Files
Cielonos/Assets/Scripts/MainGame/Effects/Feedbacks/Shakers/RadialBlurShaker.cs
2026-04-18 13:57:19 -04:00

176 lines
5.8 KiB
C#

using System.Collections.Generic;
using SLSUtilities.Feedback;
using SLSUtilities.Rendering.PostProcessing;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 径向模糊震动事件。
/// </summary>
public struct RadialBlurShakeEvent
{
private static event ShakeDelegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void RuntimeInitialization() { OnEvent = null; }
public delegate void ShakeDelegate(FeedbackContext feedbackContext, FloatCurveChannel intensityCurve,
bool modifyCenter, Vector2 center, 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,
bool modifyCenter = false, Vector2 center = default, bool stop = false)
{
OnEvent?.Invoke(feedbackContext, intensityCurve, modifyCenter, center, stop);
}
}
/// <summary>
/// 径向模糊震动实例。
/// </summary>
public class RadialBlurShakeInstance : ShakeInstanceBase
{
public readonly FloatCurveChannel intensityCurve;
public readonly bool modifyCenter;
public readonly Vector2 center;
public RadialBlurShakeInstance(
FeedbackContext feedbackContext, FloatCurveChannel intensityCurve, bool modifyCenter, Vector2 center) :
base(feedbackContext.timeSettings, feedbackContext.player.TimeProvider, feedbackContext.duration)
{
this.intensityCurve = intensityCurve;
this.modifyCenter = modifyCenter;
this.center = center;
}
}
/// <summary>
/// RadialBlur 的震动聚合器。
/// </summary>
[AddComponentMenu("SLS Utilities/Feedback Shakers/Radial Blur Shaker")]
public class RadialBlurShaker : MonoBehaviour
{
private RadialBlur _component;
private float _initialBlurRadius;
private float _initialCenterX;
private float _initialCenterY;
private bool _resolved;
private readonly List<RadialBlurShakeInstance> _activeShakes = new List<RadialBlurShakeInstance>();
private void Awake()
{
_resolved = TryResolve();
}
private void OnEnable()
{
RadialBlurShakeEvent.Register(OnShakeEvent);
}
private void OnDisable()
{
RadialBlurShakeEvent.Unregister(OnShakeEvent);
StopAll();
}
private void Update()
{
if (!_resolved || _activeShakes.Count == 0) return;
float additiveDelta = 0f;
float absoluteTarget = 0f;
bool hasAbsolute = false;
Vector2 latestCenter = new Vector2(_initialCenterX, _initialCenterY);
bool hasCenter = false;
for (int i = _activeShakes.Count - 1; i >= 0; i--)
{
RadialBlurShakeInstance shake = _activeShakes[i];
shake.Tick();
float normalizedTime = shake.timer / shake.duration;
if (shake.intensityCurve.relativeToInitial)
{
// 相对模式:累加曲线值
additiveDelta += shake.intensityCurve.Evaluate(normalizedTime);
}
else
{
// 绝对模式:使用曲线值作为目标值
absoluteTarget = shake.intensityCurve.Evaluate(normalizedTime);
hasAbsolute = true;
}
if (shake.modifyCenter)
{
latestCenter = shake.center;
hasCenter = true;
}
if (shake.IsFinished)
{
_activeShakes.RemoveAt(i);
}
}
float finalRadius = hasAbsolute ? absoluteTarget : _initialBlurRadius + additiveDelta;
_component.blurRadius.value = finalRadius;
if (hasCenter)
{
_component.radialCenterX.value = latestCenter.x;
_component.radialCenterY.value = latestCenter.y;
}
if (_activeShakes.Count == 0)
{
Restore();
}
}
private void OnShakeEvent( FeedbackContext feedbackContext, FloatCurveChannel intensityCurve,
bool modifyCenter, Vector2 center, bool stop)
{
if (stop) { StopAll(); return; }
if (!_resolved) _resolved = TryResolve();
if (!_resolved) return;
var instance = new RadialBlurShakeInstance(feedbackContext, intensityCurve, modifyCenter, center);
_activeShakes.Add(instance);
}
private bool TryResolve()
{
if (_component != null) return true;
if (PostProcessingManager.Instance == null) return false;
if (!PostProcessingManager.Instance.GetVolumeComponent(out _component)) return false;
_initialBlurRadius = _component.blurRadius.value;
_initialCenterX = _component.radialCenterX.value;
_initialCenterY = _component.radialCenterY.value;
return true;
}
private void Restore()
{
if (!_resolved) return;
_component.blurRadius.value = _initialBlurRadius;
_component.radialCenterX.value = _initialCenterX;
_component.radialCenterY.value = _initialCenterY;
}
private void StopAll()
{
_activeShakes.Clear();
Restore();
}
}
}