302 lines
12 KiB
C#
302 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using UniRx;
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using UnityEngine;
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using SLSUtilities.General;
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namespace Cielonos.MainGame.Characters
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{
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public partial class SelfTimeSubmodule : SubmoduleBase<CharacterBase>
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{
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private TimeManager timeManager => TimeManager.Instance;
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private IObservable<float> timeScaleObservable;
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public FloatReactiveProperty localTimeScale;
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private float globalTimeScale => timeManager.globalTimeScale.Value;
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private float playerTimeScale => timeManager.playerTimeScale.Value;
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private float alliedMinionTimeScale => timeManager.alliedMinionTimeScale.Value;
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private float enemyTimeScale => timeManager.enemyTimeScale.Value;
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private float nonPlayerTimeScale => timeManager.nonPlayerTimeScale.Value;
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public Dictionary<string, Timer> coolDownTimers = new Dictionary<string, Timer>();
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public float TimeScale => owner.fraction switch
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{
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Fraction.Player => localTimeScale.Value * globalTimeScale * playerTimeScale,
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Fraction.AlliedMinion => localTimeScale.Value * globalTimeScale * alliedMinionTimeScale * nonPlayerTimeScale,
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Fraction.Enemy => localTimeScale.Value * globalTimeScale * enemyTimeScale * nonPlayerTimeScale,
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Fraction.Neutral => localTimeScale.Value * globalTimeScale * nonPlayerTimeScale,
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_ => localTimeScale.Value * globalTimeScale
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};
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public float DeltaTime => owner.fraction switch
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{
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Fraction.Player => Time.deltaTime * localTimeScale.Value * globalTimeScale * playerTimeScale,
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Fraction.AlliedMinion => Time.deltaTime * localTimeScale.Value * globalTimeScale * alliedMinionTimeScale * nonPlayerTimeScale,
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Fraction.Enemy => Time.deltaTime * localTimeScale.Value * globalTimeScale * enemyTimeScale * nonPlayerTimeScale,
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Fraction.Neutral => Time.deltaTime * localTimeScale.Value * globalTimeScale * nonPlayerTimeScale,
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_ => Time.deltaTime * localTimeScale.Value * globalTimeScale
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};
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public SelfTimeSubmodule(CharacterBase entity) : base(entity)
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{
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localTimeScale = new FloatReactiveProperty(1);
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switch (owner.fraction)
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{
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case Fraction.Player:
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// 依赖: local, global, player
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timeScaleObservable =
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localTimeScale.CombineLatest(
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timeManager.globalTimeScale,
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timeManager.playerTimeScale,
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(local, global, player) => local * global * player
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);
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break;
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case Fraction.AlliedMinion:
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// 依赖: local, global, alliedMinion, nonPlayer
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timeScaleObservable =
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localTimeScale.CombineLatest(
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timeManager.globalTimeScale,
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timeManager.alliedMinionTimeScale,
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timeManager.nonPlayerTimeScale,
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(local, global, minion, nonPlayer) => local * global * minion * nonPlayer
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);
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break;
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case Fraction.Enemy:
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// 依赖: local, global, enemy, nonPlayer
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timeScaleObservable =
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localTimeScale.CombineLatest(
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timeManager.globalTimeScale,
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timeManager.enemyTimeScale,
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timeManager.nonPlayerTimeScale,
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(local, global, enemy, nonPlayer) => local * global * enemy * nonPlayer
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);
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break;
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case Fraction.Neutral:
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// 依赖: local, global, nonPlayer
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timeScaleObservable =
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localTimeScale.CombineLatest(
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timeManager.globalTimeScale,
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timeManager.nonPlayerTimeScale,
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(local, global, nonPlayer) => local * global * nonPlayer
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);
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break;
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default:
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throw new ArgumentOutOfRangeException();
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}
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}
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public void SetUp(CharacterBase entity)
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{
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if (entity.animationSc != null)
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{
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timeScaleObservable.Subscribe(timeScale =>
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{
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entity.animationSc.fullBodyFuncAnimSm.currentPlaySpeedMultiplier = timeScale;
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}).AddTo(entity);
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}
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if (entity.animationSc.animator != null)
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{
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timeScaleObservable.Subscribe(timeScale =>
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{
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entity.animationSc.animator.speed = timeScale;
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}).AddTo(entity);
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}
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}
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public void Update()
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{
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// 这里不需要每帧计算 TimeScale,因为它是通过 ReactiveProperty 自动更新的
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// 但是我们需要更新所有 Timer 的 currentTime
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foreach (var timer in coolDownTimers.Values)
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{
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timer.Update(DeltaTime);
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}
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}
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}
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public partial class SelfTimeSubmodule
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{
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/// <summary>
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/// 添加一个基于本地时间(Local DeltaTime)的计时器
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/// </summary>
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public IDisposable AddLocalTimer(float duration, Action onComplete, Action onUpdate = null)
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{
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// 用于记录累积时间
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float accumulatedTime = 0f;
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return Observable.EveryUpdate()
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.Select(_ => DeltaTime) // 1. 获取每帧的真实 DeltaTime
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.TakeWhile(dt =>
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{
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// 2. 累加时间
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accumulatedTime += dt;
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// 3. 如果累积时间小于总时长,继续流;否则停止流并触发 OnCompleted
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return accumulatedTime < duration;
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})
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.Subscribe(
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_ => onUpdate?.Invoke(), // 每帧更新时执行 Action
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() => onComplete?.Invoke() // 4. 流结束时(TakeWhile 返回 false)执行 Action
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).AddTo(owner); // 5. 绑定生命周期到角色,防止内存泄漏
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}
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public IDisposable AddGlobalTimer(float duration, Action onComplete, Action onUpdate = null)
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{
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// 用于记录累积时间
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float accumulatedTime = 0f;
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return Observable.EveryUpdate()
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.Select(_ => Time.deltaTime) // 1. 获取每帧的全局 DeltaTime
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.TakeWhile(dt =>
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{
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// 2. 累加时间
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accumulatedTime += dt;
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// 3. 如果累积时间小于总时长,继续流;否则停止流并触发 OnCompleted
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return accumulatedTime < duration;
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})
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.Subscribe(
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_ => onUpdate?.Invoke(), // 每帧更新时执行 Action
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() => onComplete?.Invoke() // 4. 流结束时(TakeWhile 返回 false)执行 Action
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).AddTo(owner); // 5. 绑定生命周期到角色,防止内存泄漏
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}
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}
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public partial class SelfTimeSubmodule
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{
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// 缓存一个默认的抛物线曲线,避免每次 null 时都 new 一个
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// 形状:(0,0) -> (0.5, 1) -> (1, 0)
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private static readonly AnimationCurve DefaultParabola = new AnimationCurve(
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new Keyframe(0f, 0f),
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new Keyframe(0.5f, 1f),
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new Keyframe(1f, 0f)
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);
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private IDisposable hitStopDisposable;
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/// <summary>
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/// 应用顿帧(Hit Stop)
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/// </summary>
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/// <param name="duration">持续时间(秒,基于全局游戏时间)</param>
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/// <param name="targetScale">目标缩放倍率(通常为 0 或 0.1)</param>
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public void ModifyTimeScale(float duration, float targetScale = 0f)
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{
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// 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)
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hitStopDisposable?.Dispose();
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// 2. 设置当前的缩放倍率
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localTimeScale.Value = targetScale;
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// 3. 开启计时器
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// 注意:这里使用 Scheduler.MainThread,它是基于 Time.time (全局时间) 的。
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// 这意味着:
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// - 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)。
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// - 它 *不会* 受到 timeScaleCoefficient (我们自己改的本地时间) 的影响(关键!)。
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hitStopDisposable = Observable.Timer(TimeSpan.FromSeconds(duration), Scheduler.MainThread)
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.Subscribe(_ =>
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{
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// 计时结束,恢复为 1
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localTimeScale.Value = 1f;
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hitStopDisposable = null;
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})
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.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
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}
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/// <summary>
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/// 使用曲线动态修改本地时间流速
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/// </summary>
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/// <param name="duration">持续时间(秒)</param>
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/// <param name="zeroValue">曲线起点值</param>
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/// <param name="oneValue">曲线终点值</param>
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/// <param name="easeType">插值曲线(null 则使用默认的 EaseInOut (从0到1) 曲线)</param>
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public void ModifyTimeScale(float duration, EaseType easeType, float zeroValue = 0, float oneValue = 1)
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{
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// 1. 清理旧的计时器
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hitStopDisposable?.Dispose();
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AnimationCurve curve = Ease.GetCurve(easeType);
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// 3. 记录开始时的累计时间
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float timer = 0f;
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// 4. 开启每帧更新的流
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hitStopDisposable = Observable.EveryUpdate()
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.TakeWhile(_ => timer < duration) // 当时间超过 duration 时结束流
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.Subscribe(
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_ =>
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{
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// 累加时间
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timer += DeltaTime;
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// 计算归一化时间(0 到 1)
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float normalizedTime = Mathf.Clamp01(timer / duration);
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// 根据曲线获取当前的插值系数
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float curveValue = curve.Evaluate(normalizedTime);
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// 计算当前的时间缩放值
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float currentScale = curveValue * (oneValue - zeroValue) + zeroValue;
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// 应用到 timeScaleCoefficient
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localTimeScale.Value = currentScale;
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},
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() =>
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{
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// 5. 计时结束后的收尾工作
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// 通常为了安全,结束后我们会强制恢复到 1.0 (正常速度)
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// 或者你可以恢复到 start,视具体需求而定
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localTimeScale.Value = 1f;
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hitStopDisposable = null;
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}
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)
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.AddTo(owner); // 绑定生命周期
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}
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// 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
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public void ResetTimeScale()
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{
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hitStopDisposable?.Dispose();
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localTimeScale.Value = 1f;
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}
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}
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public class Timer
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{
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public float originalDuration; // 可选:记录最初设置的持续时间,方便重置时使用
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public float duration;
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public float currentTime;
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public float Percentage => duration > 0 ? Mathf.Clamp01(currentTime / duration) : 1f;
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public bool IsCompleted => currentTime >= duration;
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public Timer(float duration)
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{
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this.originalDuration = duration;
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this.duration = duration;
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this.currentTime = 0f;
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}
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public void Update(float deltaTime)
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{
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if (!IsCompleted)
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{
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currentTime += deltaTime;
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}
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}
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/// <summary>
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/// 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)
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/// </summary>
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/// <param name="newDuration"></param>
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public void Reset(float newDuration = -1f)
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{
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currentTime = 0f;
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duration = newDuration >= 0f ? newDuration : originalDuration;
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}
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}
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}
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