using System;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
///
/// 时间缩放通道的工作模式。
///
public enum TimeScaleMode
{
///
/// 固定值模式:在 Clip 期间将时间缩放设为固定值。
///
Fixed,
///
/// 动态曲线模式:根据曲线和 Remap 驱动时间缩放。
///
Dynamic
}
///
/// 单个时间缩放通道的配置。
///
[Serializable]
public class TimeScaleChannel
{
///
/// 是否激活此通道。
///
[HorizontalGroup("Channel")]
public bool active;
///
/// 通道工作模式。
///
[ShowIf("active")]
[HorizontalGroup("Channel")]
public TimeScaleMode mode = TimeScaleMode.Fixed;
///
/// Fixed 模式下的目标值。
///
[ShowIf("@active && mode == TimeScaleMode.Fixed")]
[LabelText("Fixed Value")]
public float fixedValue;
///
/// Dynamic 模式下的变化曲线。
///
[ShowIf("@active && mode == TimeScaleMode.Dynamic")]
[LabelText("Curve")]
[ShakeCurvePreset]
public AnimationCurve curve = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.5f, 1f),
new Keyframe(1f, 0f)
);
///
/// 曲线值 0 映射到的实际值。
///
[ShowIf("@active && mode == TimeScaleMode.Dynamic")]
[LabelText("Remap Zero")]
[HorizontalGroup("Ramp")]
public float remapZero;
///
/// 曲线值 1 映射到的实际值。
///
[ShowIf("@active && mode == TimeScaleMode.Dynamic")]
[LabelText("Remap One")]
[HorizontalGroup("Ramp")]
public float remapOne = 1f;
///
/// 将此通道的配置转换为事件传输用的 TimeScaleChannelData。
///
public TimeScaleChannelData ToChannelData()
{
return new TimeScaleChannelData
{
active = active,
mode = mode,
fixedValue = fixedValue,
curve = curve,
remapZero = remapZero,
remapOne = remapOne
};
}
public float Evaluate(float normalizedTime)
{
if (!active) return 1f;
if (mode == TimeScaleMode.Fixed)
{
return fixedValue;
}
float curveValue = curve?.Evaluate(normalizedTime) ?? 0f;
return Mathf.LerpUnclamped(remapZero, remapOne, curveValue);
}
}
///
/// 时间缩放修改器反馈,通过 TimeScaleShakeEvent 触发 TimeScaleShaker。
/// Shaker 负责管理多个并发时间缩放实例的叠加混合和初始值恢复。
///
/// 重要:此 Action 会忽略时间缩放,使用未缩放的 deltaTime 驱动。
/// 当 Time.timeScale == 0 时,此 Action 也会暂停。
/// 不要在包含此 Action 的 Clip 上启用自定义 overrideTimeSettings,
/// FeedbackData 的 defaultTimeSettings.useTimeScale 也应保持为 false。
///
[Serializable]
[FeedbackActionColor(0.3f, 0.7f, 1.0f)]
public class TimeScaleModifierAction : FeedbackActionBase
{
public override string DisplayName => "Time Scale Modifier";
///
/// 忽略时间缩放,使用未缩放的 deltaTime。
///
public override bool IgnoreTimeScale => true;
public TimeScaleChannel globalChannel = new TimeScaleChannel { active = true, fixedValue = 0.1f };
public bool advancedSettings = false;
[ShowIf("advancedSettings")]
public TimeScaleChannel playerChannel = new TimeScaleChannel();
[ShowIf("advancedSettings")]
public TimeScaleChannel enemyChannel = new TimeScaleChannel();
[ShowIf("advancedSettings")]
public TimeScaleChannel alliedChannel = new TimeScaleChannel();
[ShowIf("advancedSettings")]
public TimeScaleChannel nonPlayerChannel = new TimeScaleChannel();
public override void OnStart(FeedbackContext context)
{
// 通过事件触发,让TimeScaleShaker注册这个实例
TimeScaleShakeEvent.Trigger(
duration: context.duration,
global: globalChannel.ToChannelData(),
player: playerChannel.ToChannelData(),
enemy: enemyChannel.ToChannelData(),
allied: alliedChannel.ToChannelData(),
nonPlayer: nonPlayerChannel.ToChannelData()
);
// 立即执行一次TimeScaleShaker的更新
// 这样在同一帧内,TimeScaleModifierAction修改的globalTimeScale就能立即生效
ImmediateApplyTimeScale();
}
///
/// 立即应用时间缩放,确保在同一帧内立即生效
///
private void ImmediateApplyTimeScale()
{
if (TimeManager.Instance == null) return;
if (globalChannel.active)
{
TimeManager.Instance.globalTimeScale.Value = globalChannel.Evaluate(0);
}
if (playerChannel.active)
{
TimeManager.Instance.playerTimeScale.Value = playerChannel.Evaluate(0);
}
if (enemyChannel.active)
{
TimeManager.Instance.enemyTimeScale.Value = enemyChannel.Evaluate(0);
}
if (alliedChannel.active)
{
TimeManager.Instance.alliedMinionTimeScale.Value = alliedChannel.Evaluate(0);
}
if (nonPlayerChannel.active)
{
TimeManager.Instance.nonPlayerTimeScale.Value = nonPlayerChannel.Evaluate(0);
}
}
public override void OnUpdate(FeedbackContext context, float normalizedTime)
{
// Shaker 自行每帧驱动所有活跃实例。
}
public override void OnEnd(FeedbackContext context)
{
// Shaker 自动管理实例生命周期和初始值恢复。
}
public override void OnInterrupt(FeedbackContext context)
{
TimeScaleShakeEvent.Trigger(0f, stop: true);
}
public override bool Validate(out string error)
{
bool anyActive = globalChannel.active || playerChannel.active ||
enemyChannel.active || alliedChannel.active ||
nonPlayerChannel.active;
if (!anyActive)
{
error = "No time scale channel is active. Enable at least one channel.";
return false;
}
error = null;
return true;
}
}
}