using System.Collections.Generic;
using SLSUtilities.Cinemachine;
using SLSUtilities.Feedback;
using Unity.Cinemachine;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
///
/// 单个旋转震动实例的运行时状态。
///
public class CameraRotationShakeInstance : ShakeInstanceBase
{
public FloatCurveChannel intensityCurve;
public Vector3 amplitude;
public CameraRotationShakeInstance(
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;
}
}
///
/// 摄像机旋转震动事件,用于解耦 Action 与 Shaker。
///
public struct CameraRotationShakeEvent
{
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 旋转震动器。挂载于 CinemachineCamera 上,
/// 监听 CameraRotationShakeEvent,驱动 CinemachineRotationOffset 实现叠加震动。
/// X/Y 作用于 FollowTarget 旋转,Z 作用于 Dutch 倾斜。
///
[AddComponentMenu("Cielonos/Feedback Shakers/Camera Rotation Shaker")]
[RequireComponent(typeof(CinemachineCamera))]
[RequireComponent(typeof(CinemachineRotationOffset))]
public class CinemachineRotationShaker : MonoBehaviour
{
private CinemachineRotationOffset _rotationOffset;
private Vector3 _initialRotation;
private readonly List _activeShakes = new List();
private void Awake()
{
_rotationOffset = GetComponent();
_initialRotation = _rotationOffset.rotationOffset;
}
private void OnEnable()
{
CameraRotationShakeEvent.Register(OnShakeEvent);
}
private void OnDisable()
{
CameraRotationShakeEvent.Unregister(OnShakeEvent);
StopAll();
}
private void Update()
{
if (_rotationOffset == null) return;
if (_activeShakes.Count == 0)
{
_rotationOffset.rotationOffset = _initialRotation;
return;
}
Vector3 totalOffset = Vector3.zero;
for (int i = _activeShakes.Count - 1; i >= 0; i--)
{
CameraRotationShakeInstance shake = _activeShakes[i];
shake.Tick();
totalOffset += shake.Evaluate();
if (shake.IsFinished)
{
_activeShakes.RemoveAt(i);
}
}
_rotationOffset.rotationOffset = _initialRotation + totalOffset;
}
private void OnShakeEvent(
FeedbackContext feedbackContext,
FloatCurveChannel intensityCurve,
Vector3 amplitude,
bool stop)
{
if (stop) { StopAll(); return; }
_activeShakes.Add(new CameraRotationShakeInstance(
feedbackContext.timeSettings,
feedbackContext.player.TimeProvider,
intensityCurve,
amplitude,
feedbackContext.duration
));
}
private void StopAll()
{
_activeShakes.Clear();
if (_rotationOffset != null)
{
_rotationOffset.rotationOffset = _initialRotation;
}
}
}
}