using System.Collections.Generic; using SLSUtilities.Feedback; using Unity.Cinemachine; using UnityEngine; namespace Cielonos.MainGame.Effects.Feedback { /// /// 单个位移震动实例的运行时状态。 /// public class CameraPositionShakeInstance : ShakeInstanceBase { public FloatCurveChannel intensityCurve; public Vector3 amplitude; public CameraPositionShakeInstance( FeedbackTimeSettings timeSettings, IFeedbackTimeProvider timeProvider, FloatCurveChannel intensityCurve, Vector3 amplitude, float duration) : base(timeSettings, timeProvider, duration) { this.intensityCurve = intensityCurve; this.amplitude = amplitude; } /// /// 计算当前帧的偏移量。 /// public Vector3 Evaluate() { float normalizedTime = duration > 0 ? timer / duration : 1f; float curveValue = intensityCurve.Evaluate(normalizedTime); return amplitude * curveValue; } } /// /// 摄像机位移震动事件,用于解耦 Action 与 Shaker。 /// public struct CameraPositionShakeEvent { private static event ShakeDelegate OnEvent; [RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)] private static void RuntimeInitialization() { OnEvent = null; } public delegate void ShakeDelegate( FeedbackContext feedbackContext, FloatCurveChannel intensityCurve, Vector3 amplitude, bool stop ); public static void Register(ShakeDelegate callback) { OnEvent += callback; } public static void Unregister(ShakeDelegate callback) { OnEvent -= callback; } public static void Trigger( FeedbackContext feedbackContext, FloatCurveChannel intensityCurve, Vector3 amplitude, bool stop = false) { OnEvent?.Invoke(feedbackContext, intensityCurve, amplitude, stop); } } /// /// Cinemachine 位移震动器。挂载于 CinemachineCamera 上, /// 监听 CameraPositionShakeEvent,驱动 CinemachineCameraOffset 实现叠加震动。 /// [AddComponentMenu("Cielonos/Feedback Shakers/Camera Position Shaker")] [RequireComponent(typeof(CinemachineCamera))] [RequireComponent(typeof(CinemachineCameraOffset))] public class CinemachinePositionShaker : MonoBehaviour { private CinemachineCameraOffset _offsetComponent; private Vector3 _initialOffset; private readonly List _activeShakes = new List(); private void Awake() { _offsetComponent = GetComponent(); _initialOffset = _offsetComponent.Offset; } private void OnEnable() { CameraPositionShakeEvent.Register(OnShakeEvent); } private void OnDisable() { CameraPositionShakeEvent.Unregister(OnShakeEvent); StopAll(); } private void Update() { if (_offsetComponent == null) return; if (_activeShakes.Count == 0) { _offsetComponent.Offset = _initialOffset; return; } Vector3 totalOffset = Vector3.zero; for (int i = _activeShakes.Count - 1; i >= 0; i--) { CameraPositionShakeInstance shake = _activeShakes[i]; shake.Tick(); totalOffset += shake.Evaluate(); if (shake.IsFinished) { _activeShakes.RemoveAt(i); } } _offsetComponent.Offset = _initialOffset + totalOffset; } private void OnShakeEvent( FeedbackContext feedbackContext, FloatCurveChannel intensityCurve, Vector3 amplitude, bool stop) { if (stop) { StopAll(); return; } var instance = new CameraPositionShakeInstance( feedbackContext.timeSettings, feedbackContext.player.TimeProvider, intensityCurve, amplitude, feedbackContext.duration ); _activeShakes.Add(instance); } private void StopAll() { _activeShakes.Clear(); if (_offsetComponent != null) { _offsetComponent.Offset = _initialOffset; } } } }