using System;
using System.Collections.Generic;
using UniRx;
using UnityEngine;
using SLSUtilities.General;
namespace Cielonos.MainGame.Characters
{
///
/// 选择依赖角色的哪一层时间倍率。
///
public enum CreatorTimePolicy
{
CreatorFullTime,
CreatorWithoutLocalTime,
GlobalTime
}
public partial class CharacterBase
{
public partial class SelfTimeSubmodule : SubmoduleBase
{
private TimeManager timeManager => TimeManager.Instance;
public IObservable timeScaleObservable { get; private set; }
public FloatReactiveProperty localTimeScale;
private float globalTimeScale => timeManager.globalTimeScale.Value;
private float playerTimeScale => timeManager.playerTimeScale.Value;
private float alliedMinionTimeScale => timeManager.alliedMinionTimeScale.Value;
private float enemyTimeScale => timeManager.enemyTimeScale.Value;
private float nonPlayerTimeScale => timeManager.nonPlayerTimeScale.Value;
public Dictionary coolDownTimers = new Dictionary();
///
/// 不包含角色 localTimeScale 的时间倍率。
/// 用于已经发射、应独立于发射者局部暂停的 AttackArea,同时仍受群体与全局时间效果影响。
///
public float TimeScaleWithoutLocal => owner.fraction switch
{
Fraction.Player => globalTimeScale * playerTimeScale,
Fraction.AlliedMinion => globalTimeScale * alliedMinionTimeScale * nonPlayerTimeScale,
Fraction.Enemy => globalTimeScale * enemyTimeScale * nonPlayerTimeScale,
Fraction.Neutral => globalTimeScale * nonPlayerTimeScale,
_ => globalTimeScale
};
public float TimeScale => localTimeScale.Value * TimeScaleWithoutLocal;
public float DeltaTimeWithoutLocal => Time.deltaTime * TimeScaleWithoutLocal;
public float DeltaTime => Time.deltaTime * TimeScale;
///
/// 按指定策略取得时间倍率,供 AttackArea、VFX 等由角色创建的独立对象使用。
///
public float GetTimeScale(CreatorTimePolicy policy)
{
return policy switch
{
CreatorTimePolicy.CreatorFullTime => TimeScale,
CreatorTimePolicy.CreatorWithoutLocalTime => TimeScaleWithoutLocal,
CreatorTimePolicy.GlobalTime => 1f,
_ => throw new ArgumentOutOfRangeException(nameof(policy), policy, null)
};
}
public float GetDeltaTime(CreatorTimePolicy policy)
{
return Time.deltaTime * GetTimeScale(policy);
}
public SelfTimeSubmodule(CharacterBase entity) : base(entity)
{
localTimeScale = new FloatReactiveProperty(1);
switch (owner.fraction)
{
case Fraction.Player:
// 依赖: local, global, player
timeScaleObservable =
localTimeScale.CombineLatest(
timeManager.globalTimeScale,
timeManager.playerTimeScale,
(local, global, player) => local * global * player
);
break;
case Fraction.AlliedMinion:
// 依赖: local, global, alliedMinion, nonPlayer
timeScaleObservable =
localTimeScale.CombineLatest(
timeManager.globalTimeScale,
timeManager.alliedMinionTimeScale,
timeManager.nonPlayerTimeScale,
(local, global, minion, nonPlayer) => local * global * minion * nonPlayer
);
break;
case Fraction.Enemy:
// 依赖: local, global, enemy, nonPlayer
timeScaleObservable =
localTimeScale.CombineLatest(
timeManager.globalTimeScale,
timeManager.enemyTimeScale,
timeManager.nonPlayerTimeScale,
(local, global, enemy, nonPlayer) => local * global * enemy * nonPlayer
);
break;
case Fraction.Neutral:
// 依赖: local, global, nonPlayer
timeScaleObservable =
localTimeScale.CombineLatest(
timeManager.globalTimeScale,
timeManager.nonPlayerTimeScale,
(local, global, nonPlayer) => local * global * nonPlayer
);
break;
default:
throw new ArgumentOutOfRangeException();
}
}
public void SetUp(CharacterBase entity)
{
if (entity.animationSc.animator != null)
{
timeScaleObservable.Subscribe(timeScale =>
{
entity.animationSc.animator.speed = timeScale;
}).AddTo(entity);
}
}
public void Update()
{
// 这里不需要每帧计算 TimeScale,因为它是通过 ReactiveProperty 自动更新的
// 但是我们需要更新所有 Timer 的 currentTime
foreach (var timer in coolDownTimers.Values)
{
timer.Update(DeltaTime);
}
}
}
public partial class SelfTimeSubmodule
{
///
/// 添加一个基于本地时间(Local DeltaTime)的计时器
///
public IDisposable AddLocalTimer(float duration, Action onComplete, Action onUpdate = null)
{
// 用于记录累积时间
float accumulatedTime = 0f;
return Observable.EveryUpdate()
.Select(_ => DeltaTime) // 1. 获取每帧的真实 DeltaTime
.TakeWhile(dt =>
{
// 2. 累加时间
accumulatedTime += dt;
// 3. 如果累积时间小于总时长,继续流;否则停止流并触发 OnCompleted
return accumulatedTime < duration;
})
.Subscribe(
_ => onUpdate?.Invoke(), // 每帧更新时执行 Action
() => onComplete?.Invoke() // 4. 流结束时(TakeWhile 返回 false)执行 Action
).AddTo(owner); // 5. 绑定生命周期到角色,防止内存泄漏
}
public IDisposable AddGlobalTimer(float duration, Action onComplete, Action onUpdate = null)
{
// 用于记录累积时间
float accumulatedTime = 0f;
return Observable.EveryUpdate()
.Select(_ => Time.deltaTime) // 1. 获取每帧的全局 DeltaTime
.TakeWhile(dt =>
{
// 2. 累加时间
accumulatedTime += dt;
// 3. 如果累积时间小于总时长,继续流;否则停止流并触发 OnCompleted
return accumulatedTime < duration;
})
.Subscribe(
_ => onUpdate?.Invoke(), // 每帧更新时执行 Action
() => onComplete?.Invoke() // 4. 流结束时(TakeWhile 返回 false)执行 Action
).AddTo(owner); // 5. 绑定生命周期到角色,防止内存泄漏
}
}
public partial class SelfTimeSubmodule
{
// 缓存一个默认的抛物线曲线,避免每次 null 时都 new 一个
// 形状:(0,0) -> (0.5, 1) -> (1, 0)
private static readonly AnimationCurve DefaultParabola = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.5f, 1f),
new Keyframe(1f, 0f)
);
private IDisposable hitStopDisposable;
///
/// 应用顿帧(Hit Stop)
///
/// 持续时间(秒,基于全局游戏时间)
/// 目标缩放倍率(通常为 0 或 0.1)
public void ModifyTimeScale(float duration, float targetScale = 0f)
{
// 1. 如果之前有正在进行的顿帧,先取消它(防止旧的恢复逻辑覆盖新的设置)
hitStopDisposable?.Dispose();
// 2. 设置当前的缩放倍率
localTimeScale.Value = targetScale;
// 3. 开启计时器
// 注意:这里使用 Scheduler.MainThread,它是基于 Time.time (全局时间) 的。
// 这意味着:
// - 它会受到 Time.timeScale (全局暂停) 的影响(符合预期,游戏暂停时顿帧也该暂停)。
// - 它 *不会* 受到 timeScaleCoefficient (我们自己改的本地时间) 的影响(关键!)。
hitStopDisposable = Observable.Timer(TimeSpan.FromSeconds(duration), Scheduler.MainThread)
.Subscribe(_ =>
{
// 计时结束,恢复为 1
localTimeScale.Value = 1f;
hitStopDisposable = null;
})
.AddTo(owner); // 安全性:如果角色在顿帧期间死亡/销毁,自动取消计时器
}
///
/// 使用曲线动态修改本地时间流速
///
/// 持续时间(秒)
/// 曲线起点值
/// 曲线终点值
/// 插值曲线(null 则使用默认的 EaseInOut (从0到1) 曲线)
public void ModifyTimeScale(float duration, EaseType easeType, float zeroValue = 0, float oneValue = 1)
{
// 1. 清理旧的计时器
hitStopDisposable?.Dispose();
AnimationCurve curve = Ease.GetCurve(easeType);
// 3. 记录开始时的累计时间
float timer = 0f;
// 4. 开启每帧更新的流
hitStopDisposable = Observable.EveryUpdate()
.TakeWhile(_ => timer < duration) // 当时间超过 duration 时结束流
.Subscribe(
_ =>
{
// 累加时间
timer += DeltaTime;
// 计算归一化时间(0 到 1)
float normalizedTime = Mathf.Clamp01(timer / duration);
// 根据曲线获取当前的插值系数
float curveValue = curve.Evaluate(normalizedTime);
// 计算当前的时间缩放值
float currentScale = curveValue * (oneValue - zeroValue) + zeroValue;
// 应用到 timeScaleCoefficient
localTimeScale.Value = currentScale;
},
() =>
{
// 5. 计时结束后的收尾工作
// 通常为了安全,结束后我们会强制恢复到 1.0 (正常速度)
// 或者你可以恢复到 start,视具体需求而定
localTimeScale.Value = 1f;
hitStopDisposable = null;
}
)
.AddTo(owner); // 绑定生命周期
}
// 可选:提供一个强制恢复的方法,用于因为某些逻辑需要立刻打断顿帧时调用
public void ResetTimeScale()
{
hitStopDisposable?.Dispose();
localTimeScale.Value = 1f;
}
}
public class CooldownTimer : Timer
{
public float originalDuration; // 可选:记录最初设置的持续时间,方便重置时使用
public CooldownTimer(float duration) : base(duration)
{
this.originalDuration = duration;
}
///
/// 重置计时器,可以选择新的持续时间(如果不提供则使用原始持续时间)
///
///
public override void Reset(float newDuration = -1f)
{
isCompleted = false;
currentTime = 0f;
duration = newDuration >= 0f ? newDuration : originalDuration;
}
}
}
}