Feel滚
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@@ -1,21 +1,14 @@
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using System;
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using System.Collections.Generic;
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using Cielonos.MainGame.Effects.Feedback;
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using MoreMountains.Feedbacks;
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using SLSUtilities.Feedback;
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using SLSUtilities.FeelAssistance;
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using UnityEngine;
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namespace Cielonos.MainGame.Characters.Inventory
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{
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public class FeedbackSubcontroller : SubcontrollerBase<ItemBase>
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{
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// === 旧系统(Feel)—— 保留向后兼容 ===
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public Dictionary<string, FeedbackUnit> feedbacks;
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public FeedbackUnit this[string feedbackName] => feedbacks.GetValueOrDefault(feedbackName, null);
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// === 新系统(Feedback System)===
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public FeedbackDataCollection feedbackDataCollection;
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public FeedbackData this[string feedbackName] => GetFeedbackData(feedbackName);
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private CharacterFeedbackTimeProvider _timeProvider;
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private readonly List<FeedbackPlayer> _activePlayers = new List<FeedbackPlayer>(8);
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@@ -97,6 +90,19 @@ namespace Cielonos.MainGame.Characters.Inventory
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}
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}
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/// <summary>
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/// 按名称停止正在播放的 Feedback。
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/// </summary>
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public void StopFeedback(string feedbackName)
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{
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if (feedbackDataCollection == null) return;
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if (feedbackDataCollection.TryGet(feedbackName, out FeedbackData data))
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{
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StopFeedback(data);
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}
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}
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/// <summary>
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/// 停止所有活跃的新系统播放器。
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/// </summary>
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@@ -111,18 +117,6 @@ namespace Cielonos.MainGame.Characters.Inventory
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private void Update()
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{
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// 旧系统驱动
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if (feedbacks != null)
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{
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foreach (var feedbackUnit in feedbacks.Values)
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{
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float timeScaleMultiplier = owner.player.selfTimeSm.TimeScale;
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feedbackUnit.feedback.ExternalTimeScale = timeScaleMultiplier;
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feedbackUnit.Update();
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}
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}
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// 新系统驱动
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float dt = Time.deltaTime;
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for (int i = _activePlayers.Count - 1; i >= 0; i--)
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{
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