阶段性完成
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@@ -0,0 +1,31 @@
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using SLSFramework.General;
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using SLSFramework.Rendering.PostProcessing;
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using UnityEngine;
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namespace Cielonos.MainGame.Effects
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{
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public partial class RGBSplitGlitchSubmodule : PostProcessingSubmoduleBase
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{
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public LerpFloat intensity;
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public RGBSplitGlitchSubmodule(PostProcessingManager owner) : base(owner)
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{
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this.intensity = new LerpFloat(0, 0.05f);
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}
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public override void Update(float factor)
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{
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intensity.Update(factor);
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if (owner.GetVolumeComponent<RGBSplitGlitch>(out var rgbSplitGlitch))
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{
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rgbSplitGlitch.intensity.value = intensity.currentValue;
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}
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}
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}
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public partial class RGBSplitGlitchSubmodule
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{
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public void ModifyIntensity(float value) => ModifyCurrentValue(intensity, value);
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public void SetIntensity(float value) => SetCurrentValue(intensity, value);
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}
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}
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@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: c30d5d5295993114f9e0d4082ba9cb4a
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@@ -16,6 +16,7 @@ namespace Cielonos
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public RadialBlurSubmodule radialBlurSm;
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public SpeedLinesSubmodule speedLinesSm;
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public ChromaticAberrationSubmodule chromaticAberrationSm;
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public RGBSplitGlitchSubmodule rgbSplitGlitchSm;
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public TonemappingSubmodule tonemappingSm;
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[Tooltip("主要的后处理 Volume")]
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@@ -32,6 +33,7 @@ namespace Cielonos
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radialBlurSm = new RadialBlurSubmodule(this);
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speedLinesSm = new SpeedLinesSubmodule(this);
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chromaticAberrationSm = new ChromaticAberrationSubmodule(this);
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rgbSplitGlitchSm = new RGBSplitGlitchSubmodule(this);
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tonemappingSm = new TonemappingSubmodule(this);
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if (volume != null)
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{
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@@ -48,6 +50,7 @@ namespace Cielonos
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{
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radialBlurSm.Update(MainGameManager.PlayerTimeScale);
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speedLinesSm.Update(MainGameManager.PlayerTimeScale);
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rgbSplitGlitchSm.Update(MainGameManager.PlayerTimeScale);
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chromaticAberrationSm.Update(MainGameManager.PlayerTimeScale);
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tonemappingSm.Update(MainGameManager.PlayerTimeScale);
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}
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