using System;
using MoreMountains.Feedbacks;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
///
/// 摄像机位移震动反馈,通过 MMCinemachinePositionShakeEvent 触发现有的 Shaker。
/// Shaker 负责处理多个震动的叠加混合。
///
[Serializable]
public class CameraPositionShakeAction : FeedbackActionBase
{
public override string DisplayName => "Camera Position Shake";
///
/// 震动曲线,定义震动强度随时间的变化。
///
[Title("Position Shake")]
[LabelText("Shake Curve")]
public AnimationCurve shakeCurve = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.2f, 1f),
new Keyframe(1f, 0f)
);
///
/// 最大位移振幅(本地空间)。
///
[LabelText("Amplitude")]
public Vector3 positionAmplitude = new Vector3(0.5f, 0.5f, 0f);
///
/// 方向影响设置。
///
[Title("Direction")]
public CameraDirectionSettings directionSettings = new CameraDirectionSettings();
///
/// 距离衰减:根据摄像机与 owner 的距离衰减震动强度。
///
[Title("Distance Attenuation")]
[LabelText("Use Attenuation")]
public bool useAttenuation;
///
/// 全强度的最大距离。
///
[ShowIf("useAttenuation")]
[LabelText("Attenuation Range")]
public float attenuationRange = 50f;
///
/// 距离-强度衰减曲线(0=近处/全强度,1=远处/无强度)。
///
[ShowIf("useAttenuation")]
[LabelText("Attenuation Curve")]
public AnimationCurve attenuationCurve = new AnimationCurve(
new Keyframe(0f, 1f),
new Keyframe(1f, 0f)
);
public override void OnStart(FeedbackContext context)
{
Vector3 finalAmplitude = directionSettings.TransformAmplitude(positionAmplitude, context.owner);
float intensityMultiplier = ComputeAttenuation(context);
MMCinemachinePositionShakeEvent.Trigger(
null,
shakeCurve,
context.duration,
finalAmplitude,
intensityMultiplier
);
}
public override void OnInterrupt(FeedbackContext context)
{
MMCinemachinePositionShakeEvent.Trigger(
null, shakeCurve, 0f, Vector3.zero, 0f,
stop: true
);
}
///
/// 计算距离衰减系数。
///
private float ComputeAttenuation(FeedbackContext context)
{
if (!useAttenuation || context.owner == null) return 1f;
Camera mainCamera = Camera.main;
if (mainCamera == null) return 1f;
float distance = Vector3.Distance(context.owner.position, mainCamera.transform.position);
float normalizedDistance = Mathf.Clamp01(distance / attenuationRange);
return attenuationCurve.Evaluate(normalizedDistance);
}
}
}