做不出来
This commit is contained in:
@@ -6,13 +6,27 @@ using UnityEngine;
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namespace Cielonos.MainGame.Characters.AI
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{
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public enum AttributeCompareMode
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{
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Value,
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Percentage
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}
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[Category("Cielonos")]
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[Description("检查一个属性是否满足条件")]
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public class CheckAttribute : AutomataConditionalBase
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{
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private AttributeSubmodule attributeSm;
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[Tooltip("检查的属性名,例如 Health")]
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public string attributeName;
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[Tooltip("比较模式:数值或百分比")]
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public AttributeCompareMode compareMode = AttributeCompareMode.Value;
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[Tooltip("百分比比较时作为分母的属性名。留空时默认使用 Maximum + attributeName (例如 MaximumHealth)")]
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public string percentBaseAttribute;
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public bool isBiggerThan;
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public SharedVariable<float> biggerThanValue;
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public bool isSmallerThan;
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@@ -30,18 +44,32 @@ namespace Cielonos.MainGame.Characters.AI
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public override TaskStatus OnUpdate()
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{
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float attributeValue = attributeSm[attributeName];
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float compareBiggerValue = biggerThanValue.Value;
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float compareSmallerValue = smallerThanValue.Value;
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float compareEqualValue = equalValue.Value;
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if (compareMode == AttributeCompareMode.Percentage)
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{
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string baseAttr = string.IsNullOrEmpty(percentBaseAttribute) ? "Maximum" + attributeName : percentBaseAttribute;
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float baseValue = attributeSm[baseAttr];
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// 使用逆运算进行比较,防止分母为 0 导致浮点数异常
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compareBiggerValue = baseValue * compareBiggerValue;
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compareSmallerValue = baseValue * compareSmallerValue;
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compareEqualValue = baseValue * compareEqualValue;
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}
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if (isBiggerThan && attributeValue <= biggerThanValue.Value)
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if (isBiggerThan && attributeValue <= compareBiggerValue)
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{
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return TaskStatus.Failure;
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}
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if (isSmallerThan && attributeValue >= smallerThanValue.Value)
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if (isSmallerThan && attributeValue >= compareSmallerValue)
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{
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return TaskStatus.Failure;
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}
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if (isEqual && Mathf.Abs(attributeValue - equalValue.Value) > tolerance)
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if (isEqual && Mathf.Abs(attributeValue - compareEqualValue) > tolerance)
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{
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return TaskStatus.Failure;
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}
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@@ -0,0 +1,101 @@
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#if UNITY_EDITOR
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using System;
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using System.Reflection;
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using UnityEngine;
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using UnityEngine.UIElements;
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using Opsive.Shared.Editor.UIElements;
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using Opsive.Shared.Editor.UIElements.Controls;
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using Opsive.Shared.Editor.UIElements.Controls.Types;
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using Cielonos.MainGame.Characters.AI;
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namespace Cielonos.MainGame.Characters.AI.Editor
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{
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[ControlType(typeof(CheckAttribute))]
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public class CheckAttributeControl : TypeControlBase
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{
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public override bool UseLabel => false;
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protected override VisualElement GetControl(TypeControlInput input)
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{
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var task = input.Value as CheckAttribute;
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if (task == null) return new Label("[CheckAttribute] 节点引用无效");
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var container = new VisualElement();
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var baseAttrContainer = new VisualElement();
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// 动态显示隐藏逻辑
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Action updateVisibilities = () => {
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if (task.compareMode == AttributeCompareMode.Percentage)
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{
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baseAttrContainer.style.display = DisplayStyle.Flex;
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}
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else
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{
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baseAttrContainer.style.display = DisplayStyle.None;
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}
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};
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// 1. 添加常规控制字段
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AddField(input, task, "attributeName", container);
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AddField(input, task, "compareMode", container, updateVisibilities);
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// 2. 百分比分母属性配置字段
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AddField(input, task, "percentBaseAttribute", baseAttrContainer);
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container.Add(baseAttrContainer);
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// 3. 比较判断及比较值字段
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AddField(input, task, "isBiggerThan", container);
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AddField(input, task, "biggerThanValue", container);
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AddField(input, task, "isSmallerThan", container);
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AddField(input, task, "smallerThanValue", container);
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AddField(input, task, "isEqual", container);
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AddField(input, task, "equalValue", container);
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// 4. 初始化可见性
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updateVisibilities();
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return container;
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}
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private void AddField(TypeControlInput input, CheckAttribute task, string fieldName, VisualElement container, Action postChangeAction = null)
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{
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FieldInspectorView.AddField(input.UnityObject, task, fieldName, container, (object newValue) =>
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{
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if (newValue != null)
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{
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if (newValue is CheckAttribute)
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{
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// Opsive 通过底层 Binding 更新了该 Task 对象,无需手动赋值
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}
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else
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{
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FieldInfo fieldInfo = typeof(CheckAttribute).GetField(fieldName);
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if (fieldInfo != null)
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{
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if (fieldInfo.FieldType.IsEnum)
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{
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try
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{
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fieldInfo.SetValue(task, Enum.ToObject(fieldInfo.FieldType, newValue));
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}
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catch
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{
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fieldInfo.SetValue(task, newValue);
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}
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}
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else
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{
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fieldInfo.SetValue(task, newValue);
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}
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}
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}
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}
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input.OnChangeEvent(task);
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postChangeAction?.Invoke();
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});
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}
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}
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}
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#endif
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: f22bb5b924e17b245a8eb0201de79c84
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@@ -16,12 +16,14 @@ namespace Cielonos.MainGame.Characters.AI
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public string tagPrefix = "EnemyAttack";
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private MusicBeatSystem _beatSystem;
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private ILocalRhythmTracker _localTracker;
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private BeatMarker _lastTriggeredBeat;
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public override void OnAwake()
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{
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base.OnAwake();
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_beatSystem = CombatManager.GetCombatSystem<MusicBeatSystem>();
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_localTracker = gameObject.GetComponent<ILocalRhythmTracker>();
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}
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public override void OnStart()
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@@ -31,12 +33,29 @@ namespace Cielonos.MainGame.Characters.AI
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public override TaskStatus OnUpdate()
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{
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if (_beatSystem == null || !_beatSystem.IsActive || _beatSystem.CurrentBeatData == null)
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MusicBeatData activeData = null;
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float currentSongTime = 0f;
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bool isActive = false;
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if (_localTracker != null && _localTracker.CurrentBeatData != null)
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{
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activeData = _localTracker.CurrentBeatData;
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currentSongTime = _localTracker.CurrentSongTime;
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isActive = _localTracker.IsPlaying;
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}
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else if (_beatSystem != null && _beatSystem.IsActive && _beatSystem.CurrentBeatData != null)
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{
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activeData = _beatSystem.CurrentBeatData;
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currentSongTime = _beatSystem.CurrentSongTime;
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isActive = _beatSystem.IsPlaying;
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}
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if (!isActive || activeData == null)
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{
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return TaskStatus.Failure;
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}
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BeatMarker targetBeat = FindNextMatchingBeat();
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BeatMarker targetBeat = FindNextMatchingBeat(activeData, currentSongTime);
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if (targetBeat == null)
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{
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return TaskStatus.Failure;
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@@ -48,7 +67,7 @@ namespace Cielonos.MainGame.Characters.AI
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return TaskStatus.Failure;
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}
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float timeUntilBeat = targetBeat.time - _beatSystem.CurrentSongTime;
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float timeUntilBeat = targetBeat.time - currentSongTime;
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// Check if we are within the lead time window
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if (timeUntilBeat <= leadTime)
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@@ -60,10 +79,9 @@ namespace Cielonos.MainGame.Characters.AI
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return TaskStatus.Failure;
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}
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private BeatMarker FindNextMatchingBeat()
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private BeatMarker FindNextMatchingBeat(MusicBeatData activeData, float currentTime)
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{
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float currentTime = _beatSystem.CurrentSongTime;
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var markers = _beatSystem.CurrentBeatData.beatMarkers;
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var markers = activeData.beatMarkers;
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if (markers == null) return null;
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@@ -1,5 +1,182 @@
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public const string PassionKeepDuration = "PassionKeepDuration";
|
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/// <summary> 认知负担增加速率 </summary>
|
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public const string CognitiveBurdenGainRate = "CognitiveBurdenGainRate";
|
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/// <summary> 每次攻击获得的能量 </summary>
|
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public const string EnergyGainByAttack = "EnergyGainByAttack";
|
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}
|
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}
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@@ -160,26 +160,26 @@ namespace Cielonos.MainGame
|
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#region TimeSubmodule
|
||||
public T SetTimeSubmodule<T>(float lifeTime) where T : AttackAreaBase
|
||||
{
|
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timeSm = new TimeSubmodule(this, lifeTime);
|
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float graceBefore = targetFractions.Contains(Fraction.Player) ? 0.1f : 0f;
|
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timeSm = new TimeSubmodule(this, lifeTime, 0f, 0.04f, null, null, graceBefore);
|
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return this as T;
|
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}
|
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|
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public T SetTimeSubmodule<T>(float lifeTime, float delayTime, float enableTime = 0.04f,
|
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Action enableAction = null, Action timeOutAction = null) where T : AttackAreaBase
|
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{
|
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return this as T;
|
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}
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/// <summary>
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/// 设置带反应 grace window 的时间子模块。graceBefore/graceAfter 为 0 时行为与无 grace window 一致。
|
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/// 设置带反应 grace window 的时间子模块。graceBefore 为 0 时行为与无 grace window 一致。
|
||||
/// </summary>
|
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public T SetTimeSubmodule<T>(float lifeTime, float delayTime, float enableTime,
|
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Action enableAction, Action timeOutAction, float graceBefore) where T : AttackAreaBase
|
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public T SetTimeSubmodule<T>(float lifeTime, float delayTime, float enableTime = 0.04f,
|
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Action enableAction = null, Action timeOutAction = null, float graceBefore = -1f) where T : AttackAreaBase
|
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{
|
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if (graceBefore < 0f)
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{
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graceBefore = targetFractions.Contains(Fraction.Player) ? 0.1f : 0f;
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}
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timeSm = new TimeSubmodule(this, lifeTime, delayTime, enableTime, enableAction, timeOutAction, graceBefore);
|
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return this as T;
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}
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#endregion
|
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#region HitSubmodule
|
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|
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@@ -117,7 +117,7 @@ namespace Cielonos.MainGame
|
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{
|
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public void Update()
|
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{
|
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if (!isEnabling || currentHitIndex >= originalHitCount - 1 || attackArea.timeSm.delayTime > 0)
|
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if (!isEnabling || currentHitIndex >= originalHitCount || attackArea.timeSm.delayTime > 0)
|
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{
|
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return;
|
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}
|
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@@ -134,7 +134,7 @@ namespace Cielonos.MainGame
|
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currentHitIndex++;
|
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}
|
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|
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if (currentHitIndex >= originalHitCount - 1)
|
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if (currentHitIndex >= originalHitCount)
|
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{
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attackArea.isEnabling = false;
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}
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|
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@@ -57,11 +57,11 @@ namespace Cielonos.MainGame
|
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}
|
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});
|
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|
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this.reactionGraceBefore = 0.1f;
|
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this.reactionGraceBefore = 0f;
|
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}
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public TimeSubmodule(AttackAreaBase attackArea, float lifeTime, float delayTime, float enableTime,
|
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Action enableAction, Action timeOutAction, float graceBefore = 0.1f) : base(attackArea)
|
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Action enableAction, Action timeOutAction, float graceBefore = 0f) : base(attackArea)
|
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{
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this.isEnabling = true;
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this.lifeTime = lifeTime;
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@@ -118,6 +118,14 @@ namespace Cielonos.MainGame
|
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return true;
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}
|
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|
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// 过渡帧桥接:delay 刚结束(delayTime 被扣至 <=0),但 enable 阶段尚未在下一帧
|
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// 的 timeSm.Update() 中激活。此帧 isEnabling 为 false 且 delayTime 不再 >0,
|
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// 若不补此条件会导致 1 帧的反应窗口真空,玩家的完美闪避/格挡可能被跳过。
|
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if (reactionGraceBefore > 0f && delayTime <= 0f && !hasInvokedEnableAction)
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{
|
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return true;
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}
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return false;
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}
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}
|
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@@ -22,7 +22,7 @@ namespace Cielonos.MainGame.Buffs.Character
|
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private bool _markSpawned = false;
|
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private VFXObject _markVFX;
|
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|
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public CowardicePenalty(float thresholdDuration = 20f, float recoveryPerSecond = 20f)
|
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public CowardicePenalty(float thresholdDuration = 30f, float recoveryPerSecond = 20f)
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{
|
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Initialize(BuffType.Neutral, BuffDispelLevel.Undispellable);
|
||||
contentSubmodule = new ContentSubmodule(this);
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
using Cielonos.MainGame;
|
||||
using Cielonos.MainGame.Characters;
|
||||
using SLSUtilities.FunctionalAnimation;
|
||||
using SLSUtilities.WwiseAssistance;
|
||||
@@ -81,8 +82,8 @@ namespace Cielonos.MainGame.Buffs.Character
|
||||
|
||||
protected override void OnProgressComplete()
|
||||
{
|
||||
float freezeDuration = 3f * sourceCharacter.attributeSm["NegativeEffectDealtDurationMultiplier"]
|
||||
* attachedCharacter.attributeSm["NegativeEffectTakenDurationMultiplier"];
|
||||
float freezeDuration = 3f * sourceCharacter.attributeSm[CharacterAttribute.NegativeBuffDealtDurationMultiplier]
|
||||
* attachedCharacter.attributeSm[CharacterAttribute.NegativeBuffReceivedDurationMultiplier];
|
||||
new Freeze(freezeDuration).Apply(attachedCharacter, sourceCharacter);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1,5 +1,7 @@
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Cielonos.MainGame;
|
||||
using Cielonos.MainGame.Characters;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
@@ -81,8 +83,8 @@ namespace Cielonos.MainGame.Buffs.Character
|
||||
|
||||
protected override void OnProbabilityComplete()
|
||||
{
|
||||
float duration = 3f * sourceCharacter.attributeSm["NegativeEffectDealtDurationMultiplier"]
|
||||
* attachedCharacter.attributeSm["NegativeEffectTakenDurationMultiplier"];
|
||||
float duration = 3f * sourceCharacter.attributeSm[CharacterAttribute.NegativeBuffDealtDurationMultiplier]
|
||||
* attachedCharacter.attributeSm[CharacterAttribute.NegativeBuffReceivedDurationMultiplier];
|
||||
new Weak(duration).Apply(attachedCharacter, sourceCharacter);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -65,7 +65,8 @@ namespace Cielonos.MainGame.Characters
|
||||
{
|
||||
selfTimeSm?.SetUp(this);
|
||||
|
||||
|
||||
Action<AttackAreaBase, CharacterBase, Attack.Result> onAttackHit = OnAttackHitRecoverEnergy;
|
||||
eventSm.onFinishAttack.Add("AttackEnergyGain", onAttackHit.ToPrioritized());
|
||||
}
|
||||
|
||||
protected virtual void Update()
|
||||
@@ -263,11 +264,11 @@ namespace Cielonos.MainGame.Characters
|
||||
|
||||
public virtual void RecoverEnergy(float energyAmount, bool spawnText = true)
|
||||
{
|
||||
if (energyAmount <= 0) return;
|
||||
if (Mathf.Abs(energyAmount) < 1e-5f) return;
|
||||
if (!attributeSm.Has(CharacterAttribute.Energy) || !attributeSm.Has(CharacterAttribute.MaximumEnergy)) return;
|
||||
|
||||
attributeSm[CharacterAttribute.Energy] += energyAmount;
|
||||
attributeSm[CharacterAttribute.Energy] = Mathf.Min(attributeSm[CharacterAttribute.Energy], attributeSm[CharacterAttribute.MaximumEnergy]);
|
||||
attributeSm[CharacterAttribute.Energy] = Mathf.Clamp(attributeSm[CharacterAttribute.Energy], 0f, attributeSm[CharacterAttribute.MaximumEnergy]);
|
||||
|
||||
if (spawnText)
|
||||
{
|
||||
@@ -279,6 +280,18 @@ namespace Cielonos.MainGame.Characters
|
||||
}
|
||||
}
|
||||
|
||||
private void OnAttackHitRecoverEnergy(AttackAreaBase area, CharacterBase target, Attack.Result result)
|
||||
{
|
||||
if (attributeSm.Has(CharacterAttribute.EnergyGainByAttack))
|
||||
{
|
||||
float energyGain = attributeSm[CharacterAttribute.EnergyGainByAttack];
|
||||
if (Mathf.Abs(energyGain) > 1e-5f)
|
||||
{
|
||||
RecoverEnergy(energyGain, true);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 对角色施加韧性削减。适用于常规攻击造成的削韧。
|
||||
/// </summary>
|
||||
|
||||
@@ -130,7 +130,7 @@ namespace Cielonos.MainGame.Characters
|
||||
float currentMaxAngle = state.isWeak ? maxShakeAngle * weakShakeMultiplier : maxShakeAngle;
|
||||
|
||||
// ③ 高频正弦波,三轴不同频率 + 骨骼唯一种子
|
||||
float t = Time.time * shakeFrequency;
|
||||
float t = deltaTime * shakeFrequency;
|
||||
float aX = currentMaxAngle * p * Mathf.Sin(t + state.seedX);
|
||||
float aY = currentMaxAngle * p * Mathf.Sin(t * 1.3f + state.seedY);
|
||||
float aZ = currentMaxAngle * p * Mathf.Sin(t * 0.7f + state.seedZ);
|
||||
|
||||
@@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b1411cf077280a2408226bd1dde33d10
|
||||
guid: 9af2cadfa58fe0443a1272f0e8521c3d
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
@@ -1,8 +1,11 @@
|
||||
using System;
|
||||
using DG.Tweening;
|
||||
using Sirenix.OdinInspector;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using UnityEngine.Serialization;
|
||||
using Cielonos.MainGame.Effects;
|
||||
|
||||
namespace Cielonos.MainGame.Characters
|
||||
{
|
||||
@@ -48,7 +51,7 @@ namespace Cielonos.MainGame.Characters
|
||||
}
|
||||
}
|
||||
|
||||
public void SmartTurnToTarget(CharacterBase target, float maxTurnAngle = 360f)
|
||||
public void SmartTurnToTarget(CharacterBase target, float maxTurnAngle = 360f, bool isInstant = false)
|
||||
{
|
||||
Vector3 directionToTarget = (target.CenterPoint.position - owner.CenterPoint.position).Flatten();
|
||||
if (directionToTarget.sqrMagnitude < 0.001f) return;
|
||||
@@ -68,7 +71,8 @@ namespace Cielonos.MainGame.Characters
|
||||
else
|
||||
{
|
||||
float duration = Mathf.Lerp(0.1f, 0.2f, (absAngle - 45f) / 135f);
|
||||
owner.transform.DORotateQuaternion(Quaternion.LookRotation(directionToTarget), duration).Play();
|
||||
if(!isInstant) owner.transform.DORotateQuaternion(Quaternion.LookRotation(directionToTarget), duration).Play();
|
||||
else owner.transform.rotation = Quaternion.LookRotation(directionToTarget);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -184,4 +188,5 @@ namespace Cielonos.MainGame.Characters
|
||||
ByMovement,
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
@@ -0,0 +1,217 @@
|
||||
using System;
|
||||
using UnityEngine;
|
||||
using UnityEngine.AI;
|
||||
using Cielonos.MainGame.Effects;
|
||||
using SLSUtilities.General;
|
||||
|
||||
namespace Cielonos.MainGame.Characters
|
||||
{
|
||||
public partial class MovementSubcontrollerBase
|
||||
{
|
||||
/// <summary>
|
||||
/// 根据目标敌人的碰撞体边缘,计算不产生重叠/挤压的安全折跃落脚点。
|
||||
/// </summary>
|
||||
/// <param name="target">折跃目标</param>
|
||||
/// <param name="stopDistance">目标表面前的停止缓冲距离(默认为 1.0f)</param>
|
||||
/// <returns>安全世界坐标</returns>
|
||||
public Vector3 GetSafePositionNearTarget(CharacterBase target, float stopDistance = 1.0f)
|
||||
{
|
||||
if (target == null)
|
||||
{
|
||||
return owner.transform.position;
|
||||
}
|
||||
|
||||
Vector3 selfPos = owner.transform.position;
|
||||
Vector3 targetPos = target.transform.position;
|
||||
|
||||
// 计算平面方向向量
|
||||
Vector3 dir = (targetPos - selfPos).Flatten();
|
||||
if (dir.sqrMagnitude < 0.001f)
|
||||
{
|
||||
dir = owner.transform.forward;
|
||||
}
|
||||
else
|
||||
{
|
||||
dir.Normalize();
|
||||
}
|
||||
|
||||
// 获取双方的碰撞半径(如果有 CharacterController)
|
||||
float selfRadius = 0.5f;
|
||||
float targetRadius = 0.5f;
|
||||
|
||||
if (owner.collisionSc != null && owner.collisionSc.characterController != null)
|
||||
{
|
||||
selfRadius = owner.collisionSc.characterController.radius;
|
||||
}
|
||||
else
|
||||
{
|
||||
var cc = owner.GetComponent<CharacterController>();
|
||||
if (cc != null) selfRadius = cc.radius;
|
||||
}
|
||||
|
||||
if (target.collisionSc != null && target.collisionSc.characterController != null)
|
||||
{
|
||||
targetRadius = target.collisionSc.characterController.radius;
|
||||
}
|
||||
else
|
||||
{
|
||||
var cc = target.GetComponent<CharacterController>();
|
||||
if (cc != null) targetRadius = cc.radius;
|
||||
}
|
||||
|
||||
// 安全距离 = 双方半径之和 + 额外的缓冲停止距离
|
||||
float safeDistance = selfRadius + targetRadius + stopDistance;
|
||||
|
||||
// 目标点位于:目标中心 沿着 玩家至目标的方向 往回拉 safeDistance 距离
|
||||
Vector3 finalDest = targetPos - dir * safeDistance;
|
||||
|
||||
// 保持 Y 轴与目标地面或自身对齐(避免陷地或腾空)
|
||||
finalDest.y = targetPos.y;
|
||||
|
||||
return finalDest;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 瞬移/闪现至目标位置(支持高速移动过程)
|
||||
/// </summary>
|
||||
/// <param name="destination">目标位置</param>
|
||||
/// <param name="duration">移动时间(秒)。若为 0 则为即时瞬移</param>
|
||||
/// <param name="onComplete">瞬移完成后(或即时瞬移时)的回调函数,可用于生成 VFX/音效</param>
|
||||
public void Teleport(Vector3 destination, float duration, Action onComplete = null)
|
||||
{
|
||||
// 1. 进行 NavMesh 采样验证(寻找最近的可行进点)
|
||||
Vector3 validDestination = destination;
|
||||
if (NavMesh.SamplePosition(destination, out NavMeshHit hit, 5.0f, NavMesh.AllAreas))
|
||||
{
|
||||
validDestination = hit.position;
|
||||
}
|
||||
|
||||
// 2. 如果是即时瞬移(duration <= 0)
|
||||
if (duration <= 0f)
|
||||
{
|
||||
PerformMove(validDestination);
|
||||
onComplete?.Invoke();
|
||||
return;
|
||||
}
|
||||
|
||||
// 3. 带有延迟/移动过程的瞬移
|
||||
// 记录起始点
|
||||
Vector3 startPos = owner.transform.position;
|
||||
|
||||
// 赋予无敌状态(防受击)
|
||||
owner.statusSm.AddStatus(StatusType.Invincible, duration);
|
||||
|
||||
// 锁定移动和旋转输入(使用高优先级 99 隔离普通移动控制)
|
||||
canMove.Modify(false, 99);
|
||||
canRotate.Modify(false, 99);
|
||||
|
||||
// 开启残影生成(位移开始时生成单个残影)
|
||||
var afterImageGen = owner.GetComponent<AfterImageGenerator>();
|
||||
if (afterImageGen != null)
|
||||
{
|
||||
afterImageGen.CreateAfterImageSnapshot();
|
||||
}
|
||||
|
||||
// 获取并临时关闭物理/寻路组件,避免移动中碰撞卡顿或位置拉回
|
||||
var agent = owner.GetComponent<NavMeshAgent>();
|
||||
bool wasAgentActive = agent != null && agent.isActiveAndEnabled;
|
||||
if (wasAgentActive)
|
||||
{
|
||||
agent.enabled = false;
|
||||
}
|
||||
|
||||
var cc = owner.collisionSc != null ? owner.collisionSc.characterController : null;
|
||||
bool wasCcActive = cc != null && cc.enabled;
|
||||
if (wasCcActive)
|
||||
{
|
||||
cc.enabled = false;
|
||||
}
|
||||
|
||||
var rb = owner.collisionSc != null ? owner.collisionSc.mainRigidbody : null;
|
||||
bool wasRbKinematic = rb != null && rb.isKinematic;
|
||||
if (rb != null)
|
||||
{
|
||||
rb.isKinematic = true;
|
||||
}
|
||||
|
||||
// 使用本地计时器,更新过程中的插值位移
|
||||
float elapsed = 0f;
|
||||
owner.selfTimeSm.AddLocalTimer(duration,
|
||||
onComplete: () =>
|
||||
{
|
||||
// 确保移动完毕并最终强制对齐
|
||||
owner.transform.position = validDestination;
|
||||
|
||||
// 恢复组件状态
|
||||
if (rb != null)
|
||||
{
|
||||
rb.isKinematic = wasRbKinematic;
|
||||
}
|
||||
if (cc != null && wasCcActive)
|
||||
{
|
||||
cc.enabled = true;
|
||||
}
|
||||
if (agent != null && wasAgentActive)
|
||||
{
|
||||
agent.enabled = true;
|
||||
agent.Warp(validDestination);
|
||||
}
|
||||
|
||||
// 解锁移动和旋转输入
|
||||
canMove.Modify(true, 99);
|
||||
canRotate.Modify(true, 99);
|
||||
|
||||
// 触发完成回调
|
||||
onComplete?.Invoke();
|
||||
},
|
||||
onUpdate: () =>
|
||||
{
|
||||
elapsed += DeltaTime;
|
||||
float t = Mathf.Clamp01(elapsed / duration);
|
||||
Vector3 currentPos = Vector3.Lerp(startPos, validDestination, t);
|
||||
|
||||
// 平滑设置物理和变换位置
|
||||
if (rb != null)
|
||||
{
|
||||
rb.position = currentPos;
|
||||
}
|
||||
owner.transform.position = currentPos;
|
||||
}
|
||||
);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 底层物理突变移动处理
|
||||
/// </summary>
|
||||
private void PerformMove(Vector3 targetPos)
|
||||
{
|
||||
var agent = owner.GetComponent<NavMeshAgent>();
|
||||
if (agent != null && agent.isActiveAndEnabled)
|
||||
{
|
||||
agent.Warp(targetPos);
|
||||
}
|
||||
else if (owner.collisionSc != null)
|
||||
{
|
||||
if (owner.collisionSc.useCharacterController && owner.collisionSc.characterController != null)
|
||||
{
|
||||
owner.collisionSc.characterController.enabled = false;
|
||||
owner.transform.position = targetPos;
|
||||
owner.collisionSc.characterController.enabled = true;
|
||||
}
|
||||
else if (owner.collisionSc.mainRigidbody != null)
|
||||
{
|
||||
owner.collisionSc.mainRigidbody.position = targetPos;
|
||||
owner.transform.position = targetPos;
|
||||
}
|
||||
else
|
||||
{
|
||||
owner.transform.position = targetPos;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
owner.transform.position = targetPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5d9130106184f0142a4fdf38d6a574e6
|
||||
@@ -1,3 +1,4 @@
|
||||
using Cielonos.MainGame.Effects;
|
||||
using Cielonos.MainGame.Effects.Feedback;
|
||||
using SLSUtilities.General;
|
||||
using Unity.Mathematics;
|
||||
@@ -31,7 +32,7 @@ namespace Cielonos.MainGame.Characters
|
||||
player.landMovementSc.TurnToDirection(direction, 0f);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
if(player.eventSm is PlayerEventSubmodule playerEventSm)
|
||||
{
|
||||
foreach(var action in playerEventSm.onDodgeAttempt.Values) action.Invoke(success);
|
||||
|
||||
@@ -40,10 +40,11 @@ namespace Cielonos.MainGame.Characters
|
||||
{
|
||||
backpackSm.ObtainItem<Polychrome>();
|
||||
backpackSm.ObtainItem<FutureWand>();
|
||||
backpackSm.ObtainItem<DualHarmony>();
|
||||
backpackSm.ObtainItem<Ascension>();
|
||||
backpackSm.ObtainItem<Passion>();
|
||||
backpackSm.ObtainItem<ThermalDetonator>();
|
||||
backpackSm.ObtainItem<SpatialWarpCaliper>();
|
||||
backpackSm.ObtainItem<PhotonWarper>();
|
||||
|
||||
foreach (MainWeaponBase mainWeapon in backpackSm.mainWeapons)
|
||||
{
|
||||
|
||||
@@ -1,4 +1,5 @@
|
||||
using System.Collections.Generic;
|
||||
using Cielonos.MainGame;
|
||||
using Cielonos.MainGame.Buffs.Character;
|
||||
using Cielonos.MainGame.Effects.Feedback;
|
||||
using Cielonos.MainGame.UI;
|
||||
@@ -197,9 +198,34 @@ namespace Cielonos.MainGame.Characters
|
||||
|
||||
public override void RecoverEnergy(float energyAmount, bool spawnText = true)
|
||||
{
|
||||
if (energyAmount <= 0) return;
|
||||
if (Mathf.Abs(energyAmount) < 1e-5f) return;
|
||||
|
||||
AddEnergy(energyAmount);
|
||||
if (energyAmount > 0)
|
||||
{
|
||||
float current = attributeSm[CharacterAttribute.Energy];
|
||||
float max = attributeSm[CharacterAttribute.MaximumEnergy];
|
||||
float availableSpace = max - current;
|
||||
|
||||
if (energyAmount > availableSpace)
|
||||
{
|
||||
attributeSm[CharacterAttribute.Energy] = max;
|
||||
|
||||
float conversionRate =
|
||||
attributeSm.Has(CharacterAttribute.OverloadConversionRate) ?
|
||||
attributeSm[CharacterAttribute.OverloadConversionRate] : 1f;
|
||||
float overflowEnergy = (energyAmount - availableSpace) * conversionRate;
|
||||
DistributeOverloadEnergy(overflowEnergy);
|
||||
}
|
||||
else
|
||||
{
|
||||
attributeSm[CharacterAttribute.Energy] += energyAmount;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
attributeSm[CharacterAttribute.Energy] += energyAmount;
|
||||
attributeSm[CharacterAttribute.Energy] = Mathf.Max(0, attributeSm[CharacterAttribute.Energy]);
|
||||
}
|
||||
|
||||
if (spawnText)
|
||||
{
|
||||
|
||||
@@ -24,40 +24,7 @@ namespace Cielonos.MainGame.Characters
|
||||
RecoverEnergy(energyRegenRate, false);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 增减能量值,正值为增加(溢出部分按 OverloadConversionRate 转换为过载能量),负值为消耗。
|
||||
/// UI 更新和 onEnergyChanged 事件由属性值变更回调自动触发。
|
||||
/// </summary>
|
||||
public void AddEnergy(float amount)
|
||||
{
|
||||
if (amount == 0) return;
|
||||
|
||||
if (amount > 0)
|
||||
{
|
||||
float current = attributeSm[CharacterAttribute.Energy];
|
||||
float max = attributeSm[CharacterAttribute.MaximumEnergy];
|
||||
float availableSpace = max - current;
|
||||
|
||||
if (amount > availableSpace)
|
||||
{
|
||||
attributeSm[CharacterAttribute.Energy] = max;
|
||||
|
||||
float conversionRate = attributeSm.Has(CharacterAttribute.OverloadConversionRate) ? attributeSm[CharacterAttribute.OverloadConversionRate] : 1f;
|
||||
float overflowEnergy = (amount - availableSpace) * conversionRate;
|
||||
DistributeOverloadEnergy(overflowEnergy);
|
||||
}
|
||||
else
|
||||
{
|
||||
attributeSm[CharacterAttribute.Energy] += amount;
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
attributeSm[CharacterAttribute.Energy] += amount;
|
||||
attributeSm[CharacterAttribute.Energy] = Mathf.Max(0, attributeSm[CharacterAttribute.Energy]);
|
||||
}
|
||||
}
|
||||
|
||||
private void DistributeOverloadEnergy(float totalOverflowAmount)
|
||||
{
|
||||
|
||||
@@ -8,6 +8,7 @@ using UnityEngine.UI;
|
||||
using SLSUtilities.General;
|
||||
using Unity.Cinemachine;
|
||||
using Ease = DG.Tweening.Ease;
|
||||
using Cielonos.MainGame.Effects.Feedback;
|
||||
|
||||
namespace Cielonos.MainGame.Characters
|
||||
{
|
||||
@@ -44,6 +45,7 @@ namespace Cielonos.MainGame.Characters
|
||||
// 用于存储独立的摄像机平滑旋转状态,防止跟随 Transform 的跳变
|
||||
private float currentYaw;
|
||||
private float currentPitch;
|
||||
private bool wasShakingLastFrame;
|
||||
|
||||
private Tweener iconTween;
|
||||
|
||||
@@ -117,9 +119,29 @@ namespace Cielonos.MainGame.Characters
|
||||
|
||||
// 【2】接管并强制控制 OrbitalFollow 的轨道位置
|
||||
var orbitalFollow = viewSc.lockingTargetCamera.GetComponent<CinemachineOrbitalFollow>();
|
||||
// 直接强制摄像机在水平和垂直轨道上移动
|
||||
orbitalFollow.HorizontalAxis.Value = currentYaw;
|
||||
orbitalFollow.VerticalAxis.Value = currentPitch;
|
||||
|
||||
float horizontalOffset = 0f;
|
||||
float verticalOffset = 0f;
|
||||
var orbitShaker = viewSc.lockingTargetCamera.GetComponent<CameraOrbitShaker>();
|
||||
bool isOrbitActive = orbitShaker != null && orbitShaker.enabled && orbitShaker.HasActiveShakes;
|
||||
|
||||
if (isOrbitActive)
|
||||
{
|
||||
horizontalOffset = orbitShaker.CurrentHorizontalOffset;
|
||||
verticalOffset = orbitShaker.CurrentVerticalOffset;
|
||||
wasShakingLastFrame = true;
|
||||
}
|
||||
else if (wasShakingLastFrame)
|
||||
{
|
||||
// 刚结束大招回旋的帧:将相机的最终物理轴值写入内部状态,防止数值突变
|
||||
currentYaw = orbitalFollow.HorizontalAxis.Value;
|
||||
currentPitch = orbitalFollow.VerticalAxis.Value;
|
||||
wasShakingLastFrame = false;
|
||||
}
|
||||
|
||||
// 直接强制摄像机在水平和垂直轨道上移动(包含大招/反馈的 Orbit 回旋偏差量)
|
||||
orbitalFollow.HorizontalAxis.Value = currentYaw + horizontalOffset;
|
||||
orbitalFollow.VerticalAxis.Value = currentPitch + verticalOffset;
|
||||
|
||||
float OF_Fade = camLockData.orbitalFollowFadeCurve.Evaluate(Mathf.Clamp01((horizontalDistance - camLockData.orbitalFollowFadeDistanceRange.x) /
|
||||
(camLockData.orbitalFollowFadeDistanceRange.y - camLockData.orbitalFollowFadeDistanceRange.x)));
|
||||
@@ -226,6 +248,7 @@ namespace Cielonos.MainGame.Characters
|
||||
this.isLocking = false;
|
||||
this.isAutoRotate = false;
|
||||
viewSc.stateDrivenCamera.GetComponent<Animator>().SetBool("isLockTarget", false);
|
||||
viewSc.currentCamera = viewSc.freeLookCamera; // 核心修复:更新当前相机引用为自由相机
|
||||
|
||||
Transform oldTargetPoint = targetPoint;
|
||||
this.lockTarget = null;
|
||||
|
||||
8
Assets/Scripts/MainGame/Effects/AfterImage.meta
Normal file
8
Assets/Scripts/MainGame/Effects/AfterImage.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ea89affa681d8784eb0146116baeae51
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,146 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Cielonos.MainGame.Characters;
|
||||
|
||||
namespace Cielonos.MainGame.Effects
|
||||
{
|
||||
public enum AfterImageSpawnMode
|
||||
{
|
||||
TimeInterval,
|
||||
DistanceInterval
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 残影发生器,挂载在角色身上,用于在高速移动时动态生成姿态残影。
|
||||
/// </summary>
|
||||
public class AfterImageGenerator : MonoBehaviour
|
||||
{
|
||||
private CharacterBase character;
|
||||
private List<SkinnedMeshRenderer> skinnedRenderers = new List<SkinnedMeshRenderer>();
|
||||
private bool isSpawning = false;
|
||||
private float timer;
|
||||
private Vector3 lastSpawnPos;
|
||||
|
||||
[Header("AfterImage Settings")]
|
||||
[Tooltip("残影所使用的菲涅尔发光材质")]
|
||||
public Material afterImageMaterial;
|
||||
[Tooltip("单个残影的持续消失时间(秒)")]
|
||||
public float afterImageDuration = 0.3f;
|
||||
|
||||
[Tooltip("残影生成模式:时间间隔 或 距离间隔")]
|
||||
public AfterImageSpawnMode spawnMode = AfterImageSpawnMode.TimeInterval;
|
||||
|
||||
[Tooltip("生成残影的时间间隔(秒,TimeInterval 模式)")]
|
||||
public float spawnInterval = 0.03f;
|
||||
[Tooltip("生成残影的距离间隔(米,DistanceInterval 模式)")]
|
||||
public float spawnDistance = 0.8f;
|
||||
|
||||
private void Start()
|
||||
{
|
||||
character = GetComponent<CharacterBase>();
|
||||
GetComponentsInChildren(true, skinnedRenderers);
|
||||
}
|
||||
|
||||
public void StartSpawning()
|
||||
{
|
||||
isSpawning = true;
|
||||
timer = 0f; // 时间模式下启动时立即生成一个
|
||||
lastSpawnPos = transform.position; // 距离模式下重置起始点
|
||||
|
||||
if (spawnMode == AfterImageSpawnMode.DistanceInterval)
|
||||
{
|
||||
CreateAfterImageSnapshot(); // 距离模式启动时也立即生成第一个
|
||||
}
|
||||
}
|
||||
|
||||
public void StopSpawning()
|
||||
{
|
||||
isSpawning = false;
|
||||
}
|
||||
|
||||
#region Dynamic Configuration APIs
|
||||
|
||||
public void SetSpawnMode(AfterImageSpawnMode mode) => spawnMode = mode;
|
||||
public void SetSpawnInterval(float interval) => spawnInterval = interval;
|
||||
public void SetSpawnDistance(float distance) => spawnDistance = distance;
|
||||
public void SetAfterImageDuration(float duration) => afterImageDuration = duration;
|
||||
public void SetMaterial(Material mat) => afterImageMaterial = mat;
|
||||
|
||||
#endregion
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!isSpawning || character == null) return;
|
||||
|
||||
if (spawnMode == AfterImageSpawnMode.TimeInterval)
|
||||
{
|
||||
timer -= character.selfTimeSm.DeltaTime;
|
||||
if (timer <= 0f)
|
||||
{
|
||||
CreateAfterImageSnapshot();
|
||||
timer = spawnInterval;
|
||||
}
|
||||
}
|
||||
else if (spawnMode == AfterImageSpawnMode.DistanceInterval)
|
||||
{
|
||||
Vector3 currentPos = transform.position;
|
||||
float dist = Vector3.Distance(lastSpawnPos, currentPos);
|
||||
if (dist >= spawnDistance)
|
||||
{
|
||||
CreateAfterImageSnapshot();
|
||||
lastSpawnPos = currentPos;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 手动生成一个当前姿态的残影
|
||||
/// </summary>
|
||||
public void CreateAfterImageSnapshot()
|
||||
{
|
||||
if (afterImageMaterial == null) return;
|
||||
|
||||
// 创建残影根容器
|
||||
GameObject afterImageObj = new GameObject($"{gameObject.name}_AfterImage");
|
||||
|
||||
List<MeshFilter> filters = new List<MeshFilter>();
|
||||
List<MeshRenderer> renderers = new List<MeshRenderer>();
|
||||
|
||||
foreach (var skinnedRenderer in skinnedRenderers)
|
||||
{
|
||||
// 仅烘焙当前处于显示状态的蒙皮部件
|
||||
if (skinnedRenderer == null || !skinnedRenderer.gameObject.activeInHierarchy || !skinnedRenderer.enabled)
|
||||
continue;
|
||||
|
||||
// 创建对应蒙皮部件的静态 Mesh 副本
|
||||
GameObject subObj = new GameObject(skinnedRenderer.name);
|
||||
subObj.transform.SetParent(afterImageObj.transform);
|
||||
subObj.transform.position = skinnedRenderer.transform.position;
|
||||
subObj.transform.rotation = skinnedRenderer.transform.rotation;
|
||||
subObj.transform.localScale = skinnedRenderer.transform.lossyScale;
|
||||
|
||||
// 烘焙蒙皮网格的当前姿态
|
||||
Mesh bakedMesh = new Mesh();
|
||||
skinnedRenderer.BakeMesh(bakedMesh);
|
||||
|
||||
MeshFilter filter = subObj.AddComponent<MeshFilter>();
|
||||
filter.mesh = bakedMesh;
|
||||
filters.Add(filter);
|
||||
|
||||
MeshRenderer renderer = subObj.AddComponent<MeshRenderer>();
|
||||
renderers.Add(renderer);
|
||||
}
|
||||
|
||||
// 如果没有成功烘焙出任何网格,直接销毁根容器
|
||||
if (filters.Count == 0)
|
||||
{
|
||||
Destroy(afterImageObj);
|
||||
return;
|
||||
}
|
||||
|
||||
// 初始化渐隐控制
|
||||
AfterImageItem afterImageItem = afterImageObj.AddComponent<AfterImageItem>();
|
||||
afterImageItem.Initialize(filters.ToArray(), renderers.ToArray(), afterImageMaterial, afterImageDuration);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 757d4da67572fb847bf547e39d362e9e
|
||||
57
Assets/Scripts/MainGame/Effects/AfterImage/AfterImageItem.cs
Normal file
57
Assets/Scripts/MainGame/Effects/AfterImage/AfterImageItem.cs
Normal file
@@ -0,0 +1,57 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cielonos.MainGame.Effects
|
||||
{
|
||||
/// <summary>
|
||||
/// 单个残影个体生命周期与渐隐控制器。
|
||||
/// </summary>
|
||||
public class AfterImageItem : MonoBehaviour
|
||||
{
|
||||
private MeshRenderer[] renderers;
|
||||
private MaterialPropertyBlock propBlock;
|
||||
private float fadeSpeed;
|
||||
private float currentFade = 1f;
|
||||
|
||||
public void Initialize(MeshFilter[] filters, MeshRenderer[] renderers, Material afterImageMat, float duration)
|
||||
{
|
||||
this.renderers = renderers;
|
||||
this.fadeSpeed = 1f / duration;
|
||||
this.propBlock = new MaterialPropertyBlock();
|
||||
|
||||
foreach (var renderer in renderers)
|
||||
{
|
||||
if (renderer != null)
|
||||
{
|
||||
renderer.sharedMaterial = afterImageMat;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
currentFade -= Time.deltaTime * fadeSpeed;
|
||||
if (currentFade <= 0f)
|
||||
{
|
||||
// 必须手动销毁运行时烘焙出的 Mesh 资源,防止显存泄漏 (GC 不会自动回收 BakeMesh 产生的网格)
|
||||
foreach (var filter in GetComponentsInChildren<MeshFilter>())
|
||||
{
|
||||
if (filter != null && filter.sharedMesh != null)
|
||||
{
|
||||
Destroy(filter.sharedMesh);
|
||||
}
|
||||
}
|
||||
Destroy(gameObject);
|
||||
return;
|
||||
}
|
||||
|
||||
propBlock.SetFloat("_Fade", currentFade);
|
||||
foreach (var renderer in renderers)
|
||||
{
|
||||
if (renderer != null)
|
||||
{
|
||||
renderer.SetPropertyBlock(propBlock);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e3cb1f0acf837a945ab000963b8c1541
|
||||
@@ -0,0 +1,115 @@
|
||||
using System;
|
||||
using Sirenix.OdinInspector;
|
||||
using SLSUtilities.Feedback;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cielonos.MainGame.Effects.Feedback
|
||||
{
|
||||
/// <summary>
|
||||
/// 摄像机轨道旋转反馈动作,通过 CameraOrbitEvent 触发 CameraOrbitShaker。
|
||||
/// 支持两种模式:
|
||||
/// - Additive:曲线值作为偏移量叠加到初始角度上
|
||||
/// - TargetValue:从当前值平滑运动到指定的目标角度
|
||||
/// </summary>
|
||||
[Serializable]
|
||||
[FeedbackActionColor(0.3f, 0.7f, 0.95f)]
|
||||
public class CameraOrbitAction : CinemachineActionBase
|
||||
{
|
||||
public override string DisplayName => "Camera Orbit";
|
||||
|
||||
public enum OrbitMode
|
||||
{
|
||||
/// <summary>
|
||||
/// 曲线输出值作为角度偏移量,叠加到触发时的初始角度上。
|
||||
/// </summary>
|
||||
Additive,
|
||||
|
||||
/// <summary>
|
||||
/// 类似 DoTween:指定目标角度 (endValue),通过缓动曲线从当前位置平滑运动到目标。
|
||||
/// </summary>
|
||||
TargetValue
|
||||
}
|
||||
|
||||
[TitleGroup("生效相机设置")]
|
||||
[LabelText("在 FreeLook (自由视角) 相机下生效")]
|
||||
public bool enableInFreeLook = true;
|
||||
|
||||
[LabelText("在 LockTarget (锁定视角) 相机下生效")]
|
||||
public bool enableInLockTarget = true;
|
||||
|
||||
// ===== 水平公转设置 (Yaw) =====
|
||||
[TitleGroup("水平公转设置 (Yaw)")]
|
||||
[LabelText("启用水平公转")]
|
||||
public bool enableYaw = true;
|
||||
|
||||
[LabelText("水平公转模式")]
|
||||
[ShowIf("enableYaw")]
|
||||
public OrbitMode yawMode = OrbitMode.Additive;
|
||||
|
||||
// Yaw Additive 参数
|
||||
[LabelText("水平公转曲线 (Yaw)")]
|
||||
[ShowIf("@enableYaw && yawMode == OrbitMode.Additive")]
|
||||
public FloatCurveChannel horizontalCurve = FloatCurveChannel.CreateDefault(0f, 360f);
|
||||
|
||||
// Yaw TargetValue 参数
|
||||
[LabelText("目标角度 (Yaw)")]
|
||||
[Tooltip("目标水平公转角度。0° = 玩家正面,180° = 玩家背面。可以超过 360°。")]
|
||||
[ShowIf("@enableYaw && yawMode == OrbitMode.TargetValue")]
|
||||
public float endHorizontalValue = 0f;
|
||||
|
||||
[LabelText("缓动曲线 (Yaw)")]
|
||||
[Tooltip("水平公转缓动曲线:归一化时间 [0,1] 映射到插值进度 [0,1]。")]
|
||||
[ShowIf("@enableYaw && yawMode == OrbitMode.TargetValue")]
|
||||
[ShakeCurvePreset]
|
||||
public AnimationCurve yawEaseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
|
||||
|
||||
[LabelText("使用最短路径")]
|
||||
[Tooltip("开启时,相机会选择最近的旋转方向移向目标角度(防止 360 度穿帮旋转);关闭时,将按照绝对数值插值。")]
|
||||
[ShowIf("@enableYaw && yawMode == OrbitMode.TargetValue")]
|
||||
public bool shortestPath = true;
|
||||
|
||||
|
||||
// ===== 垂直公转设置 (Pitch) =====
|
||||
[TitleGroup("垂直公转设置 (Pitch)")]
|
||||
[LabelText("启用垂直公转")]
|
||||
public bool enablePitch = true;
|
||||
|
||||
[LabelText("垂直公转模式")]
|
||||
[ShowIf("enablePitch")]
|
||||
public OrbitMode pitchMode = OrbitMode.Additive;
|
||||
|
||||
// Pitch Additive 参数
|
||||
[LabelText("垂直公转曲线 (Pitch)")]
|
||||
[ShowIf("@enablePitch && pitchMode == OrbitMode.Additive")]
|
||||
public FloatCurveChannel verticalCurve = FloatCurveChannel.CreateDefault(0f, 0f);
|
||||
|
||||
// Pitch TargetValue 参数
|
||||
[LabelText("目标角度 (Pitch)")]
|
||||
[Tooltip("目标垂直公转角度。硬锁相机下为相对锁定仰角的偏移量;自由相机下为绝对仰角。")]
|
||||
[ShowIf("@enablePitch && pitchMode == OrbitMode.TargetValue")]
|
||||
public float endVerticalValue = 0f;
|
||||
|
||||
[LabelText("缓动曲线 (Pitch)")]
|
||||
[Tooltip("垂直公转缓动曲线:归一化时间 [0,1] 映射到插值进度 [0,1]。")]
|
||||
[ShowIf("@enablePitch && pitchMode == OrbitMode.TargetValue")]
|
||||
[ShakeCurvePreset]
|
||||
public AnimationCurve pitchEaseCurve = AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
|
||||
|
||||
|
||||
protected override void TriggerEvent(FeedbackContext context)
|
||||
{
|
||||
CameraOrbitEvent.Trigger(context, this);
|
||||
}
|
||||
|
||||
protected override void StopEvent(FeedbackContext context)
|
||||
{
|
||||
CameraOrbitEvent.Trigger(context, this, true);
|
||||
}
|
||||
|
||||
public override bool Validate(out string error)
|
||||
{
|
||||
error = null;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 085667c17a7812b4ca6e0a4e53d7957d
|
||||
@@ -0,0 +1,326 @@
|
||||
using System.Collections.Generic;
|
||||
using SLSUtilities.Feedback;
|
||||
using Unity.Cinemachine;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cielonos.MainGame.Effects.Feedback
|
||||
{
|
||||
public class CameraOrbitShakeInstance : ShakeInstanceBase
|
||||
{
|
||||
// Yaw 设置
|
||||
public bool enableYaw;
|
||||
public CameraOrbitAction.OrbitMode yawMode;
|
||||
public FloatCurveChannel horizontalCurve;
|
||||
public float startHorizontalValue;
|
||||
public float worldEndHorizontalValue;
|
||||
public AnimationCurve yawEaseCurve;
|
||||
|
||||
// Pitch 设置
|
||||
public bool enablePitch;
|
||||
public CameraOrbitAction.OrbitMode pitchMode;
|
||||
public FloatCurveChannel verticalCurve;
|
||||
public float startVerticalValue;
|
||||
public float worldEndVerticalValue;
|
||||
public AnimationCurve pitchEaseCurve;
|
||||
|
||||
public CameraOrbitShakeInstance(FeedbackTimeSettings timeSettings, IFeedbackTimeProvider timeProvider,
|
||||
CameraOrbitAction action, float startH, float startV, float worldEndH, float worldEndV, float duration)
|
||||
: base(timeSettings, timeProvider, duration)
|
||||
{
|
||||
this.enableYaw = action.enableYaw;
|
||||
this.yawMode = action.yawMode;
|
||||
this.horizontalCurve = action.horizontalCurve;
|
||||
this.startHorizontalValue = startH;
|
||||
this.worldEndHorizontalValue = worldEndH;
|
||||
this.yawEaseCurve = action.yawEaseCurve;
|
||||
|
||||
this.enablePitch = action.enablePitch;
|
||||
this.pitchMode = action.pitchMode;
|
||||
this.verticalCurve = action.verticalCurve;
|
||||
this.startVerticalValue = startV;
|
||||
this.worldEndVerticalValue = worldEndV;
|
||||
this.pitchEaseCurve = action.pitchEaseCurve;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 在 TargetValue 模式下,根据归一化时间计算当前水平角度。
|
||||
/// </summary>
|
||||
public float EvaluateHorizontal(float normalizedTime)
|
||||
{
|
||||
if (yawMode == CameraOrbitAction.OrbitMode.Additive)
|
||||
{
|
||||
return horizontalCurve.Evaluate(normalizedTime);
|
||||
}
|
||||
|
||||
float t = yawEaseCurve != null ? yawEaseCurve.Evaluate(Mathf.Clamp01(normalizedTime)) : normalizedTime;
|
||||
return Mathf.LerpUnclamped(startHorizontalValue, worldEndHorizontalValue, t);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 在 TargetValue 模式下,根据归一化时间计算当前垂直角度。
|
||||
/// </summary>
|
||||
public float EvaluateVertical(float normalizedTime)
|
||||
{
|
||||
if (pitchMode == CameraOrbitAction.OrbitMode.Additive)
|
||||
{
|
||||
return verticalCurve.Evaluate(normalizedTime);
|
||||
}
|
||||
|
||||
float t = pitchEaseCurve != null ? pitchEaseCurve.Evaluate(Mathf.Clamp01(normalizedTime)) : normalizedTime;
|
||||
return Mathf.LerpUnclamped(startVerticalValue, worldEndVerticalValue, t);
|
||||
}
|
||||
}
|
||||
|
||||
public struct CameraOrbitEvent
|
||||
{
|
||||
private static event ShakeDelegate OnEvent;
|
||||
|
||||
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
|
||||
private static void RuntimeInitialization() { OnEvent = null; }
|
||||
|
||||
public delegate void ShakeDelegate(
|
||||
FeedbackContext feedbackContext,
|
||||
CameraOrbitAction action,
|
||||
bool stop
|
||||
);
|
||||
|
||||
public static void Register(ShakeDelegate callback) { OnEvent += callback; }
|
||||
public static void Unregister(ShakeDelegate callback) { OnEvent -= callback; }
|
||||
|
||||
public static void Trigger(
|
||||
FeedbackContext feedbackContext,
|
||||
CameraOrbitAction action,
|
||||
bool stop = false)
|
||||
{
|
||||
OnEvent?.Invoke(feedbackContext, action, stop);
|
||||
}
|
||||
}
|
||||
|
||||
[AddComponentMenu("Cielonos/Feedback Shakers/Camera Orbit Shaker")]
|
||||
[RequireComponent(typeof(CinemachineCamera))]
|
||||
[RequireComponent(typeof(CinemachineOrbitalFollow))]
|
||||
public class CameraOrbitShaker : MonoBehaviour
|
||||
{
|
||||
private CinemachineCamera _camera;
|
||||
private CinemachineOrbitalFollow _orbitalFollow;
|
||||
private CinemachineInputAxisController _inputController;
|
||||
|
||||
[Tooltip("目标参考的 Transform。当 CameraOrbitAction 处于 TargetValue 模式时,将以此为基准转换 endHorizontalValue 为世界空间角度。" +
|
||||
"如果为空,则默认使用 MainGameManager.Player.transform,若仍为空则回退到相机的 Follow 目标。")]
|
||||
[SerializeField] private Transform targetReference;
|
||||
|
||||
private float _baseHorizontalValue;
|
||||
private float _baseVerticalValue;
|
||||
private bool _hasBaseValuesCaptured;
|
||||
|
||||
private readonly List<CameraOrbitShakeInstance> _activeShakes = new List<CameraOrbitShakeInstance>();
|
||||
|
||||
public float CurrentHorizontalOffset { get; private set; }
|
||||
public float CurrentVerticalOffset { get; private set; }
|
||||
public bool HasActiveShakes => _activeShakes.Count > 0;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_camera = GetComponent<CinemachineCamera>();
|
||||
_orbitalFollow = GetComponent<CinemachineOrbitalFollow>();
|
||||
_inputController = GetComponent<CinemachineInputAxisController>();
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
CameraOrbitEvent.Register(OnShakeEvent);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
CameraOrbitEvent.Unregister(OnShakeEvent);
|
||||
StopAll();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (_orbitalFollow == null) return;
|
||||
|
||||
if (_activeShakes.Count == 0)
|
||||
{
|
||||
CurrentHorizontalOffset = 0f;
|
||||
CurrentVerticalOffset = 0f;
|
||||
|
||||
if (_hasBaseValuesCaptured)
|
||||
{
|
||||
// 所有 Shake 结束:恢复玩家输入控制器
|
||||
if (_inputController != null && !_inputController.enabled)
|
||||
{
|
||||
_inputController.enabled = true;
|
||||
}
|
||||
_hasBaseValuesCaptured = false;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
// 首次触发时捕获当前相机角度作为基准
|
||||
if (!_hasBaseValuesCaptured)
|
||||
{
|
||||
_baseHorizontalValue = _orbitalFollow.HorizontalAxis.Value;
|
||||
_baseVerticalValue = _orbitalFollow.VerticalAxis.Value;
|
||||
_hasBaseValuesCaptured = true;
|
||||
}
|
||||
|
||||
// 区分模式与轨道进行独立计算
|
||||
float finalHorizontal = _baseHorizontalValue;
|
||||
float finalVertical = _baseVerticalValue;
|
||||
|
||||
for (int i = _activeShakes.Count - 1; i >= 0; i--)
|
||||
{
|
||||
CameraOrbitShakeInstance shake = _activeShakes[i];
|
||||
shake.Tick();
|
||||
float normalizedTime = shake.timer / shake.duration;
|
||||
|
||||
// 独立水平轴计算
|
||||
if (shake.enableYaw)
|
||||
{
|
||||
if (shake.yawMode == CameraOrbitAction.OrbitMode.Additive)
|
||||
{
|
||||
finalHorizontal += shake.EvaluateHorizontal(normalizedTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
finalHorizontal = shake.EvaluateHorizontal(normalizedTime);
|
||||
}
|
||||
}
|
||||
|
||||
// 独立垂直轴计算
|
||||
if (shake.enablePitch)
|
||||
{
|
||||
if (shake.pitchMode == CameraOrbitAction.OrbitMode.Additive)
|
||||
{
|
||||
finalVertical += shake.EvaluateVertical(normalizedTime);
|
||||
}
|
||||
else
|
||||
{
|
||||
finalVertical = shake.EvaluateVertical(normalizedTime);
|
||||
}
|
||||
}
|
||||
|
||||
if (shake.IsFinished)
|
||||
{
|
||||
_activeShakes.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
|
||||
// 管理玩家输入控制器状态(有任何活跃 Orbit Shake 时必定禁用输入)
|
||||
if (_inputController != null && _inputController.enabled)
|
||||
{
|
||||
_inputController.enabled = false;
|
||||
}
|
||||
|
||||
// 计算提供给锁锁相机的当前偏差量
|
||||
CurrentHorizontalOffset = finalHorizontal - _baseHorizontalValue;
|
||||
CurrentVerticalOffset = finalVertical - _baseVerticalValue;
|
||||
|
||||
// 检查当前是否在使用锁定相机的硬锁状态,若是,则由 LockTargetSubmodule 接管赋值,避免冲突
|
||||
bool isLocking = MainGameManager.Player != null &&
|
||||
MainGameManager.Player.viewSc.lockTargetModule != null &&
|
||||
MainGameManager.Player.viewSc.lockTargetModule.isUsingLockTargetCamera &&
|
||||
gameObject == MainGameManager.Player.viewSc.lockingTargetCamera.gameObject;
|
||||
|
||||
if (!isLocking)
|
||||
{
|
||||
// 非锁定状态下直接赋值
|
||||
_orbitalFollow.HorizontalAxis.Value = finalHorizontal;
|
||||
_orbitalFollow.VerticalAxis.Value = finalVertical;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnShakeEvent(
|
||||
FeedbackContext feedbackContext,
|
||||
CameraOrbitAction action,
|
||||
bool stop)
|
||||
{
|
||||
if (stop) { StopAll(); return; }
|
||||
|
||||
// 仅在当前组件附加的虚拟相机是当前激活相机时,才响应 Orbit 动作,防止后台相机数据被污染
|
||||
bool isActiveCamera = MainGameManager.Player != null &&
|
||||
MainGameManager.Player.viewSc.currentCamera != null &&
|
||||
gameObject == MainGameManager.Player.viewSc.currentCamera.gameObject;
|
||||
|
||||
if (!isActiveCamera) return;
|
||||
|
||||
// 检查当前是否在使用锁定相机的硬锁状态
|
||||
bool isLocking = MainGameManager.Player != null &&
|
||||
MainGameManager.Player.viewSc.lockTargetModule != null &&
|
||||
MainGameManager.Player.viewSc.lockTargetModule.isUsingLockTargetCamera &&
|
||||
gameObject == MainGameManager.Player.viewSc.lockingTargetCamera.gameObject;
|
||||
|
||||
// 根据当前相机状态与配置决定是否生效
|
||||
if (isLocking && !action.enableInLockTarget) return;
|
||||
if (!isLocking && !action.enableInFreeLook) return;
|
||||
|
||||
// 获取当前轴值作为 TargetValue 模式的起始值
|
||||
float currentH = _orbitalFollow != null ? _orbitalFollow.HorizontalAxis.Value : 0f;
|
||||
float currentV = _orbitalFollow != null ? _orbitalFollow.VerticalAxis.Value : 0f;
|
||||
|
||||
// 解析水平目标值与垂直目标值
|
||||
float worldEndH = currentH;
|
||||
float worldEndV = action.endVerticalValue;
|
||||
|
||||
// 水平 (Yaw) 解析
|
||||
if (action.enableYaw && action.yawMode == CameraOrbitAction.OrbitMode.TargetValue)
|
||||
{
|
||||
Transform reference = targetReference != null ? targetReference : (MainGameManager.Player != null ? MainGameManager.Player.transform : _camera?.Follow);
|
||||
float playerYaw = reference != null ? reference.eulerAngles.y : 0f;
|
||||
float targetAngle = playerYaw + action.endHorizontalValue;
|
||||
|
||||
if (action.shortestPath)
|
||||
{
|
||||
worldEndH = currentH + Mathf.DeltaAngle(currentH, targetAngle);
|
||||
}
|
||||
else
|
||||
{
|
||||
worldEndH = targetAngle;
|
||||
}
|
||||
}
|
||||
|
||||
// 垂直 (Pitch) 解析
|
||||
if (action.enablePitch && action.pitchMode == CameraOrbitAction.OrbitMode.TargetValue)
|
||||
{
|
||||
if (isLocking)
|
||||
{
|
||||
// 硬锁相机下,垂直仰角(Pitch)的 TargetValue 是相对于触发时的基准仰角的相对偏移
|
||||
worldEndV = currentV + action.endVerticalValue;
|
||||
}
|
||||
else
|
||||
{
|
||||
worldEndV = action.endVerticalValue;
|
||||
}
|
||||
}
|
||||
|
||||
var instance = new CameraOrbitShakeInstance(
|
||||
feedbackContext.timeSettings,
|
||||
feedbackContext.player.TimeProvider,
|
||||
action,
|
||||
currentH,
|
||||
currentV,
|
||||
worldEndH,
|
||||
worldEndV,
|
||||
feedbackContext.duration
|
||||
);
|
||||
_activeShakes.Add(instance);
|
||||
}
|
||||
|
||||
private void StopAll()
|
||||
{
|
||||
_activeShakes.Clear();
|
||||
if (_hasBaseValuesCaptured && _orbitalFollow != null)
|
||||
{
|
||||
_orbitalFollow.HorizontalAxis.Value = _baseHorizontalValue;
|
||||
_orbitalFollow.VerticalAxis.Value = _baseVerticalValue;
|
||||
}
|
||||
if (_inputController != null)
|
||||
{
|
||||
_inputController.enabled = true;
|
||||
}
|
||||
_hasBaseValuesCaptured = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 646548dbf6035f04a8a01e875996d327
|
||||
8
Assets/Scripts/MainGame/Effects/Ghost.meta
Normal file
8
Assets/Scripts/MainGame/Effects/Ghost.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be266a922a64f794d9b0b85a84e87c4c
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -0,0 +1,17 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cielonos.MainGame.Inventory.Collections
|
||||
{
|
||||
/// <summary>
|
||||
/// 光子折跃器 / Photon Warper
|
||||
/// Polychrome的扩展器,若敌人在2米之外,重攻击(AttackRA)在起手(Startup)结束时折跃至其身前2米。
|
||||
/// </summary>
|
||||
public class PhotonWarper : ExtenderBase
|
||||
{
|
||||
public override void OnObtained()
|
||||
{
|
||||
hostType = typeof(Polychrome);
|
||||
base.OnObtained();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 3ca70fc0fb31f3b4e82f0842a8744722
|
||||
@@ -1,15 +1,12 @@
|
||||
using System.Collections.Generic;
|
||||
using ChocDino.UIFX;
|
||||
using Cielonos.MainGame.Buffs.Character;
|
||||
using Cielonos.MainGame.Characters;
|
||||
using Cielonos.MainGame.Effects.Feedback;
|
||||
using Cielonos.MainGame.FunctionalAnimation;
|
||||
using Cielonos.MainGame.UI;
|
||||
using SLSUtilities.Feedback;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.FunctionalAnimation;
|
||||
using SLSUtilities.WwiseAssistance;
|
||||
using UnityEngine;
|
||||
using UnityEngine.InputSystem;
|
||||
|
||||
namespace Cielonos.MainGame.Inventory.Collections
|
||||
{
|
||||
@@ -27,12 +24,19 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
functionSm?.Update(player.selfTimeSm.DeltaTime);
|
||||
}
|
||||
|
||||
if (Keyboard.current.xKey.wasPressedThisFrame)
|
||||
/*if (Keyboard.current.xKey.wasPressedThisFrame)
|
||||
{
|
||||
SetBlock();
|
||||
player.reactionSc.blockSm.GetBlockSource("Polychrome_Block").PerfectBlock(null, player.CenterPosition + player.transform.forward);
|
||||
RemoveBlock();
|
||||
}
|
||||
|
||||
if (Keyboard.current.zKey.wasPressedThisFrame)
|
||||
{
|
||||
player.reactionSc.dodgeSm.ApplyDodge(DodgeSource.Default(player));
|
||||
player.reactionSc.dodgeSm.GetCurrentDodgeSource()?.PerfectDodge(null);
|
||||
player.reactionSc.dodgeSm.RemoveDodge("DefaultDodge");
|
||||
}*/
|
||||
}
|
||||
|
||||
public override void OnEquipped()
|
||||
@@ -174,16 +178,6 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
}
|
||||
}
|
||||
|
||||
private bool TryPlayParryAttack(Enemy parryTarget, List<Enemy> availableEnemies)
|
||||
{
|
||||
if (parryTarget != null && !availableEnemies.Contains(parryTarget))
|
||||
{
|
||||
float distance = Vector3.Distance(player.transform.position.Flatten(), parryTarget.transform.position.Flatten());
|
||||
return PlayTargetedAnimation(distance > 2f ? "DodgeParryAttack" : "BlockParryAttack", parryTarget);
|
||||
}
|
||||
return PlayTargetedAnimation("BlockParryAttack");
|
||||
}
|
||||
|
||||
public override void OnSecondaryPress()
|
||||
{
|
||||
if (player.statusSm.HasStatus(StatusType.Stun))
|
||||
@@ -236,7 +230,7 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
return;
|
||||
}
|
||||
|
||||
if (player.inputSc.IsHoldingSpecialA)
|
||||
if (player.inputSc.IsHoldingSpecialB)
|
||||
{
|
||||
if (functionSm["DisruptionAttack"].IsAvailable())
|
||||
{
|
||||
@@ -274,11 +268,51 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
|
||||
if (functionSm["HeavyAttack"].IsAvailable())
|
||||
{
|
||||
Enemy target = CombatManager.EnemySm.GetBestEnemy(availableEnemies);
|
||||
//Enemy target = CombatManager.EnemySm.GetBestEnemy(availableEnemies);
|
||||
Enemy nt = CombatManager.EnemySm.GetBestEnemy(CombatManager.EnemySm.GetEnemiesInRadius(player.transform.position, 15));
|
||||
string nextNodeName = comboSm.main.GetNextNodeName("R");
|
||||
bool keepAdsorption = nextNodeName is "RC";
|
||||
if (PlayTargetedAnimation("Attack" + nextNodeName, target, 1f, keepAdsorption))
|
||||
|
||||
bool shouldWarp = false;
|
||||
Vector3 targetPos = Vector3.zero;
|
||||
if (nt != null && nextNodeName == "RA" && HasExtender<PhotonWarper>())
|
||||
{
|
||||
nextNodeName = "RB";
|
||||
float distance = Vector3.Distance(player.transform.position, nt.transform.position);
|
||||
if (distance > 2f)
|
||||
{
|
||||
shouldWarp = true;
|
||||
player.movementSc.SmartTurnToTarget(nt, 360, true);
|
||||
targetPos = player.movementSc.GetSafePositionNearTarget(nt, 1.0f);
|
||||
}
|
||||
}
|
||||
|
||||
if (nt != null && (shouldWarp || nextNodeName is "RC"))
|
||||
{
|
||||
player.movementSc.SmartTurnToTarget(nt, 360, true);
|
||||
}
|
||||
|
||||
if (PlayTargetedAnimation("Attack" + nextNodeName, nt, 1f, keepAdsorption))
|
||||
{
|
||||
if (shouldWarp)
|
||||
{
|
||||
var interval = fullBodyFuncAnimSm.currentData.Interval(IntervalType.Startup);
|
||||
float warpDuration = fullBodyFuncAnimSm.GetIntervalScaledDuration(IntervalType.Startup);
|
||||
fullBodyFuncAnimSm.currentRuntimeFuncAnim.AddAnimEvent(interval.StartTime, new SetFuncAnimSpeed()
|
||||
{
|
||||
applyMode = SetFuncAnimSpeed.SpeedApplyMode.Override,
|
||||
getFromBehaviorTree = false,
|
||||
targetSpeed = 1f
|
||||
});
|
||||
fullBodyFuncAnimSm.currentRuntimeFuncAnim.AddAnimEvent(interval.EndTime, new SetFuncAnimSpeed()
|
||||
{
|
||||
applyMode = SetFuncAnimSpeed.SpeedApplyMode.Override,
|
||||
getFromBehaviorTree = false,
|
||||
targetSpeed = 1f
|
||||
});
|
||||
player.movementSc.Teleport(targetPos, warpDuration);
|
||||
}
|
||||
|
||||
float totalTime = fullBodyFuncAnimSm.GetIntervalScaledDuration(IntervalType.Startup) - 0.2f;
|
||||
CombatManager.EnemySm.activeEnemiesList.ForEach(enemy =>
|
||||
{
|
||||
@@ -288,8 +322,28 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
functionSm["HeavyAttack"].Execute();
|
||||
}
|
||||
}
|
||||
return;
|
||||
|
||||
bool TryPlayParryAttack(Enemy parryTarget, List<Enemy> enemies)
|
||||
{
|
||||
if (parryTarget != null && !enemies.Contains(parryTarget))
|
||||
{
|
||||
float distance = Vector3.Distance(player.transform.position.Flatten(), parryTarget.transform.position.Flatten());
|
||||
return PlayTargetedAnimation(distance > 2f ? "DodgeParryAttack" : "BlockParryAttack", parryTarget);
|
||||
}
|
||||
return PlayTargetedAnimation("BlockParryAttack");
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnSpecialAPress()
|
||||
{
|
||||
if (functionSm["UltimateAttack"].IsAvailable())
|
||||
{
|
||||
PlayTargetedAnimation("UltimateAttack");
|
||||
functionSm["UltimateAttack"].Execute();
|
||||
}
|
||||
}
|
||||
|
||||
public override void OnSpecialCPress()
|
||||
{
|
||||
comboSm.main.Reset();
|
||||
@@ -314,11 +368,6 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
|
||||
player.selfTimeSm.AddLocalTimer(0.04f, () => RemoveBlock());
|
||||
}
|
||||
|
||||
public override void OnSpecialBPress()
|
||||
{
|
||||
PlayTargetedAnimation("UltimateAttack");
|
||||
}
|
||||
}
|
||||
|
||||
public partial class Polychrome
|
||||
@@ -400,27 +449,4 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// =================================================================
|
||||
// 以下为已废弃的 ExtraUIContainer 相关代码 / Deprecated ExtraUIContainer Codes
|
||||
// =================================================================
|
||||
/*
|
||||
public partial class Polychrome
|
||||
{
|
||||
private PolychromeExtraUIContainer ExtraUIContainer => extraUIContainer as PolychromeExtraUIContainer;
|
||||
|
||||
// OnEquipped:
|
||||
// extraUIContainer = Instantiate(extraUIContainerPrefab, PlayerCanvas.MainWeaponUIArea.transform).GetComponent<MainWeaponExtraUIContainer>();
|
||||
// extraUIContainer.mainWeapon = this;
|
||||
|
||||
// OnUnequipped:
|
||||
// Destroy(extraUIContainer.gameObject);
|
||||
|
||||
// UpdateVisuals:
|
||||
// if (ExtraUIContainer != null)
|
||||
// {
|
||||
// ExtraUIContainer.SetStars(level);
|
||||
// }
|
||||
}
|
||||
*/
|
||||
}
|
||||
@@ -1,13 +1,5 @@
|
||||
using System;
|
||||
using System.Collections.Generic;
|
||||
using ChocDino.UIFX;
|
||||
using Cielonos.MainGame.Buffs.Character;
|
||||
using Cielonos.MainGame.Characters;
|
||||
using Cielonos.MainGame.Effects.Feedback;
|
||||
using Cielonos.MainGame.UI;
|
||||
using SLSUtilities.Feedback;
|
||||
using SLSUtilities.General;
|
||||
using SLSUtilities.FunctionalAnimation;
|
||||
using SLSUtilities.WwiseAssistance;
|
||||
using UnityEngine;
|
||||
using Random = UnityEngine.Random;
|
||||
@@ -114,11 +106,9 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
|
||||
slash.Initialize<NormalArea>(player, this, Fraction.Enemy)
|
||||
.SetAttackSubmodule<NormalArea>(attackUnit)
|
||||
.SetTimeSubmodule<NormalArea>(2f, 0f, 0.22f)
|
||||
.SetTimeSubmodule<NormalArea>(2f, 0.02f, 0.24f)
|
||||
.SetHitSubmodule<NormalArea>(0.07f, 3);
|
||||
|
||||
slash.SetImpulseSubmodule(1f).WithRepulsion(5f);
|
||||
|
||||
slash.hitSm.AddHitSound(AK.EVENTS.POLYCHROME_HEAVYATTACKLHIT)
|
||||
.AddHitEvent((enemy, hitPosition) =>
|
||||
{
|
||||
|
||||
@@ -1,4 +1,6 @@
|
||||
using System;
|
||||
using Cielonos.MainGame.Characters;
|
||||
using SLSUtilities.General;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cielonos.MainGame.Inventory.Collections
|
||||
@@ -8,7 +10,7 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
/// - 提供与激情系统等级相关的属性加成。
|
||||
/// - 加成效果根据激情等级逐级递增,最高可达 SSS 级别。
|
||||
/// 具体效果如下:
|
||||
/// - C级:+4 能量回复,+0 攻击获得能量,0% 攻击速度,0% 暴击率,0% 受到的最终伤害倍率
|
||||
/// - C级:+3 能量回复,+0 攻击获得能量,0% 攻击速度,0% 暴击率,0% 受到的最终伤害倍率
|
||||
/// - B级:+2 能量回复,+0 攻击获得能量,1% 攻击速度,2% 暴击率,0% 受到的最终伤害倍率
|
||||
/// - A级:+1 能量回复,+0 攻击获得能量,2% 攻击速度,4% 暴击率,0% 受到的最终伤害倍率
|
||||
/// - S级:+0 能量回复,+1 攻击获得能量,3% 攻击速度,6% 暴击率,5% 受到的最终伤害倍率
|
||||
@@ -38,8 +40,8 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
|
||||
public override void OnDiscarded()
|
||||
{
|
||||
base.OnDiscarded();
|
||||
_passionSystem.OnLevelChanged -= Refresh;
|
||||
base.OnDiscarded();
|
||||
}
|
||||
|
||||
private void Refresh(int oldLevel, int newLevel)
|
||||
@@ -51,6 +53,7 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
private void UpdateAttributes()
|
||||
{
|
||||
passiveAttributeSm.charAttrNumericChange[CharacterAttribute.EnergyRegeneration] = GetEnergyRegen();
|
||||
passiveAttributeSm.charAttrNumericChange[CharacterAttribute.EnergyGainByAttack] = GetEnergyGainByAttack();
|
||||
passiveAttributeSm.chaAttrPercentageChangeOfAccumulation[CharacterAttribute.AttackSpeed] = GetAttackSpeed();
|
||||
passiveAttributeSm.charAttrNumericChange[CharacterAttribute.CriticalAttackChance] = GetCriticalAttackChance();
|
||||
passiveAttributeSm.chaAttrPercentageChangeOfMultiplication[CharacterAttribute.FinalDamageReceivedMultiplier] = GetFinalDamageReceivedMultiplier();
|
||||
@@ -63,7 +66,7 @@ namespace Cielonos.MainGame.Inventory.Collections
|
||||
{
|
||||
return PassionLevel switch
|
||||
{
|
||||
0 => 4.0f, // C-Rank
|
||||
0 => 3.0f, // C-Rank
|
||||
1 => 2.0f, // B-Rank
|
||||
2 => 1.0f, // A-Rank
|
||||
_ => 0.0f // S, SS, SSS (Ranks 3, 4, 5)
|
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|
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|
||||
barIndex: 1
|
||||
beatInBar: 0
|
||||
- time: 2
|
||||
tags:
|
||||
- Normal
|
||||
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||||
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m_Name: CieIFD_Func_03
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m_EditorClassIdentifier: Assembly-CSharp::Cielonos.MainGame.MusicBeatData
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audioStartOffset: 0
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totalDuration: 4.349
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beatMarkers:
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||||
- time: 2
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- EnemyAttack0
|
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@@ -0,0 +1,421 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
using Sirenix.OdinInspector;
|
||||
|
||||
namespace Cielonos.MainGame
|
||||
{
|
||||
/// <summary>
|
||||
/// 战斗音乐控制器,负责处理功能音乐的无缝随机切换,以及并行的 BGM 音轨按小节边界起播/停止。
|
||||
/// </summary>
|
||||
[AddComponentMenu("Cielonos/Rhythm/CombatMusicController")]
|
||||
public class CombatMusicController : MonoBehaviour
|
||||
{
|
||||
[Header("System References")]
|
||||
[Tooltip("全局节拍战斗系统的引用")]
|
||||
public MusicBeatSystem beatSystem;
|
||||
|
||||
[Header("BGM Settings")]
|
||||
[Tooltip("播放背景音乐 Switch 容器的 Wwise Event")]
|
||||
public AK.Wwise.Event bgmMusicEvent;
|
||||
|
||||
[Tooltip("所有可用的背景音乐 Wwise Segment 名称 (对应 Wwise 中的 Switch 值)")]
|
||||
public List<string> bgmSegments = new List<string>
|
||||
{
|
||||
"Back_00",
|
||||
"Back_01",
|
||||
"Back_02"
|
||||
};
|
||||
|
||||
[Header("Functional Music Settings")]
|
||||
[Tooltip("播放功能音乐 Switch 容器的 Wwise Event")]
|
||||
public AK.Wwise.Event functionalMusicEvent;
|
||||
|
||||
[Tooltip("初始播放的音乐片段 Switch 名称")]
|
||||
public string initialSegment = "Func_00";
|
||||
|
||||
[Tooltip("所有可用的功能音乐 Wwise Segment 名称 (对应 Wwise 中的 Switch 值)")]
|
||||
public List<string> functionalSegments = new List<string>
|
||||
{
|
||||
"Func_00",
|
||||
"Func_01",
|
||||
"Func_02",
|
||||
"Func_03"
|
||||
};
|
||||
|
||||
// 运行时 BGM 状态跟踪字典
|
||||
private readonly Dictionary<string, bool> bgmTargetStates = new Dictionary<string, bool>();
|
||||
private readonly Dictionary<string, bool> bgmIsPlaying = new Dictionary<string, bool>();
|
||||
private readonly Dictionary<string, uint> bgmPlayingIDs = new Dictionary<string, uint>();
|
||||
private readonly Dictionary<string, GameObject> bgmGameObjects = new Dictionary<string, GameObject>();
|
||||
|
||||
// 等待下一个全局 PrepareNext 边界才起播的 BGM 片段队列
|
||||
private readonly HashSet<string> pendingBgmStarts = new HashSet<string>();
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
// 初始化每个 BGM 段落的运行状态与子 GameObject
|
||||
foreach (var seg in bgmSegments)
|
||||
{
|
||||
bgmTargetStates[seg] = false;
|
||||
bgmIsPlaying[seg] = false;
|
||||
bgmPlayingIDs[seg] = 0;
|
||||
|
||||
// 为每个 BGM 片段创建独立的子 GameObject,以便并行播放和接收独立的节拍回调
|
||||
GameObject go = new GameObject($"BGM_Layer_{seg}");
|
||||
go.transform.SetParent(transform);
|
||||
bgmGameObjects[seg] = go;
|
||||
|
||||
// 在节拍注册表中注册此子物体
|
||||
MusicBeatSystem.RegisterRhythmGameObject(go);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
if (beatSystem == null)
|
||||
{
|
||||
beatSystem = GetComponent<MusicBeatSystem>();
|
||||
}
|
||||
|
||||
if (beatSystem != null)
|
||||
{
|
||||
beatSystem.OnPrepareNextSegment += DecideNextSegment;
|
||||
beatSystem.OnUserCueReceived += HandleTrackUserCue;
|
||||
beatSystem.OnGlobalPrepareNext += OnGlobalPrepareNextFired;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
if (beatSystem != null)
|
||||
{
|
||||
beatSystem.OnPrepareNextSegment -= DecideNextSegment;
|
||||
beatSystem.OnUserCueReceived -= HandleTrackUserCue;
|
||||
beatSystem.OnGlobalPrepareNext -= OnGlobalPrepareNextFired;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
// 释放所有动态创建的子 GameObject
|
||||
foreach (var pair in bgmGameObjects)
|
||||
{
|
||||
if (pair.Value != null)
|
||||
{
|
||||
MusicBeatSystem.UnregisterRhythmGameObject(pair.Value);
|
||||
Destroy(pair.Value);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
#region BGM Inspector Controls
|
||||
|
||||
[Button("Play/Stop Back_00 (8 Bars)")]
|
||||
public void ToggleBack_00() => ToggleBgmTrack("Back_00");
|
||||
|
||||
[Button("Play/Stop Back_01 (8 Bars)")]
|
||||
public void ToggleBack_01() => ToggleBgmTrack("Back_01");
|
||||
|
||||
[Button("Play/Stop Back_02 (16 Bars)")]
|
||||
public void ToggleBack_02() => ToggleBgmTrack("Back_02");
|
||||
|
||||
#endregion
|
||||
|
||||
#region BGM Implementation
|
||||
|
||||
private void ToggleBgmTrack(string segmentName)
|
||||
{
|
||||
if (!bgmTargetStates.ContainsKey(segmentName)) return;
|
||||
|
||||
bgmTargetStates[segmentName] = !bgmTargetStates[segmentName];
|
||||
Debug.Log($"[CombatMusicController] Toggle BGM Segment '{segmentName}': Target state is now {bgmTargetStates[segmentName]}");
|
||||
|
||||
if (bgmTargetStates[segmentName])
|
||||
{
|
||||
// 确保 beatSystem 已激活(用于接收 PrepareNext 通知)
|
||||
if (beatSystem != null && !beatSystem.IsActive)
|
||||
{
|
||||
beatSystem.Activate(null);
|
||||
}
|
||||
|
||||
if (!bgmIsPlaying[segmentName] && !pendingBgmStarts.Contains(segmentName))
|
||||
{
|
||||
// 如果没有任何音乐在播放或排队,立即起播(第一次)
|
||||
// 否则,排入队列等待下一个全局 PrepareNext 边界对齐
|
||||
if (!AnyBgmPlaying() && !AnyBgmPending())
|
||||
{
|
||||
Debug.Log($"[CombatMusicController] No music playing, starting BGM '{segmentName}' immediately.");
|
||||
StartBgmImmediately(segmentName);
|
||||
}
|
||||
else
|
||||
{
|
||||
pendingBgmStarts.Add(segmentName);
|
||||
Debug.Log($"[CombatMusicController] BGM '{segmentName}' queued, will start at next PrepareNext boundary.");
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 取消播放:从待播队列中移除(如果还没起播)
|
||||
pendingBgmStarts.Remove(segmentName);
|
||||
}
|
||||
}
|
||||
|
||||
private bool AnyBgmPlaying()
|
||||
{
|
||||
foreach (var pair in bgmIsPlaying)
|
||||
{
|
||||
if (pair.Value) return true;
|
||||
}
|
||||
return false;
|
||||
}
|
||||
|
||||
private bool AnyBgmPending()
|
||||
{
|
||||
return pendingBgmStarts.Count > 0;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 当全局主音乐(Func 轨)的 PrepareNext 到达时,将所有等待中的 BGM 片段一起起播。
|
||||
/// Wwise 引擎会将它们精确对齐到 Exit Cue 边界!
|
||||
/// </summary>
|
||||
private void OnGlobalPrepareNextFired()
|
||||
{
|
||||
if (pendingBgmStarts.Count == 0) return;
|
||||
|
||||
var toStart = new List<string>(pendingBgmStarts);
|
||||
pendingBgmStarts.Clear();
|
||||
|
||||
uint callbackFlags = (uint)(
|
||||
AkCallbackType.AK_MusicSyncBeat |
|
||||
AkCallbackType.AK_MusicSyncEntry |
|
||||
AkCallbackType.AK_MusicSyncUserCue |
|
||||
AkCallbackType.AK_EndOfEvent
|
||||
);
|
||||
|
||||
foreach (var seg in toStart)
|
||||
{
|
||||
if (!bgmTargetStates.ContainsKey(seg) || !bgmTargetStates[seg]) continue;
|
||||
if (bgmIsPlaying[seg]) continue;
|
||||
|
||||
bgmIsPlaying[seg] = true;
|
||||
AkUnitySoundEngine.SetSwitch(beatSystem.musicSegmentSwitchGroup, seg, bgmGameObjects[seg]);
|
||||
|
||||
uint newID = bgmMusicEvent.Post(
|
||||
bgmGameObjects[seg],
|
||||
callbackFlags,
|
||||
beatSystem.OnWwiseMusicCallback,
|
||||
null
|
||||
);
|
||||
|
||||
if (newID != 0)
|
||||
{
|
||||
bgmPlayingIDs[seg] = newID;
|
||||
Debug.Log($"[CombatMusicController] BGM '{seg}' started at PrepareNext boundary. ID={newID}");
|
||||
}
|
||||
else
|
||||
{
|
||||
bgmIsPlaying[seg] = false;
|
||||
Debug.LogError($"[CombatMusicController] Failed to post BGM event for '{seg}'");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void StartBgmImmediately(string segmentName)
|
||||
{
|
||||
if (bgmMusicEvent == null || !bgmMusicEvent.IsValid())
|
||||
{
|
||||
Debug.LogError($"[CombatMusicController] Cannot play BGM: Event is invalid.");
|
||||
return;
|
||||
}
|
||||
|
||||
GameObject go = bgmGameObjects[segmentName];
|
||||
uint callbackFlags = (uint)(
|
||||
AkCallbackType.AK_MusicSyncBeat |
|
||||
AkCallbackType.AK_MusicSyncEntry |
|
||||
AkCallbackType.AK_MusicSyncUserCue |
|
||||
AkCallbackType.AK_EndOfEvent
|
||||
);
|
||||
|
||||
// 设置 Wwise Switch 以让此子物体播放当前 segment 音频
|
||||
AkUnitySoundEngine.SetSwitch(beatSystem.musicSegmentSwitchGroup, segmentName, go);
|
||||
|
||||
uint playingID = bgmMusicEvent.Post(
|
||||
go,
|
||||
callbackFlags,
|
||||
beatSystem.OnWwiseMusicCallback,
|
||||
null
|
||||
);
|
||||
|
||||
if (playingID != 0)
|
||||
{
|
||||
bgmIsPlaying[segmentName] = true;
|
||||
bgmPlayingIDs[segmentName] = playingID;
|
||||
Debug.Log($"[CombatMusicController] Posted BGM Event for '{segmentName}' immediately on '{go.name}', playingID={playingID}");
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleTrackUserCue(uint playingID, string cueName)
|
||||
{
|
||||
// 查找是哪个 BGM 片段触发的回调
|
||||
string triggeringSegment = null;
|
||||
foreach (var pair in bgmPlayingIDs)
|
||||
{
|
||||
if (pair.Value == playingID)
|
||||
{
|
||||
triggeringSegment = pair.Key;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
if (triggeringSegment == null) return;
|
||||
|
||||
if (cueName == "PrepareNext")
|
||||
{
|
||||
uint callbackFlags = (uint)(
|
||||
AkCallbackType.AK_MusicSyncBeat |
|
||||
AkCallbackType.AK_MusicSyncEntry |
|
||||
AkCallbackType.AK_MusicSyncUserCue |
|
||||
AkCallbackType.AK_EndOfEvent
|
||||
);
|
||||
|
||||
// 1. 如果该 BGM 被要求继续播放,由于 Wwise 可能没有配置原生循环,
|
||||
// 我们在 PrepareNext 时刻(提前)再次 Post Event,让 Wwise 引擎将其调度到下一个 Exit 点无缝衔接起播!
|
||||
if (bgmTargetStates[triggeringSegment])
|
||||
{
|
||||
uint newID = bgmMusicEvent.Post(
|
||||
bgmGameObjects[triggeringSegment],
|
||||
callbackFlags,
|
||||
beatSystem.OnWwiseMusicCallback,
|
||||
null
|
||||
);
|
||||
|
||||
if (newID != 0)
|
||||
{
|
||||
bgmPlayingIDs[triggeringSegment] = newID;
|
||||
Debug.Log($"[CombatMusicController] Loop transition: Re-posted Event for BGM '{triggeringSegment}'. New ID: {newID}");
|
||||
}
|
||||
}
|
||||
// 如果被要求停止,我们什么都不做,让当前片段自然播放完毕并触发 EndOfEvent 即可。
|
||||
|
||||
// 2. 检查是否有排队等待播放的其他 BGM 片段。
|
||||
// 同样在此时刻 Post 它们,Wwise 引擎会自动将它们与当前音频的小节边界完美对齐!
|
||||
foreach (var seg in bgmSegments)
|
||||
{
|
||||
if (seg != triggeringSegment && bgmTargetStates[seg] && !bgmIsPlaying[seg])
|
||||
{
|
||||
bgmIsPlaying[seg] = true;
|
||||
|
||||
// 确保对应的 GameObject Switch 正确
|
||||
AkUnitySoundEngine.SetSwitch(beatSystem.musicSegmentSwitchGroup, seg, bgmGameObjects[seg]);
|
||||
|
||||
uint newSegID = bgmMusicEvent.Post(
|
||||
bgmGameObjects[seg],
|
||||
callbackFlags,
|
||||
beatSystem.OnWwiseMusicCallback,
|
||||
null
|
||||
);
|
||||
|
||||
if (newSegID != 0)
|
||||
{
|
||||
bgmPlayingIDs[seg] = newSegID;
|
||||
Debug.Log($"[CombatMusicController] Queued start: Posted Event for BGM '{seg}' during PrepareNext. ID: {newSegID}");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (cueName == "EndOfEvent")
|
||||
{
|
||||
// 注意:由于我们在 PrepareNext 处更新了 bgmPlayingIDs,
|
||||
// 此时旧的 playingID 已经与字典中的不匹配了,所以旧事件的 EndOfEvent 会在上面的循环中返回 null 并忽略!
|
||||
// 只有真正停止播放(未更新 ID)的 EndOfEvent 才会走到这里,实现完美的状态清理!
|
||||
bgmIsPlaying[triggeringSegment] = false;
|
||||
bgmPlayingIDs[triggeringSegment] = 0;
|
||||
Debug.Log($"[CombatMusicController] BGM Segment '{triggeringSegment}' terminated naturally in Wwise (EndOfEvent).");
|
||||
|
||||
if (!AnyBgmPlaying())
|
||||
{
|
||||
bool queuedBgmStarted = false;
|
||||
foreach (var seg in bgmSegments)
|
||||
{
|
||||
if (bgmTargetStates[seg] && !bgmIsPlaying[seg])
|
||||
{
|
||||
Debug.Log($"[CombatMusicController] Starting queued BGM '{seg}' since all others stopped.");
|
||||
if (beatSystem != null && !beatSystem.IsActive)
|
||||
{
|
||||
beatSystem.Activate(null);
|
||||
}
|
||||
StartBgmImmediately(seg);
|
||||
queuedBgmStarted = true;
|
||||
}
|
||||
}
|
||||
|
||||
if (!queuedBgmStarted && beatSystem != null && beatSystem.IsActive)
|
||||
{
|
||||
beatSystem.Deactivate();
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (cueName.StartsWith("Entry_"))
|
||||
{
|
||||
bgmIsPlaying[triggeringSegment] = true;
|
||||
Debug.Log($"[CombatMusicController] BGM Segment '{triggeringSegment}' entered and is now running.");
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Functional Music Implementation
|
||||
|
||||
[Button("Play Functional Music")]
|
||||
public void PlayFunctionalMusic()
|
||||
{
|
||||
if (beatSystem == null)
|
||||
{
|
||||
beatSystem = GetComponent<MusicBeatSystem>();
|
||||
}
|
||||
|
||||
if (beatSystem != null)
|
||||
{
|
||||
beatSystem.Activate(functionalMusicEvent, initialSegment);
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogError("[CombatMusicController] Cannot play: MusicBeatSystem reference is missing.");
|
||||
}
|
||||
}
|
||||
|
||||
private string DecideNextSegment(GameObject targetGO, string currentSegmentName)
|
||||
{
|
||||
if (beatSystem == null || targetGO != beatSystem.gameObject)
|
||||
{
|
||||
return "";
|
||||
}
|
||||
|
||||
if (functionalSegments == null || functionalSegments.Count == 0)
|
||||
{
|
||||
return "";
|
||||
}
|
||||
|
||||
List<string> candidates = new List<string>(functionalSegments);
|
||||
|
||||
if (!string.IsNullOrEmpty(currentSegmentName))
|
||||
{
|
||||
candidates.Remove(currentSegmentName);
|
||||
}
|
||||
|
||||
if (candidates.Count > 0)
|
||||
{
|
||||
int randomIndex = UnityEngine.Random.Range(0, candidates.Count);
|
||||
string selectedSegment = candidates[randomIndex];
|
||||
|
||||
Debug.Log($"[CombatMusicController] Transition Decision: GameObject '{targetGO.name}' currently playing '{currentSegmentName}', selected next: '{selectedSegment}'");
|
||||
return selectedSegment;
|
||||
}
|
||||
|
||||
return functionalSegments[0];
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2d333c7739ebda943914444d847d66bc
|
||||
@@ -0,0 +1,60 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace Cielonos.MainGame
|
||||
{
|
||||
/// <summary>
|
||||
/// 挂载在敌人等 GameObject 上的局部节奏追踪组件,用来追踪该物体上独立播放的 Wwise Segment。
|
||||
/// </summary>
|
||||
[AddComponentMenu("Cielonos/Rhythm/LocalRhythmTracker")]
|
||||
public class LocalRhythmTracker : MonoBehaviour, ILocalRhythmTracker
|
||||
{
|
||||
public MusicBeatData CurrentBeatData { get; private set; }
|
||||
public float CurrentSongTime { get; private set; }
|
||||
public bool IsPlaying { get; private set; }
|
||||
|
||||
private float pendingSyncTime = -1f;
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
// 自动将自身注册到全局物体映射表中,使 Wwise 回调能识别此 GameObject
|
||||
MusicBeatSystem.RegisterRhythmGameObject(gameObject);
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
MusicBeatSystem.UnregisterRhythmGameObject(gameObject);
|
||||
}
|
||||
|
||||
public void OnSegmentTransitioned(MusicBeatData localBeatData)
|
||||
{
|
||||
CurrentBeatData = localBeatData;
|
||||
CurrentSongTime = localBeatData != null ? localBeatData.audioStartOffset : 0f;
|
||||
IsPlaying = localBeatData != null;
|
||||
pendingSyncTime = -1f;
|
||||
Debug.Log($"[LocalRhythmTracker] Segment transitioned on '{gameObject.name}' to '{localBeatData?.name}'");
|
||||
}
|
||||
|
||||
public void ReceiveSyncBeat(float musicPositionSec, float beatDuration)
|
||||
{
|
||||
float offset = CurrentBeatData != null ? CurrentBeatData.audioStartOffset : 0f;
|
||||
pendingSyncTime = musicPositionSec + offset;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (CurrentBeatData == null) return;
|
||||
|
||||
if (pendingSyncTime >= 0f)
|
||||
{
|
||||
CurrentSongTime = pendingSyncTime;
|
||||
pendingSyncTime = -1f;
|
||||
IsPlaying = true;
|
||||
}
|
||||
|
||||
if (IsPlaying)
|
||||
{
|
||||
CurrentSongTime += Time.deltaTime;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 59460bbbea550b04ba6b882bfd02692b
|
||||
@@ -7,6 +7,27 @@ using UnityEngine;
|
||||
|
||||
namespace Cielonos.MainGame
|
||||
{
|
||||
[System.Serializable]
|
||||
public struct SegmentDataMapping
|
||||
{
|
||||
[Tooltip("Wwise 中 Music Segment 的名称 (例如 BGM_Intensity_01)")]
|
||||
public string segmentName;
|
||||
[Tooltip("对应的 Unity MusicBeatData 谱面数据")]
|
||||
public MusicBeatData beatData;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 局部节拍追踪器接口,用于接收物体上局部播放的音乐片段切换事件
|
||||
/// </summary>
|
||||
public interface ILocalRhythmTracker
|
||||
{
|
||||
void OnSegmentTransitioned(MusicBeatData localBeatData);
|
||||
void ReceiveSyncBeat(float musicPositionSec, float beatDuration);
|
||||
bool IsPlaying { get; }
|
||||
float CurrentSongTime { get; }
|
||||
MusicBeatData CurrentBeatData { get; }
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 音乐节拍战斗系统。激活时覆盖 BackgroundMusicManager 播放对应 BGM,
|
||||
/// 通过 Wwise AK_MusicSyncBeat 回调 + MusicBeatData 谱面进行双轨节拍追踪,
|
||||
@@ -71,6 +92,19 @@ namespace Cielonos.MainGame
|
||||
[ShowInInspector, ReadOnly]
|
||||
public float CurrentBPM { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 当前播放的 Wwise Segment 名称 (例如 Func_00)
|
||||
/// </summary>
|
||||
[ShowInInspector, ReadOnly]
|
||||
public string CurrentWwiseSegmentName { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// 当前小节内的拍号(1-based)。由 Wwise MusicSyncBeat 回调每拍递增,在 Entry 时归 1。
|
||||
/// 例如 4/4 拍时值为 1~4 循环。
|
||||
/// </summary>
|
||||
[ShowInInspector, ReadOnly]
|
||||
public int CurrentBarBeat { get; private set; } = 1;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Events
|
||||
@@ -95,6 +129,18 @@ namespace Cielonos.MainGame
|
||||
/// </summary>
|
||||
public event Action OnDeactivated;
|
||||
|
||||
/// <summary>
|
||||
/// 当收到任何 Wwise User Cue 时触发。
|
||||
/// 参数:1. playingID, 2. cueName。
|
||||
/// </summary>
|
||||
public event Action<uint, string> OnUserCueReceived;
|
||||
|
||||
/// <summary>
|
||||
/// 当全局主音乐(MusicBeatSystem 自身 GameObject)收到 PrepareNext Cue 时触发。
|
||||
/// BGM 系统可以监听此事件,在音乐边界精确地起播 Back 音轨。
|
||||
/// </summary>
|
||||
public event Action OnGlobalPrepareNext;
|
||||
|
||||
#endregion
|
||||
|
||||
#region Private Fields
|
||||
@@ -104,6 +150,11 @@ namespace Cielonos.MainGame
|
||||
/// </summary>
|
||||
private int nextBeatIndex;
|
||||
|
||||
/// <summary>
|
||||
/// 由 MusicSyncBeat 回调累计的原始拍号计数(每个 Entry 时清零),用于推算 CurrentBarBeat
|
||||
/// </summary>
|
||||
private int rawBeatCount;
|
||||
|
||||
/// <summary>
|
||||
/// Wwise 播放实例 ID
|
||||
/// </summary>
|
||||
@@ -120,21 +171,47 @@ namespace Cielonos.MainGame
|
||||
[ShowInInspector]
|
||||
private volatile float pendingSyncTime = -1f;
|
||||
|
||||
/// <summary>
|
||||
/// Wwise 回调报告的 beatDuration(秒),用于反推实际 BPM
|
||||
/// </summary>
|
||||
[ShowInInspector]
|
||||
private volatile float pendingBeatDuration = -1f;
|
||||
|
||||
[Header("Dynamic Music Configurations")]
|
||||
[Tooltip("Wwise 中控制音乐片段切换的 Switch Group 名称")]
|
||||
public string musicSegmentSwitchGroup = "Music_Segment";
|
||||
|
||||
[Tooltip("Wwise 音乐片段与 Unity 谱面资产的映射表")]
|
||||
public List<SegmentDataMapping> segmentMappings = new List<SegmentDataMapping>();
|
||||
|
||||
/// <summary>
|
||||
/// 当音乐运行到 PrepareNext 标记时触发。
|
||||
/// 参数:1. 触发该事件的 GameObject,2. 当前播放的片段名称。
|
||||
/// 返回值:下一个要播放的片段名(Switch 值)。
|
||||
/// </summary>
|
||||
public event Func<GameObject, string, string> OnPrepareNextSegment;
|
||||
|
||||
private struct PendingCallbackData
|
||||
{
|
||||
public enum Type { Entry, Prepare, BeatSync }
|
||||
public Type callbackType;
|
||||
public GameObject targetGO;
|
||||
public string segmentName;
|
||||
public float musicPositionSec;
|
||||
public float beatDuration;
|
||||
public uint playingID;
|
||||
}
|
||||
|
||||
private readonly List<PendingCallbackData> pendingCallbacks = new List<PendingCallbackData>();
|
||||
private readonly object callbackLock = new object();
|
||||
|
||||
private static readonly List<GameObject> activeRhythmGameObjects = new List<GameObject>();
|
||||
|
||||
#endregion
|
||||
|
||||
#region Lifecycle
|
||||
|
||||
public MusicBeatData testData;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
bgmManager = AudioManager.Instance.backgroundMusicManager;
|
||||
RegisterRhythmGameObject(gameObject);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
@@ -144,6 +221,9 @@ namespace Cielonos.MainGame
|
||||
// 处理 Wwise 回调带来的时间校准
|
||||
ProcessPendingSync();
|
||||
|
||||
// 处理 Entry/Prepare 等回调队列事件
|
||||
ProcessPendingCallbacks();
|
||||
|
||||
if (!IsPlaying) return;
|
||||
|
||||
// 推进音乐时间
|
||||
@@ -155,6 +235,7 @@ namespace Cielonos.MainGame
|
||||
|
||||
private void OnDestroy()
|
||||
{
|
||||
UnregisterRhythmGameObject(gameObject);
|
||||
if (IsActive)
|
||||
{
|
||||
Deactivate();
|
||||
@@ -165,61 +246,60 @@ namespace Cielonos.MainGame
|
||||
|
||||
#region Activate / Deactivate
|
||||
|
||||
[Button("Activate Test Data")]
|
||||
[Button("Play Music")]
|
||||
public void Activate()
|
||||
{
|
||||
if (testData != null)
|
||||
var controller = GetComponent<CombatMusicController>();
|
||||
if (controller != null)
|
||||
{
|
||||
Activate(testData);
|
||||
controller.PlayFunctionalMusic();
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning("[MusicBeatSystem] No test data assigned for activation");
|
||||
Debug.LogWarning("[MusicBeatSystem] No CombatMusicController or testData found to play music.");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 激活节拍系统:加载谱面、覆盖 BGM、注册 Wwise 回调
|
||||
/// </summary>
|
||||
/// <param name="beatData">要加载的谱面数据</param>
|
||||
public void Activate(MusicBeatData beatData)
|
||||
{
|
||||
if (beatData == null)
|
||||
{
|
||||
Debug.LogError("[MusicBeatSystem] Activate failed: beatData is null");
|
||||
return;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 激活节拍系统:使用 Wwise 事件和初始 Switch 直接启动动态音乐流程
|
||||
/// </summary>
|
||||
public void Activate(AK.Wwise.Event wwiseEvent, string initialSwitch = null)
|
||||
{
|
||||
if (IsActive)
|
||||
{
|
||||
Deactivate();
|
||||
}
|
||||
|
||||
// Ensure beat markers are sorted before starting tracking
|
||||
beatData.SortBeats();
|
||||
|
||||
CurrentBeatData = beatData;
|
||||
CurrentBPM = beatData.bpm;
|
||||
CurrentBeatData = null;
|
||||
CurrentBPM = 240f; // 默认临时 BPM,直到 Entry Cue 触发表格映射替换
|
||||
CurrentSongTime = 0f;
|
||||
nextBeatIndex = 0;
|
||||
IsPlaying = false;
|
||||
IsActive = true;
|
||||
|
||||
// 覆盖 BackgroundMusicManager:先停止当前 BGM,再标记覆盖
|
||||
// 覆盖 BackgroundMusicManager
|
||||
if (bgmManager != null)
|
||||
{
|
||||
bgmManager.StopMusic();
|
||||
bgmManager.SetOverride(true);
|
||||
}
|
||||
|
||||
// 在 MusicBeatSystem 自身的 gameObject 上播放节拍音乐
|
||||
// 与 BackgroundMusicManager 的 gameObject 隔离,避免 Stop Event 作用域冲突
|
||||
if (beatData.musicEvent != null && beatData.musicEvent.IsValid())
|
||||
if (wwiseEvent != null && wwiseEvent.IsValid())
|
||||
{
|
||||
uint callbackFlags = (uint)(AkCallbackType.AK_MusicSyncBeat | AkCallbackType.AK_EndOfEvent);
|
||||
beatData.musicSwitch.SetValue(gameObject); // 设置 Switch 以选择正确的音乐变体
|
||||
uint callbackFlags = (uint)(
|
||||
AkCallbackType.AK_MusicSyncBeat |
|
||||
AkCallbackType.AK_MusicSyncEntry |
|
||||
AkCallbackType.AK_MusicSyncUserCue |
|
||||
AkCallbackType.AK_EndOfEvent
|
||||
);
|
||||
|
||||
if (!string.IsNullOrEmpty(initialSwitch))
|
||||
{
|
||||
AkUnitySoundEngine.SetSwitch(musicSegmentSwitchGroup, initialSwitch, gameObject);
|
||||
}
|
||||
|
||||
PlayerCanvas.CombatSystemsUIArea.beatTimelineUI.Initialize(this);
|
||||
wwisePlayingID = beatData.musicEvent.Post(
|
||||
wwisePlayingID = wwiseEvent.Post(
|
||||
gameObject,
|
||||
callbackFlags,
|
||||
OnWwiseMusicCallback,
|
||||
@@ -228,24 +308,19 @@ namespace Cielonos.MainGame
|
||||
|
||||
if (wwisePlayingID == 0)
|
||||
{
|
||||
Debug.LogWarning("[MusicBeatSystem] Wwise Post returned playingID 0, music may not play. " +
|
||||
"Check: 1) musicEvent references a Music type (not Sound SFX) " +
|
||||
"2) SoundBank is loaded 3) gameObject is active");
|
||||
Debug.LogWarning("[MusicBeatSystem] Wwise Post returned playingID 0 for dynamic music event");
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.Log($"[MusicBeatSystem] Activated with '{beatData.name}', playingID={wwisePlayingID}, " +
|
||||
$"posting on GameObject '{gameObject.name}'");
|
||||
Debug.Log($"[MusicBeatSystem] Activated dynamic music flow with Event: '{wwiseEvent.Name}', playingID={wwisePlayingID}");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 无 Wwise Event 时,使用纯谱面模式(仅基于 deltaTime 和谱面数据)
|
||||
Debug.LogWarning("[MusicBeatSystem] No valid Wwise Event on beatData, running in offline mode");
|
||||
IsPlaying = true;
|
||||
Debug.LogWarning("[MusicBeatSystem] No valid Wwise Event provided for dynamic music activation");
|
||||
}
|
||||
|
||||
OnActivated?.Invoke(beatData);
|
||||
OnActivated?.Invoke(null);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@@ -261,7 +336,8 @@ namespace Cielonos.MainGame
|
||||
nextBeatIndex = 0;
|
||||
pendingSyncTime = -1f;
|
||||
pendingBeatDuration = -1f;
|
||||
|
||||
CurrentWwiseSegmentName = null;
|
||||
|
||||
// 停止 MusicBeatSystem 自己 Post 的节拍音乐
|
||||
if (wwisePlayingID != 0)
|
||||
{
|
||||
@@ -421,8 +497,11 @@ namespace Cielonos.MainGame
|
||||
/// <summary>
|
||||
/// Wwise 音乐回调处理器(可能在非主线程调用)
|
||||
/// </summary>
|
||||
private void OnWwiseMusicCallback(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info)
|
||||
internal void OnWwiseMusicCallback(object in_cookie, AkCallbackType in_type, AkCallbackInfo in_info)
|
||||
{
|
||||
GameObject go = GetGameObjectFromWwiseId(in_info.gameObjID);
|
||||
if (go == null) go = gameObject;
|
||||
|
||||
if (in_type == AkCallbackType.AK_MusicSyncBeat)
|
||||
{
|
||||
if (in_info is AkMusicSyncCallbackInfo syncInfo)
|
||||
@@ -431,19 +510,73 @@ namespace Cielonos.MainGame
|
||||
// segmentInfo_iCurrentPosition 是当前 segment 内的播放位置(毫秒)
|
||||
float musicPositionSec = syncInfo.segmentInfo_iCurrentPosition / 1000f;
|
||||
float beatDuration = syncInfo.segmentInfo_fBeatDuration;
|
||||
|
||||
// 将校准数据传递到主线程处理
|
||||
pendingSyncTime = musicPositionSec + CurrentBeatData.audioStartOffset;
|
||||
pendingBeatDuration = beatDuration;
|
||||
|
||||
if (go == gameObject)
|
||||
{
|
||||
// 将校准数据传递到主线程处理 (防空保护)
|
||||
float offset = CurrentBeatData != null ? CurrentBeatData.audioStartOffset : 0f;
|
||||
pendingSyncTime = musicPositionSec + offset;
|
||||
pendingBeatDuration = beatDuration;
|
||||
}
|
||||
else
|
||||
{
|
||||
lock (callbackLock)
|
||||
{
|
||||
pendingCallbacks.Add(new PendingCallbackData
|
||||
{
|
||||
callbackType = PendingCallbackData.Type.BeatSync,
|
||||
targetGO = go,
|
||||
segmentName = "",
|
||||
musicPositionSec = musicPositionSec,
|
||||
beatDuration = beatDuration
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[MusicBeatSystem] Received MusicSync callback with unexpected info type: {in_info.GetType().Name}");
|
||||
}
|
||||
}
|
||||
else if (in_type == AkCallbackType.AK_EndOfEvent)
|
||||
else if (in_type == AkCallbackType.AK_MusicSyncUserCue && in_info is AkMusicSyncCallbackInfo cueInfo)
|
||||
{
|
||||
// 音乐播放结束
|
||||
string cueName = cueInfo.userCueName;
|
||||
lock (callbackLock)
|
||||
{
|
||||
// 所有的 User Cue 都会触发 OnUserCueReceived
|
||||
pendingCallbacks.Add(new PendingCallbackData
|
||||
{
|
||||
callbackType = PendingCallbackData.Type.Prepare,
|
||||
targetGO = go,
|
||||
segmentName = cueName,
|
||||
playingID = cueInfo.playingID
|
||||
});
|
||||
|
||||
// 如果是 Entry_ 开头,则同时触发 Entry 谱面替换逻辑
|
||||
if (!string.IsNullOrEmpty(cueName) && cueName.StartsWith("Entry_"))
|
||||
{
|
||||
string segmentName = cueName.Substring(6);
|
||||
pendingCallbacks.Add(new PendingCallbackData
|
||||
{
|
||||
callbackType = PendingCallbackData.Type.Entry,
|
||||
targetGO = go,
|
||||
segmentName = segmentName
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
else if (in_type == AkCallbackType.AK_EndOfEvent && in_info is AkEventCallbackInfo eventInfo)
|
||||
{
|
||||
lock (callbackLock)
|
||||
{
|
||||
pendingCallbacks.Add(new PendingCallbackData
|
||||
{
|
||||
callbackType = PendingCallbackData.Type.Prepare,
|
||||
targetGO = go,
|
||||
segmentName = "EndOfEvent",
|
||||
playingID = eventInfo.playingID
|
||||
});
|
||||
}
|
||||
Debug.Log("[MusicBeatSystem] Music playback ended");
|
||||
}
|
||||
}
|
||||
@@ -493,6 +626,163 @@ namespace Cielonos.MainGame
|
||||
}
|
||||
}
|
||||
|
||||
private void ProcessPendingCallbacks()
|
||||
{
|
||||
List<PendingCallbackData> localCallbacks = null;
|
||||
|
||||
lock (callbackLock)
|
||||
{
|
||||
if (pendingCallbacks.Count > 0)
|
||||
{
|
||||
localCallbacks = new List<PendingCallbackData>(pendingCallbacks);
|
||||
pendingCallbacks.Clear();
|
||||
}
|
||||
}
|
||||
|
||||
if (localCallbacks == null) return;
|
||||
|
||||
foreach (var callback in localCallbacks)
|
||||
{
|
||||
if (callback.callbackType == PendingCallbackData.Type.Prepare)
|
||||
{
|
||||
OnUserCueReceived?.Invoke(callback.playingID, callback.segmentName);
|
||||
|
||||
if (callback.segmentName == "PrepareNext" && callback.targetGO == gameObject)
|
||||
{
|
||||
string nextSegment = OnPrepareNextSegment?.Invoke(callback.targetGO, CurrentWwiseSegmentName);
|
||||
if (!string.IsNullOrEmpty(nextSegment))
|
||||
{
|
||||
AkUnitySoundEngine.SetSwitch(musicSegmentSwitchGroup, nextSegment, callback.targetGO);
|
||||
Debug.Log($"[MusicBeatSystem] PrepareNext: transition scheduled on '{callback.targetGO.name}' from '{CurrentWwiseSegmentName}' to '{nextSegment}'");
|
||||
}
|
||||
|
||||
// 通知所有订阅者:全局主音乐到达了 PrepareNext 边界
|
||||
OnGlobalPrepareNext?.Invoke();
|
||||
}
|
||||
}
|
||||
else if (callback.callbackType == PendingCallbackData.Type.BeatSync)
|
||||
{
|
||||
var localTracker = callback.targetGO.GetComponent<ILocalRhythmTracker>();
|
||||
if (localTracker != null)
|
||||
{
|
||||
localTracker.ReceiveSyncBeat(callback.musicPositionSec, callback.beatDuration);
|
||||
}
|
||||
}
|
||||
else if (callback.callbackType == PendingCallbackData.Type.Entry)
|
||||
{
|
||||
// Find mapped MusicBeatData
|
||||
MusicBeatData mappedData = null;
|
||||
if (segmentMappings != null)
|
||||
{
|
||||
foreach (var mapping in segmentMappings)
|
||||
{
|
||||
if (mapping.segmentName == callback.segmentName)
|
||||
{
|
||||
mappedData = mapping.beatData;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (mappedData != null)
|
||||
{
|
||||
if (callback.targetGO == gameObject)
|
||||
{
|
||||
// Global Master BGM Transition
|
||||
CurrentWwiseSegmentName = callback.segmentName;
|
||||
CurrentBeatData = mappedData;
|
||||
CurrentBPM = mappedData.bpm;
|
||||
CurrentSongTime = mappedData.audioStartOffset;
|
||||
nextBeatIndex = 0;
|
||||
rawBeatCount = 0;
|
||||
CurrentBarBeat = 1;
|
||||
IsPlaying = true;
|
||||
|
||||
// Re-initialize UI
|
||||
PlayerCanvas.CombatSystemsUIArea.beatTimelineUI.Initialize(this);
|
||||
|
||||
Debug.Log($"[MusicBeatSystem] Global Transitioned to Segment: '{callback.segmentName}', BPM={mappedData.bpm}");
|
||||
OnActivated?.Invoke(mappedData);
|
||||
}
|
||||
else
|
||||
{
|
||||
// Local GameObject Segment Transition (e.g. Enemy)
|
||||
var localTracker = callback.targetGO.GetComponent<ILocalRhythmTracker>();
|
||||
if (localTracker != null)
|
||||
{
|
||||
localTracker.OnSegmentTransitioned(mappedData);
|
||||
}
|
||||
Debug.Log($"[MusicBeatSystem] Local Segment Entry: '{callback.segmentName}' on GameObject '{callback.targetGO.name}'");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
Debug.LogWarning($"[MusicBeatSystem] Unmapped segment entry callback: '{callback.segmentName}' on '{callback.targetGO.name}'");
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void RegisterRhythmGameObject(GameObject go)
|
||||
{
|
||||
if (go == null) return;
|
||||
lock (activeRhythmGameObjects)
|
||||
{
|
||||
if (!activeRhythmGameObjects.Contains(go))
|
||||
{
|
||||
activeRhythmGameObjects.Add(go);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public static void UnregisterRhythmGameObject(GameObject go)
|
||||
{
|
||||
if (go == null) return;
|
||||
lock (activeRhythmGameObjects)
|
||||
{
|
||||
activeRhythmGameObjects.Remove(go);
|
||||
}
|
||||
}
|
||||
|
||||
private GameObject GetGameObjectFromWwiseId(ulong gameObjID)
|
||||
{
|
||||
if (gameObjID == (ulong)gameObject.GetInstanceID()) return gameObject;
|
||||
|
||||
lock (activeRhythmGameObjects)
|
||||
{
|
||||
for (int i = activeRhythmGameObjects.Count - 1; i >= 0; i--)
|
||||
{
|
||||
var go = activeRhythmGameObjects[i];
|
||||
if (go == null)
|
||||
{
|
||||
activeRhythmGameObjects.RemoveAt(i);
|
||||
continue;
|
||||
}
|
||||
if ((ulong)go.GetInstanceID() == gameObjID)
|
||||
{
|
||||
return go;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Fallback lookup
|
||||
#if UNITY_6000_0_OR_NEWER
|
||||
var objs = FindObjectsByType<AkGameObj>(FindObjectsSortMode.None);
|
||||
#else
|
||||
var objs = FindObjectsOfType<AkGameObj>();
|
||||
#endif
|
||||
foreach (var obj in objs)
|
||||
{
|
||||
if (obj != null && (ulong)obj.gameObject.GetInstanceID() == gameObjID)
|
||||
{
|
||||
RegisterRhythmGameObject(obj.gameObject);
|
||||
return obj.gameObject;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 检查是否到达下一个节拍,触发 onBeat 事件
|
||||
/// </summary>
|
||||
@@ -508,6 +798,11 @@ namespace Cielonos.MainGame
|
||||
BeatMarker beat = markers[nextBeatIndex];
|
||||
nextBeatIndex++;
|
||||
|
||||
// 更新 CurrentBarBeat(根据 BPM 和小节拍数推算)
|
||||
rawBeatCount++;
|
||||
int beatsPerBar = CurrentBeatData.beatsPerBar > 0 ? CurrentBeatData.beatsPerBar : 4;
|
||||
CurrentBarBeat = ((rawBeatCount - 1) % beatsPerBar) + 1;
|
||||
|
||||
OnBeat?.Invoke(beat);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -43,40 +43,40 @@ MonoBehaviour:
|
||||
- time: 2.5945945
|
||||
tags:
|
||||
- EnemyAttack0
|
||||
barIndex: 4
|
||||
barIndex: 1
|
||||
beatInBar: 0
|
||||
- time: 2.5945945
|
||||
tags:
|
||||
- Normal
|
||||
barIndex: 1
|
||||
beatInBar: 0
|
||||
- time: 5.189189
|
||||
tags:
|
||||
- EnemyAttack0
|
||||
barIndex: 2
|
||||
beatInBar: 0
|
||||
- time: 5.189189
|
||||
tags:
|
||||
- Normal
|
||||
barIndex: 2
|
||||
beatInBar: 0
|
||||
- time: 7.7837834
|
||||
tags:
|
||||
- EnemyAttack0
|
||||
barIndex: 3
|
||||
beatInBar: 0
|
||||
- time: 7.7837834
|
||||
tags:
|
||||
- Normal
|
||||
barIndex: 3
|
||||
beatInBar: 0
|
||||
- time: 10.378378
|
||||
tags:
|
||||
- EnemyAttack0
|
||||
barIndex: 4
|
||||
beatInBar: 0
|
||||
- time: 5.189189
|
||||
tags:
|
||||
- EnemyAttack0
|
||||
barIndex: 8
|
||||
beatInBar: 0
|
||||
- time: 5.189189
|
||||
tags:
|
||||
- Normal
|
||||
barIndex: 8
|
||||
beatInBar: 0
|
||||
- time: 7.7837834
|
||||
tags:
|
||||
- EnemyAttack0
|
||||
barIndex: 12
|
||||
beatInBar: 0
|
||||
- time: 7.7837834
|
||||
tags:
|
||||
- Normal
|
||||
barIndex: 12
|
||||
beatInBar: 0
|
||||
- time: 10.378378
|
||||
tags:
|
||||
- EnemyAttack0
|
||||
barIndex: 16
|
||||
beatInBar: 0
|
||||
- time: 10.378378
|
||||
tags:
|
||||
- Normal
|
||||
barIndex: 16
|
||||
barIndex: 4
|
||||
beatInBar: 0
|
||||
|
||||
@@ -51,7 +51,8 @@ namespace SLSUtilities.Feedback
|
||||
{
|
||||
return new List<string>()
|
||||
{
|
||||
"Camera", "Time", "Postprocessing", "Audio"
|
||||
"Camera", "Time", "Postprocessing", "Audio",
|
||||
"Backup"
|
||||
};
|
||||
}
|
||||
}
|
||||
|
||||
@@ -100,4 +100,22 @@ namespace SLSUtilities.FunctionalAnimation
|
||||
Debug.Log(message);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 运行时动态注入的行为事件载荷。
|
||||
/// </summary>
|
||||
public class InvokeAction : FuncAnimPayloadBase
|
||||
{
|
||||
private readonly Action action;
|
||||
|
||||
public InvokeAction(Action action)
|
||||
{
|
||||
this.action = action;
|
||||
}
|
||||
|
||||
public override void Invoke()
|
||||
{
|
||||
action?.Invoke();
|
||||
}
|
||||
}
|
||||
}
|
||||
158
Assets/Shaders/MeshShader/AfterImage.mat
Normal file
158
Assets/Shaders/MeshShader/AfterImage.mat
Normal file
@@ -0,0 +1,158 @@
|
||||
%YAML 1.1
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8
Assets/Shaders/MeshShader/AfterImage.mat.meta
Normal file
8
Assets/Shaders/MeshShader/AfterImage.mat.meta
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96
Assets/Shaders/MeshShader/Afterimage.shader
Normal file
96
Assets/Shaders/MeshShader/Afterimage.shader
Normal file
@@ -0,0 +1,96 @@
|
||||
Shader "Cielonos/MeshEffects/Afterimage"
|
||||
{
|
||||
Properties
|
||||
{
|
||||
[Header(Color Settings)]
|
||||
[HDR] _BaseColor("Base Color", Color) = (0, 0.9, 1, 0.2)
|
||||
[HDR] _RimColor("Rim Color (Fresnel)", Color) = (0.5, 0.9, 1, 1)
|
||||
_RimPower("Rim Power", Range(0.1, 10)) = 3.0
|
||||
_Glow("Glow Intensity", Range(0, 10)) = 2.0
|
||||
|
||||
[Header(Fade Settings)]
|
||||
_Fade("Fade (Alpha)", Range(0, 1)) = 1.0
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}
|
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|
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SubShader
|
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{
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Tags
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{
|
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"RenderType" = "Transparent"
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"Queue" = "Transparent"
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"RenderPipeline" = "UniversalPipeline"
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"IgnoreProjector" = "True"
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}
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||||
|
||||
Blend SrcAlpha One
|
||||
ZWrite Off
|
||||
Cull Back
|
||||
|
||||
Pass
|
||||
{
|
||||
Name "AfterimagePass"
|
||||
Tags { "LightMode" = "UniversalForward" }
|
||||
|
||||
HLSLPROGRAM
|
||||
#pragma vertex vert
|
||||
#pragma fragment frag
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#pragma prefer_hlslcc gles
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#pragma exclude_renderers d3d11_9x
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|
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#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
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||||
|
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struct Attributes
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{
|
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float4 positionOS : POSITION;
|
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float3 normalOS : NORMAL;
|
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};
|
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|
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struct Varyings
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{
|
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float4 positionCS : SV_POSITION;
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||||
float3 normalWS : TEXCOORD0;
|
||||
float3 viewDirWS : TEXCOORD1;
|
||||
};
|
||||
|
||||
CBUFFER_START(UnityPerMaterial)
|
||||
float4 _BaseColor;
|
||||
float4 _RimColor;
|
||||
float _RimPower;
|
||||
float _Glow;
|
||||
float _Fade;
|
||||
CBUFFER_END
|
||||
|
||||
Varyings vert(Attributes input)
|
||||
{
|
||||
Varyings output;
|
||||
|
||||
VertexPositionInputs vertexInput = GetVertexPositionInputs(input.positionOS.xyz);
|
||||
output.positionCS = vertexInput.positionCS;
|
||||
|
||||
float3 positionWS = vertexInput.positionWS;
|
||||
output.normalWS = TransformObjectToWorldNormal(input.normalOS);
|
||||
output.viewDirWS = GetWorldSpaceViewDir(positionWS);
|
||||
|
||||
return output;
|
||||
}
|
||||
|
||||
float4 frag(Varyings input) : SV_Target
|
||||
{
|
||||
float3 normalWS = normalize(input.normalWS);
|
||||
float3 viewDirWS = normalize(input.viewDirWS);
|
||||
|
||||
// Fresnel term
|
||||
float ndotv = dot(normalWS, viewDirWS);
|
||||
float fresnel = pow(1.0 - saturate(ndotv), _RimPower);
|
||||
|
||||
// Color composite
|
||||
float4 color = _BaseColor + _RimColor * fresnel * _Glow;
|
||||
// Fade applied to alpha
|
||||
color.a = (_BaseColor.a + fresnel) * _Fade;
|
||||
|
||||
return color;
|
||||
}
|
||||
ENDHLSL
|
||||
}
|
||||
}
|
||||
}
|
||||
9
Assets/Shaders/MeshShader/Afterimage.shader.meta
Normal file
9
Assets/Shaders/MeshShader/Afterimage.shader.meta
Normal file
@@ -0,0 +1,9 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6bb4149b814482242bbe340daf5d82e1
|
||||
ShaderImporter:
|
||||
externalObjects: {}
|
||||
defaultTextures: []
|
||||
nonModifiableTextures: []
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -100,19 +100,21 @@ namespace AK
|
||||
|
||||
namespace SWITCHES
|
||||
{
|
||||
namespace MB_MUSIC0_SEGS
|
||||
namespace MB_CIEIFD_SEGS
|
||||
{
|
||||
static const AkUniqueID GROUP = 2217053549U;
|
||||
static const AkUniqueID GROUP = 3976435356U;
|
||||
|
||||
namespace SWITCH
|
||||
{
|
||||
static const AkUniqueID SEG_00 = 3589857915U;
|
||||
static const AkUniqueID SEG_01 = 3589857914U;
|
||||
static const AkUniqueID SEG_02 = 3589857913U;
|
||||
static const AkUniqueID SEG_03 = 3589857912U;
|
||||
static const AkUniqueID SEG_04 = 3589857919U;
|
||||
static const AkUniqueID BACK_00 = 3171328607U;
|
||||
static const AkUniqueID BACK_01 = 3171328606U;
|
||||
static const AkUniqueID BACK_02 = 3171328605U;
|
||||
static const AkUniqueID FUNC_00 = 2873408850U;
|
||||
static const AkUniqueID FUNC_01 = 2873408851U;
|
||||
static const AkUniqueID FUNC_02 = 2873408848U;
|
||||
static const AkUniqueID FUNC_03 = 2873408849U;
|
||||
} // namespace SWITCH
|
||||
} // namespace MB_MUSIC0_SEGS
|
||||
} // namespace MB_CIEIFD_SEGS
|
||||
|
||||
namespace MB_SONGS
|
||||
{
|
||||
|
||||
@@ -133,7 +133,7 @@ MonoBehaviour:
|
||||
ParentPath: Events\Default Work Unit
|
||||
guid: ab81a101c4a54040bbcf2409a4da80f0
|
||||
GuidInternal:
|
||||
m_lastTime: -8584192207517961063
|
||||
m_lastTime: -8584188551378311721
|
||||
List:
|
||||
- name: BGM
|
||||
guid: 98f4fabd74819f4f836cb23e35305794
|
||||
@@ -2545,11 +2545,11 @@ MonoBehaviour:
|
||||
ParentPath: Switches\Default Work Unit
|
||||
guid: d4e4d254f7c50a489e9c5d89fd0461b6
|
||||
GuidInternal:
|
||||
m_lastTime: -8584201723261465919
|
||||
m_lastTime: -8584188562346191623
|
||||
List:
|
||||
- name: MB_Music0_Segs
|
||||
- name: MB_CieIFD_Segs
|
||||
guid: 77fed64fa71a00458d6cf705435a0dce
|
||||
id: 2217053549
|
||||
id: 3976435356
|
||||
PathAndIcons:
|
||||
- ElementName: Switches
|
||||
ObjectType: 5
|
||||
@@ -2560,14 +2560,14 @@ MonoBehaviour:
|
||||
- ElementName: MusicBeatSystem
|
||||
ObjectType: 4
|
||||
guid: 9db7c0ad53735d49815dd6ded08184b8
|
||||
- ElementName: MB_Music0_Segs
|
||||
- ElementName: MB_CieIFD_Segs
|
||||
ObjectType: 11
|
||||
guid: 77fed64fa71a00458d6cf705435a0dce
|
||||
Path: Switches\Default Work Unit\MusicBeatSystem\MB_Music0_Segs
|
||||
Path: Switches\Default Work Unit\MusicBeatSystem\MB_CieIFD_Segs
|
||||
values:
|
||||
- name: Seg_00
|
||||
- name: Back_00
|
||||
guid: 18c893315ac35c46a5b7c731a4607bd5
|
||||
id: 3589857915
|
||||
id: 3171328607
|
||||
PathAndIcons:
|
||||
- ElementName: Switches
|
||||
ObjectType: 5
|
||||
@@ -2578,15 +2578,15 @@ MonoBehaviour:
|
||||
- ElementName: MusicBeatSystem
|
||||
ObjectType: 4
|
||||
guid: 9db7c0ad53735d49815dd6ded08184b8
|
||||
- ElementName: MB_Music0_Segs
|
||||
- ElementName: MB_CieIFD_Segs
|
||||
ObjectType: 11
|
||||
guid: 77fed64fa71a00458d6cf705435a0dce
|
||||
- ElementName: Seg_00
|
||||
- ElementName: Back_00
|
||||
ObjectType: 10
|
||||
guid: 18c893315ac35c46a5b7c731a4607bd5
|
||||
- name: Seg_01
|
||||
- name: Back_01
|
||||
guid: 5905dc1d6a62444ca437345dc1834e07
|
||||
id: 3589857914
|
||||
id: 3171328606
|
||||
PathAndIcons:
|
||||
- ElementName: Switches
|
||||
ObjectType: 5
|
||||
@@ -2597,15 +2597,15 @@ MonoBehaviour:
|
||||
- ElementName: MusicBeatSystem
|
||||
ObjectType: 4
|
||||
guid: 9db7c0ad53735d49815dd6ded08184b8
|
||||
- ElementName: MB_Music0_Segs
|
||||
- ElementName: MB_CieIFD_Segs
|
||||
ObjectType: 11
|
||||
guid: 77fed64fa71a00458d6cf705435a0dce
|
||||
- ElementName: Seg_01
|
||||
- ElementName: Back_01
|
||||
ObjectType: 10
|
||||
guid: 5905dc1d6a62444ca437345dc1834e07
|
||||
- name: Seg_02
|
||||
- name: Back_02
|
||||
guid: 8d3a038d150a2e44b6c449f2f3b44b5f
|
||||
id: 3589857913
|
||||
id: 3171328605
|
||||
PathAndIcons:
|
||||
- ElementName: Switches
|
||||
ObjectType: 5
|
||||
@@ -2616,34 +2616,15 @@ MonoBehaviour:
|
||||
- ElementName: MusicBeatSystem
|
||||
ObjectType: 4
|
||||
guid: 9db7c0ad53735d49815dd6ded08184b8
|
||||
- ElementName: MB_Music0_Segs
|
||||
- ElementName: MB_CieIFD_Segs
|
||||
ObjectType: 11
|
||||
guid: 77fed64fa71a00458d6cf705435a0dce
|
||||
- ElementName: Seg_02
|
||||
- ElementName: Back_02
|
||||
ObjectType: 10
|
||||
guid: 8d3a038d150a2e44b6c449f2f3b44b5f
|
||||
- name: Seg_03
|
||||
guid: c1392212dbd5c444a018980dbc0bac19
|
||||
id: 3589857912
|
||||
PathAndIcons:
|
||||
- ElementName: Switches
|
||||
ObjectType: 5
|
||||
guid: 00000000000000000000000000000000
|
||||
- ElementName: Default Work Unit
|
||||
ObjectType: 12
|
||||
guid: d4e4d254f7c50a489e9c5d89fd0461b6
|
||||
- ElementName: MusicBeatSystem
|
||||
ObjectType: 4
|
||||
guid: 9db7c0ad53735d49815dd6ded08184b8
|
||||
- ElementName: MB_Music0_Segs
|
||||
ObjectType: 11
|
||||
guid: 77fed64fa71a00458d6cf705435a0dce
|
||||
- ElementName: Seg_03
|
||||
ObjectType: 10
|
||||
guid: c1392212dbd5c444a018980dbc0bac19
|
||||
- name: Seg_04
|
||||
- name: Func_00
|
||||
guid: 7cf717ebd24dff488712cc5ef169322c
|
||||
id: 3589857919
|
||||
id: 2873408850
|
||||
PathAndIcons:
|
||||
- ElementName: Switches
|
||||
ObjectType: 5
|
||||
@@ -2654,12 +2635,69 @@ MonoBehaviour:
|
||||
- ElementName: MusicBeatSystem
|
||||
ObjectType: 4
|
||||
guid: 9db7c0ad53735d49815dd6ded08184b8
|
||||
- ElementName: MB_Music0_Segs
|
||||
- ElementName: MB_CieIFD_Segs
|
||||
ObjectType: 11
|
||||
guid: 77fed64fa71a00458d6cf705435a0dce
|
||||
- ElementName: Seg_04
|
||||
- ElementName: Func_00
|
||||
ObjectType: 10
|
||||
guid: 7cf717ebd24dff488712cc5ef169322c
|
||||
- name: Func_01
|
||||
guid: 069a444c8792c640a4804d0dd46fe3b1
|
||||
id: 2873408851
|
||||
PathAndIcons:
|
||||
- ElementName: Switches
|
||||
ObjectType: 5
|
||||
guid: 00000000000000000000000000000000
|
||||
- ElementName: Default Work Unit
|
||||
ObjectType: 12
|
||||
guid: d4e4d254f7c50a489e9c5d89fd0461b6
|
||||
- ElementName: MusicBeatSystem
|
||||
ObjectType: 4
|
||||
guid: 9db7c0ad53735d49815dd6ded08184b8
|
||||
- ElementName: MB_CieIFD_Segs
|
||||
ObjectType: 11
|
||||
guid: 77fed64fa71a00458d6cf705435a0dce
|
||||
- ElementName: Func_01
|
||||
ObjectType: 10
|
||||
guid: 069a444c8792c640a4804d0dd46fe3b1
|
||||
- name: Func_02
|
||||
guid: 9623ba2aabe41f489ed06e76f8b3a4cb
|
||||
id: 2873408848
|
||||
PathAndIcons:
|
||||
- ElementName: Switches
|
||||
ObjectType: 5
|
||||
guid: 00000000000000000000000000000000
|
||||
- ElementName: Default Work Unit
|
||||
ObjectType: 12
|
||||
guid: d4e4d254f7c50a489e9c5d89fd0461b6
|
||||
- ElementName: MusicBeatSystem
|
||||
ObjectType: 4
|
||||
guid: 9db7c0ad53735d49815dd6ded08184b8
|
||||
- ElementName: MB_CieIFD_Segs
|
||||
ObjectType: 11
|
||||
guid: 77fed64fa71a00458d6cf705435a0dce
|
||||
- ElementName: Func_02
|
||||
ObjectType: 10
|
||||
guid: 9623ba2aabe41f489ed06e76f8b3a4cb
|
||||
- name: Func_03
|
||||
guid: b83c0b78e389814ebf7e0ed03feef68d
|
||||
id: 2873408849
|
||||
PathAndIcons:
|
||||
- ElementName: Switches
|
||||
ObjectType: 5
|
||||
guid: 00000000000000000000000000000000
|
||||
- ElementName: Default Work Unit
|
||||
ObjectType: 12
|
||||
guid: d4e4d254f7c50a489e9c5d89fd0461b6
|
||||
- ElementName: MusicBeatSystem
|
||||
ObjectType: 4
|
||||
guid: 9db7c0ad53735d49815dd6ded08184b8
|
||||
- ElementName: MB_CieIFD_Segs
|
||||
ObjectType: 11
|
||||
guid: 77fed64fa71a00458d6cf705435a0dce
|
||||
- ElementName: Func_03
|
||||
ObjectType: 10
|
||||
guid: b83c0b78e389814ebf7e0ed03feef68d
|
||||
ValueGuids: []
|
||||
ValueIcons: []
|
||||
valuesInternal: []
|
||||
@@ -2736,7 +2774,7 @@ MonoBehaviour:
|
||||
m_lastTime: -8584400343805966111
|
||||
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|
||||
ExpandedFileSystemItemIds: 0100000002000000030000000400000005000000060000000700000008000000090000000a0000000b0000000c0000000d000000110000001600000018000000190000001a0000001b0000001c0000001d0000001e0000001f00000020000000220000002300000024000000250000002700000028000000290000002a0000002b00000030000000310000003200000033000000c2000000c3000000c4000000e8160000e9160000
|
||||
ExpandedWaapiItemIds: 0100000002000000030000000400000005000000060000000700000008000000090000000a0000000b0000000c0000000d000000110000001600000018000000190000001a0000001b0000001c0000001d0000001e0000001f00000020000000220000002300000024000000250000002700000028000000290000002a0000002b00000030000000310000003200000033000000c2000000c3000000c4000000e8160000e9160000
|
||||
ExpandedWaapiItemIds: 01000000020000000300000004000000050000000600000008000000090000000a0000000b0000000c0000000d0000001100000014000000150000001600000018000000190000001a0000001b0000001c0000001d0000001e0000001f00000020000000220000002300000024000000250000002700000028000000290000002a0000002b000000300000003100000032000000330000007c000000c2000000c3000000c4000000e8160000e9160000
|
||||
AutoSyncSelection: 1
|
||||
autoPopulateEnabled: 1
|
||||
currentDataSource: 0
|
||||
|
||||
@@ -0,0 +1,18 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
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||||
m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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||||
m_Enabled: 1
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||||
m_EditorHideFlags: 0
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||||
m_Script: {fileID: 11500000, guid: d71d875b17e4d794f8327b60c4a8bee4, type: 3}
|
||||
m_Name: 1DDC0559-626A-4C44-A437-345DC1834E07
|
||||
m_EditorClassIdentifier: AK.Wwise.Unity.API.WwiseTypes::WwiseSwitchReference
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||||
objectName: Back_01
|
||||
id: 3171328606
|
||||
guid: 1DDC0559-626A-4C44-A437-345DC1834E07
|
||||
WwiseSwitchGroupReference: {fileID: 11400000, guid: 4632564681018454c840ddad4dc85c25, type: 2}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
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||||
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||||
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||||
assetBundleVariant:
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||||
@@ -0,0 +1,18 @@
|
||||
%YAML 1.1
|
||||
%TAG !u! tag:unity3d.com,2011:
|
||||
--- !u!114 &11400000
|
||||
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||||
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||||
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||||
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||||
m_EditorHideFlags: 0
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m_Script: {fileID: 11500000, guid: d71d875b17e4d794f8327b60c4a8bee4, type: 3}
|
||||
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|
||||
m_EditorClassIdentifier: AK.Wwise.Unity.API.WwiseTypes::WwiseSwitchReference
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||||
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||||
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||||
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|
||||
WwiseSwitchGroupReference: {fileID: 11400000, guid: 4632564681018454c840ddad4dc85c25, type: 2}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user