狗屎Minimax坏我代码
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103
Assets/Scripts/MainGame/Effects/VFX/Assistance/LightGradient.cs
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103
Assets/Scripts/MainGame/Effects/VFX/Assistance/LightGradient.cs
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using System;
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using UnityEngine;
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using Lean.Pool;
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using Sirenix.OdinInspector;
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namespace Cielonos.MainGame
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{
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public class LightGradient : MonoBehaviour, IPoolable
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{
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[Required] public Light targetLight;
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[Tooltip("在特效生成时是否立刻启用渐变,注意,必须通过对象池生成。\n为true时,渐变效果从targetLight的默认intensity开始,否则需要调用EnableFade方法启用渐变")]
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public bool playOnSpawn = true;
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[Tooltip("光源渐变的生命周期")] public float life = 1f;
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[Tooltip("是否应用强度变化")] public bool applyIntensityFade = true;
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[Tooltip("初始强度")] [ShowIf("applyIntensityFade")] public float initialIntensity = 1;
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[Tooltip("渐变曲线")] [ShowIf("applyIntensityFade")] public AnimationCurve intensityFadeCurve;
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[Tooltip("是否应用范围变化")] public bool applyRangeFade = false;
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[Tooltip("初始范围")][ShowIf("applyRangeFade")] public float initialRange = 1;
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[Tooltip("范围曲线")][ShowIf("applyRangeFade")] public AnimationCurve rangeFadeCurve;
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[Tooltip("是否使用光源颜色渐变")] public bool useLightColorGradient = false;
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[Tooltip("光源颜色渐变")][ShowIf("useLightColorGradient")] public Gradient lightColorGradient;
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[HideInEditorMode]
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[SerializeField]
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private bool isFading;
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[HideInEditorMode]
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[SerializeField]
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private float time;
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private void Reset()
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{
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targetLight = GetComponent<Light>();
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intensityFadeCurve = AnimationCurve.EaseInOut(0, 1, 1, 0);
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rangeFadeCurve = AnimationCurve.EaseInOut(0, 1, 1, 0);
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}
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public void OnSpawn()
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{
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if (playOnSpawn && !isFading)
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{
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EnableFade(initialIntensity, initialRange);
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}
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}
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public void OnDespawn()
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{
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isFading = false;
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}
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public void EnableFade(float intensity, float initialRange)
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{
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if (targetLight == null) throw new NullReferenceException("Target Light is null");
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time = 0;
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isFading = true;
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if (applyIntensityFade)
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{
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this.initialIntensity = intensity;
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targetLight.intensity = intensity;
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}
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if (applyRangeFade)
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{
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this.initialRange = initialRange;
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targetLight.range = initialRange;
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}
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}
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void Update()
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{
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if (!isFading) return;
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time += Time.deltaTime;
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if (applyIntensityFade)
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{
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targetLight.intensity = initialIntensity * intensityFadeCurve.Evaluate(time / life);
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}
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if (applyRangeFade)
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{
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targetLight.range = initialRange * rangeFadeCurve.Evaluate(time / life);
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}
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if (useLightColorGradient)
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{
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targetLight.color = lightColorGradient.Evaluate(time / life);
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}
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if (time > life)
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{
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time = 0;
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isFading = false;
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}
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}
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}
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}
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