCenter")]
[LabelText("Center")]
public Vector2 center = new Vector2(0.5f, 0.5f);
// 运行时缓存
[NonSerialized] private RadialBlur _radialBlur;
[NonSerialized] private float _initialBlurRadius;
[NonSerialized] private float _initialCenterX;
[NonSerialized] private float _initialCenterY;
[NonSerialized] private bool _resolved;
public override void OnStart(FeedbackContext context)
{
_resolved = TryResolveComponent();
if (!_resolved) return;
// 记录初始值用于复位
_initialBlurRadius = _radialBlur.blurRadius.value;
_initialCenterX = _radialBlur.radialCenterX.value;
_initialCenterY = _radialBlur.radialCenterY.value;
// 设置中心点(整个 Clip 期间保持不变)
if (modifyCenter)
{
_radialBlur.radialCenterX.value = center.x;
_radialBlur.radialCenterY.value = center.y;
}
}
public override void OnUpdate(FeedbackContext context, float normalizedTime)
{
if (!_resolved) return;
float newRadius = EvaluateShake(normalizedTime, _initialBlurRadius);
_radialBlur.blurRadius.value = newRadius;
}
public override void OnEnd(FeedbackContext context)
{
RestoreValues();
}
public override void OnInterrupt(FeedbackContext context)
{
RestoreValues();
}
public override bool Validate(out string error)
{
if (PostProcessingManager.Instance == null)
{
error = "PostProcessingManager instance not found in scene.";
return false;
}
error = null;
return true;
}
/// <summary>
/// 尝试从 PostProcessingManager 获取 RadialBlur Volume 组件。
/// </summary>
private bool TryResolveComponent()
{
if (_radialBlur != null) return true;
if (PostProcessingManager.Instance == null)
{
Debug.LogWarning("[RadialBlurAction] PostProcessingManager instance not found.");
return false;
}
if (!PostProcessingManager.Instance.GetVolumeComponent(out _radialBlur))
{
Debug.LogWarning("[RadialBlurAction] RadialBlur component not found in Volume Profile.");
return false;
}
return true;
}
/// <summary>
/// 恢复到 OnStart 时记录的初始值。
/// </summary>
private void RestoreValues()
{
if (!_resolved) return;
_radialBlur.blurRadius.value = _initialBlurRadius;
_radialBlur.radialCenterX.value = _initialCenterX;
_radialBlur.radialCenterY.value = _initialCenterY;
_resolved = false;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: e5be6f051b57e9a43ae22b286bc29c95

View File

@@ -0,0 +1,115 @@
using System;
using Cielonos;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using SLSUtilities.Rendering.PostProcessing;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 黑白闪反馈动作,在 Clip 持续时间内开启 StrobeFlash 的 AutoFlash
/// Clip 结束或被打断时自动关闭。
/// </summary>
[Serializable]
public class StrobeFlashAction : FeedbackActionBase
{
public override string DisplayName => "Strobe Flash";
/// <summary>
/// 是否修改频率和颜色参数。
/// </summary>
[Title("Strobe Settings")]
[LabelText("Modify Extra")]
public bool modifyExtra;
[ShowIf("modifyExtra")]
[LabelText("Frequency")]
public float frequency = 15f;
[ShowIf("modifyExtra")]
[LabelText("Color High")]
public Color colorHigh = Color.white;
[ShowIf("modifyExtra")]
[LabelText("Color Low")]
public Color colorLow = Color.black;
[NonSerialized] private StrobeFlash _strobeFlash;
[NonSerialized] private bool _initialEnable;
[NonSerialized] private bool _initialAutoFlash;
[NonSerialized] private float _initialFrequency;
[NonSerialized] private Color _initialColorHigh;
[NonSerialized] private Color _initialColorLow;
[NonSerialized] private bool _resolved;
public override void OnStart(FeedbackContext context)
{
_resolved = TryResolveComponent();
if (!_resolved) return;
_initialEnable = _strobeFlash.enableEffect.value;
_initialAutoFlash = _strobeFlash.autoFlash.value;
_initialFrequency = _strobeFlash.frequency.value;
_initialColorHigh = _strobeFlash.colorHigh.value;
_initialColorLow = _strobeFlash.colorLow.value;
_strobeFlash.enableEffect.value = true;
_strobeFlash.autoFlash.value = true;
if (modifyExtra)
{
_strobeFlash.frequency.value = frequency;
_strobeFlash.colorHigh.value = colorHigh;
_strobeFlash.colorLow.value = colorLow;
}
}
public override void OnUpdate(FeedbackContext context, float normalizedTime)
{
// StrobeFlash 由 Shader 内部的 _Time 驱动自动闪烁,
// Action 只负责开关控制,不需要每帧更新。
}
public override void OnEnd(FeedbackContext context)
{
RestoreValues();
}
public override void OnInterrupt(FeedbackContext context)
{
RestoreValues();
}
private bool TryResolveComponent()
{
if (_strobeFlash != null) return true;
if (PostProcessingManager.Instance == null)
{
Debug.LogWarning("[StrobeFlashAction] PostProcessingManager instance not found.");
return false;
}
if (!PostProcessingManager.Instance.GetVolumeComponent(out _strobeFlash))
{
Debug.LogWarning("[StrobeFlashAction] StrobeFlash not found in Volume Profile.");
return false;
}
return true;
}
private void RestoreValues()
{
if (!_resolved) return;
_strobeFlash.enableEffect.value = _initialEnable;
_strobeFlash.autoFlash.value = _initialAutoFlash;
_strobeFlash.frequency.value = _initialFrequency;
_strobeFlash.colorHigh.value = _initialColorHigh;
_strobeFlash.colorLow.value = _initialColorLow;
_resolved = false;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 24d976dc110cab94db2c00346fe0ebc6

View File

@@ -0,0 +1,208 @@
using System;
using Cielonos.MainGame;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 时间缩放通道的工作模式。
/// </summary>
public enum TimeScaleMode
{
/// <summary>
/// 固定值模式:在 Clip 期间将时间缩放设为固定值。
/// </summary>
Fixed,
/// <summary>
/// 动态曲线模式:根据曲线和 Remap 驱动时间缩放。
/// </summary>
Dynamic
}
/// <summary>
/// 单个时间缩放通道的配置。
/// </summary>
[Serializable]
public class TimeScaleChannel
{
/// <summary>
/// 是否激活此通道。
/// </summary>
public bool active;
/// <summary>
/// 通道工作模式。
/// </summary>
[ShowIf("active")]
public TimeScaleMode mode = TimeScaleMode.Fixed;
/// <summary>
/// Fixed 模式下的目标值。
/// </summary>
[ShowIf("@active && mode == TimeScaleMode.Fixed")]
[LabelText("Fixed Value")]
public float fixedValue;
/// <summary>
/// Dynamic 模式下的变化曲线。
/// </summary>
[ShowIf("@active && mode == TimeScaleMode.Dynamic")]
[LabelText("Curve")]
public AnimationCurve curve = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.5f, 1f),
new Keyframe(1f, 0f)
);
/// <summary>
/// 曲线值 0 映射到的实际值。
/// </summary>
[ShowIf("@active && mode == TimeScaleMode.Dynamic")]
[LabelText("Remap Zero")]
public float remapZero;
/// <summary>
/// 曲线值 1 映射到的实际值。
/// </summary>
[ShowIf("@active && mode == TimeScaleMode.Dynamic")]
[LabelText("Remap One")]
public float remapOne = 1f;
/// <summary>
/// 根据归一化进度计算当前通道的时间缩放值。
/// </summary>
public float Evaluate(float normalizedTime)
{
if (!active) return 1f;
if (mode == TimeScaleMode.Fixed)
{
return fixedValue;
}
float curveValue = curve.Evaluate(normalizedTime);
return Mathf.LerpUnclamped(remapZero, remapOne, curveValue);
}
}
/// <summary>
/// 时间缩放修改器反馈,直接驱动 TimeManager 的各个通道。
///
/// 重要:此 Action 只应使用游戏的 unscaledDeltaTime 驱动。
/// 不要在包含此 Action 的 Clip 上启用自定义 overrideTimeSettings
/// FeedbackData 的 defaultTimeSettings.useTimeScale 也应保持为 false。
/// 我们的自定义时间参数绝不能影响时间缩放修改器本身。
/// </summary>
[Serializable]
public class TimeScaleModifierAction : FeedbackActionBase
{
public override string DisplayName => "Time Scale Modifier";
[Title("Global Time Scale")]
public TimeScaleChannel globalChannel = new TimeScaleChannel { active = true, fixedValue = 0f };
[Title("Player Time Scale")]
public TimeScaleChannel playerChannel = new TimeScaleChannel();
[Title("Enemy Time Scale")]
public TimeScaleChannel enemyChannel = new TimeScaleChannel();
[Title("Allied Time Scale")]
public TimeScaleChannel alliedChannel = new TimeScaleChannel();
[Title("Non-Player Time Scale")]
public TimeScaleChannel nonPlayerChannel = new TimeScaleChannel();
[NonSerialized] private float _initialGlobal;
[NonSerialized] private float _initialPlayer;
[NonSerialized] private float _initialEnemy;
[NonSerialized] private float _initialAllied;
[NonSerialized] private float _initialNonPlayer;
public override void OnStart(FeedbackContext context)
{
if (TimeManager.Instance == null)
{
Debug.LogWarning("[TimeScaleModifierAction] TimeManager instance not found.");
return;
}
_initialGlobal = TimeManager.Instance.globalTimeScale.Value;
_initialPlayer = TimeManager.Instance.playerTimeScale.Value;
_initialEnemy = TimeManager.Instance.enemyTimeScale.Value;
_initialAllied = TimeManager.Instance.alliedMinionTimeScale.Value;
_initialNonPlayer = TimeManager.Instance.nonPlayerTimeScale.Value;
}
public override void OnUpdate(FeedbackContext context, float normalizedTime)
{
if (TimeManager.Instance == null) return;
if (globalChannel.active)
TimeManager.Instance.globalTimeScale.Value = globalChannel.Evaluate(normalizedTime);
if (playerChannel.active)
TimeManager.Instance.playerTimeScale.Value = playerChannel.Evaluate(normalizedTime);
if (enemyChannel.active)
TimeManager.Instance.enemyTimeScale.Value = enemyChannel.Evaluate(normalizedTime);
if (alliedChannel.active)
TimeManager.Instance.alliedMinionTimeScale.Value = alliedChannel.Evaluate(normalizedTime);
if (nonPlayerChannel.active)
TimeManager.Instance.nonPlayerTimeScale.Value = nonPlayerChannel.Evaluate(normalizedTime);
}
public override void OnEnd(FeedbackContext context)
{
RestoreValues();
}
public override void OnInterrupt(FeedbackContext context)
{
RestoreValues();
}
public override bool Validate(out string error)
{
// 防呆检查:时间缩放修改器不应受自定义时间缩放影响
// 此检查在 Editor 中调用,完整的 Inspector 防呆将在后续版本中添加
bool anyActive = globalChannel.active || playerChannel.active ||
enemyChannel.active || alliedChannel.active ||
nonPlayerChannel.active;
if (!anyActive)
{
error = "No time scale channel is active. Enable at least one channel.";
return false;
}
error = null;
return true;
}
private void RestoreValues()
{
if (TimeManager.Instance == null) return;
if (globalChannel.active)
TimeManager.Instance.globalTimeScale.Value = _initialGlobal;
if (playerChannel.active)
TimeManager.Instance.playerTimeScale.Value = _initialPlayer;
if (enemyChannel.active)
TimeManager.Instance.enemyTimeScale.Value = _initialEnemy;
if (alliedChannel.active)
TimeManager.Instance.alliedMinionTimeScale.Value = _initialAllied;
if (nonPlayerChannel.active)
TimeManager.Instance.nonPlayerTimeScale.Value = _initialNonPlayer;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 8c802f3245325e8459d578e1cfd1c68c

View File

@@ -0,0 +1,147 @@
using System;
using Cielonos;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using SLSUtilities.Rendering.PostProcessing;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 高级暗角反馈动作,通过 PostProcessingManager 驱动 AdvancedVignette Volume 参数。
/// 可用于受击暗角、环境压抑等效果。
/// </summary>
[Serializable]
public class VignetteAction : CurveShakeAction
{
public override string DisplayName => "Vignette";
/// <summary>
/// 是否修改暗角中心点。
/// </summary>
[Title("Vignette Settings")]
[LabelText("Modify Center")]
public bool modifyCenter;
[ShowIf("modifyCenter")]
[LabelText("Center")]
public Vector2 center = new Vector2(0.5f, 0.5f);
/// <summary>
/// 是否修改颜色。
/// </summary>
[LabelText("Modify Colors")]
public bool modifyColors;
[ShowIf("modifyColors")]
[LabelText("Color Outer")]
public Color colorOuter = Color.black;
[ShowIf("modifyColors")]
[LabelText("Color Inner")]
public Color colorInner = Color.black;
/// <summary>
/// 是否修改柔和度和圆度。
/// </summary>
[LabelText("Modify Shape")]
public bool modifyShape;
[ShowIf("modifyShape")]
[LabelText("Smoothness")]
[Range(0.01f, 1f)]
public float smoothness = 0.5f;
[ShowIf("modifyShape")]
[LabelText("Roundness")]
[Range(0f, 1f)]
public float roundness = 1f;
[NonSerialized] private AdvancedVignette _vignette;
[NonSerialized] private float _initialIntensity;
[NonSerialized] private Vector2 _initialCenter;
[NonSerialized] private Color _initialColorOuter;
[NonSerialized] private Color _initialColorInner;
[NonSerialized] private float _initialSmoothness;
[NonSerialized] private float _initialRoundness;
[NonSerialized] private bool _resolved;
public override void OnStart(FeedbackContext context)
{
_resolved = TryResolveComponent();
if (!_resolved) return;
_initialIntensity = _vignette.intensity.value;
_initialCenter = _vignette.center.value;
_initialColorOuter = _vignette.colorOuter.value;
_initialColorInner = _vignette.colorInner.value;
_initialSmoothness = _vignette.smoothness.value;
_initialRoundness = _vignette.roundness.value;
if (modifyCenter)
_vignette.center.value = center;
if (modifyColors)
{
_vignette.colorOuter.value = colorOuter;
_vignette.colorInner.value = colorInner;
}
if (modifyShape)
{
_vignette.smoothness.value = smoothness;
_vignette.roundness.value = roundness;
}
}
public override void OnUpdate(FeedbackContext context, float normalizedTime)
{
if (!_resolved) return;
float newIntensity = EvaluateShake(normalizedTime, _initialIntensity);
_vignette.intensity.value = newIntensity;
}
public override void OnEnd(FeedbackContext context)
{
RestoreValues();
}
public override void OnInterrupt(FeedbackContext context)
{
RestoreValues();
}
private bool TryResolveComponent()
{
if (_vignette != null) return true;
if (PostProcessingManager.Instance == null)
{
Debug.LogWarning("[VignetteAction] PostProcessingManager instance not found.");
return false;
}
if (!PostProcessingManager.Instance.GetVolumeComponent(out _vignette))
{
Debug.LogWarning("[VignetteAction] AdvancedVignette not found in Volume Profile.");
return false;
}
return true;
}
private void RestoreValues()
{
if (!_resolved) return;
_vignette.intensity.value = _initialIntensity;
_vignette.center.value = _initialCenter;
_vignette.colorOuter.value = _initialColorOuter;
_vignette.colorInner.value = _initialColorInner;
_vignette.smoothness.value = _initialSmoothness;
_vignette.roundness.value = _initialRoundness;
_resolved = false;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 970887032c5ce30478691975811e6af0

View File

@@ -0,0 +1,75 @@
using Cielonos.MainGame.Characters;
using SLSUtilities.Feedback;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// IFeedbackTimeProvider 的游戏层实现,从 SelfTimeSubmodule 和 TimeManager 读取时间缩放。
/// 每个角色的 FeedbackSubcontroller 持有一个实例,注入到 FeedbackPlayer 中。
/// </summary>
public class CharacterFeedbackTimeProvider : IFeedbackTimeProvider
{
private readonly CharacterBase _character;
public CharacterFeedbackTimeProvider(CharacterBase character)
{
_character = character;
}
/// <summary>
/// 全局时间缩放TimeManager.globalTimeScale
/// </summary>
public float GlobalTimeScale =>
TimeManager.Instance != null ? TimeManager.Instance.globalTimeScale.Value : 1f;
/// <summary>
/// 分组时间缩放,根据角色 Fraction 返回对应的 TimeManager 通道值。
/// </summary>
public float GroupTimeScale
{
get
{
if (TimeManager.Instance == null || _character == null) return 1f;
return _character.fraction switch
{
Fraction.Player => TimeManager.Instance.playerTimeScale.Value,
Fraction.AlliedMinion => TimeManager.Instance.alliedMinionTimeScale.Value
* TimeManager.Instance.nonPlayerTimeScale.Value,
Fraction.Enemy => TimeManager.Instance.enemyTimeScale.Value
* TimeManager.Instance.nonPlayerTimeScale.Value,
Fraction.Neutral => TimeManager.Instance.nonPlayerTimeScale.Value,
_ => 1f
};
}
}
/// <summary>
/// 角色本地时间缩放SelfTimeSubmodule.localTimeScale
/// </summary>
public float LocalTimeScale =>
_character?.selfTimeSm?.localTimeScale?.Value ?? 1f;
/// <summary>
/// 根据 FeedbackTimeSettings 组合各层级缩放计算实际 deltaTime。
/// </summary>
public float GetDeltaTime(FeedbackTimeSettings settings)
{
if (settings == null || !settings.useTimeScale) return Time.unscaledDeltaTime;
float dt = Time.unscaledDeltaTime;
if (settings.affectedByGlobalTimeScale)
dt *= GlobalTimeScale;
if (settings.affectedByGroupTimeScale)
dt *= GroupTimeScale;
if (settings.affectedByLocalTimeScale)
dt *= LocalTimeScale;
return dt;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 195308c643432644eb816703b0a2c9a5

View File

@@ -0,0 +1,151 @@
using System;
using Cielonos.MainGame.Characters;
using Cielonos.MainGame.Characters.Inventory;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using SLSUtilities.FunctionalAnimation;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// FuncAnim Payload 集成层:在动画事件触发时播放指定的 FeedbackData。
/// 放入 FuncAnimData 的 animEvents 中Invoke() 时自动通过角色/物品的
/// FeedbackSubcontroller 播放,获得正确的时间缩放和 owner Transform。
///
/// 支持两种来源模式:
/// 1. Direct直接引用一个 FeedbackData 资产
/// 2. ByName从执行者的 FeedbackSubcontroller 中按名称查找
/// </summary>
[Serializable]
[EventColor(0.4f, 0.8f, 1.0f)]
public class PlayFeedbackPayload : FuncAnimPayloadBase
{
public override string NameForInspector => "Play Feedback";
public enum SourceMode
{
/// <summary>
/// 直接引用 FeedbackData 资产。
/// </summary>
Direct,
/// <summary>
/// 从执行者的 FeedbackDataCollection 中按 feedbackName 查找。
/// </summary>
ByName
}
[Title("Feedback Source")]
public SourceMode sourceMode = SourceMode.Direct;
/// <summary>
/// Direct 模式下直接引用的 FeedbackData 资产。
/// </summary>
[ShowIf("sourceMode", SourceMode.Direct)]
[LabelText("Feedback Data")]
public FeedbackData feedbackData;
/// <summary>
/// ByName 模式下按名称查找的 feedbackName。
/// </summary>
[ShowIf("sourceMode", SourceMode.ByName)]
[LabelText("Feedback Name")]
public string feedbackName;
/// <summary>
/// 是否在播放前停止同名/同 Data 的正在播放的反馈。
/// </summary>
[Title("Options")]
[LabelText("Stop Previous")]
public bool stopPrevious;
public override void Invoke()
{
FeedbackData data = ResolveFeedbackData();
if (data == null)
{
Debug.LogWarning($"[PlayFeedbackPayload] Cannot resolve FeedbackData. " +
$"Mode: {sourceMode}, Name: {feedbackName}");
return;
}
// 尝试通过角色/物品的 FeedbackSubcontroller 播放(获得正确的 timeProvider 和 owner
if (TryPlayViaSubcontroller(data)) return;
// 回退到全局 FeedbackManager
if (FeedbackManager.Instance != null)
{
FeedbackManager.Instance.Play(data);
}
else
{
Debug.LogWarning("[PlayFeedbackPayload] No FeedbackSubcontroller or FeedbackManager available.");
}
}
/// <summary>
/// 根据 sourceMode 解析实际的 FeedbackData。
/// </summary>
private FeedbackData ResolveFeedbackData()
{
if (sourceMode == SourceMode.Direct)
{
return feedbackData;
}
// ByName 模式:从执行者获取 FeedbackDataCollection 并查找
FeedbackDataCollection collection = GetCollectionFromExecutor();
if (collection != null && collection.TryGet(feedbackName, out FeedbackData result))
{
return result;
}
return null;
}
/// <summary>
/// 尝试通过角色或物品的 FeedbackSubcontroller 播放。
/// </summary>
private bool TryPlayViaSubcontroller(FeedbackData data)
{
if (character == null) return false;
// 角色层级
if (character is CharacterBase characterBase && characterBase.feedbackSc != null)
{
characterBase.feedbackSc.PlayFeedback(data, stopPrevious);
return true;
}
// 物品层级
if (character is ItemBase itemBase && itemBase.feedbackSc != null)
{
itemBase.feedbackSc.PlayFeedback(data, stopPrevious);
return true;
}
return false;
}
/// <summary>
/// 从执行者获取 FeedbackDataCollection。
/// </summary>
private FeedbackDataCollection GetCollectionFromExecutor()
{
if (character == null) return null;
if (character is CharacterBase characterBase && characterBase.feedbackSc != null)
{
return characterBase.feedbackSc.feedbackDataCollection;
}
if (character is ItemBase itemBase && itemBase.feedbackSc != null)
{
return itemBase.feedbackSc.feedbackDataCollection;
}
return null;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 59c46e6d7433a444f9ce44854134e666

View File

@@ -3,6 +3,7 @@ using System.Collections.Generic;
using Cielonos.MainGame;
using Cielonos.MainGame.Effects;
using NBShader;
using SLSUtilities.Feedback;
using SLSUtilities.General;
using UnityEngine;
using UnityEngine.Rendering;