using System; using Sirenix.OdinInspector; using UnityEngine; namespace SLSUtilities.Feedback { /// /// 通用的"按曲线震动数值"基类,提供曲线采样、初始值记录/复位等通用逻辑。 /// RadialBlur、ChromaticAberration、Vignette 等后处理效果均继承此类。 /// [Serializable] public abstract class CurveShakeAction : FeedbackActionBase { /// /// 震动曲线,X 轴为归一化时间 [0,1],Y 轴为震动强度 [0,1]。 /// [Title("Curve Shake")] [LabelText("Shake Curve")] [ShakeCurvePreset] public AnimationCurve shakeCurve = new AnimationCurve( new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), new Keyframe(1f, 0f) ); /// /// 曲线值 0 对应的实际数值。 /// [LabelText("Remap Min")] public float remapMin; /// /// 曲线值 1 对应的实际数值。 /// [LabelText("Remap Max")] public float remapMax = 1f; /// /// 是否在初始值上叠加(而非替换)。 /// [LabelText("Relative to Initial")] public bool relativeToInitial; protected virtual float EvaluateShake(float normalizedTime, float initialValue) { return base.EvaluateShake(shakeCurve, remapMin, remapMax, relativeToInitial, normalizedTime, initialValue); } } }