269 lines
9.9 KiB
C#
269 lines
9.9 KiB
C#
using System.Collections.Generic;
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using SLSUtilities.Feedback;
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using SLSUtilities.Rendering.PostProcessing;
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using UnityEngine;
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namespace Cielonos.MainGame.Effects.Feedback
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{
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/// <summary>
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/// 频率控制模式。
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/// </summary>
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public enum StrobeFrequencyMode
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{
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/// <summary>使用固定频率数值。</summary>
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Constant,
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/// <summary>使用 FloatCurveChannel 以动画曲线控制频率。</summary>
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Curve,
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/// <summary>使用 AnimationCurve 手动控制 ManualInvert(Y >= 1 时翻转)。</summary>
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Manual
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}
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/// <summary>
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/// 黑白闪震动事件。
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/// </summary>
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public struct StrobeFlashShakeEvent
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{
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private static event ShakeDelegate OnEvent;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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private static void RuntimeInitialization() { OnEvent = null; }
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public delegate void ShakeDelegate(
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FeedbackContext feedbackContext,
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StrobeFrequencyMode frequencyMode,
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float constantFrequency,
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FloatCurveChannel frequencyCurve,
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AnimationCurve manualCurve,
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bool modifyColorHigh,
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bool useColorHighGradient,
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Color colorHighConstant,
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ColorCurveChannel colorHighCurve,
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bool modifyColorLow,
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bool useColorLowGradient,
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Color colorLowConstant,
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ColorCurveChannel colorLowCurve,
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bool stop
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);
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public static void Register(ShakeDelegate callback) { OnEvent += callback; }
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public static void Unregister(ShakeDelegate callback) { OnEvent -= callback; }
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public static void Trigger(
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FeedbackContext feedbackContext,
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StrobeFrequencyMode frequencyMode = StrobeFrequencyMode.Constant,
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float constantFrequency = 15f,
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FloatCurveChannel frequencyCurve = default,
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AnimationCurve manualCurve = null,
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bool modifyColorHigh = false,
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bool useColorHighGradient = false,
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Color colorHighConstant = default,
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ColorCurveChannel colorHighCurve = default,
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bool modifyColorLow = false,
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bool useColorLowGradient = false,
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Color colorLowConstant = default,
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ColorCurveChannel colorLowCurve = default,
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bool stop = false)
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{
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OnEvent?.Invoke(feedbackContext,
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frequencyMode, constantFrequency, frequencyCurve, manualCurve,
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modifyColorHigh, useColorHighGradient, colorHighConstant, colorHighCurve,
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modifyColorLow, useColorLowGradient, colorLowConstant, colorLowCurve,
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stop);
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}
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}
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/// <summary>
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/// 黑白闪震动实例。
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/// </summary>
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public class StrobeFlashShakeInstance : ShakeInstanceBase
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{
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public readonly StrobeFrequencyMode frequencyMode;
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public readonly float constantFrequency;
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public readonly FloatCurveChannel frequencyCurve;
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public readonly AnimationCurve manualCurve;
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public readonly bool modifyColorHigh;
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public readonly bool useColorHighGradient;
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public readonly Color colorHighConstant;
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public readonly ColorCurveChannel colorHighCurve;
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public readonly bool modifyColorLow;
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public readonly bool useColorLowGradient;
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public readonly Color colorLowConstant;
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public readonly ColorCurveChannel colorLowCurve;
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public StrobeFlashShakeInstance(
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FeedbackContext feedbackContext,
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StrobeFrequencyMode frequencyMode,
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float constantFrequency,
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FloatCurveChannel frequencyCurve,
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AnimationCurve manualCurve,
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bool modifyColorHigh,
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bool useColorHighGradient,
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Color colorHighConstant,
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ColorCurveChannel colorHighCurve,
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bool modifyColorLow,
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bool useColorLowGradient,
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Color colorLowConstant,
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ColorCurveChannel colorLowCurve)
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: base(feedbackContext.timeSettings, feedbackContext.player.TimeProvider, feedbackContext.duration)
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{
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this.frequencyMode = frequencyMode;
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this.constantFrequency = constantFrequency;
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this.frequencyCurve = frequencyCurve;
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this.manualCurve = manualCurve;
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this.modifyColorHigh = modifyColorHigh;
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this.useColorHighGradient = useColorHighGradient;
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this.colorHighConstant = colorHighConstant;
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this.colorHighCurve = colorHighCurve;
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this.modifyColorLow = modifyColorLow;
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this.useColorLowGradient = useColorLowGradient;
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this.colorLowConstant = colorLowConstant;
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this.colorLowCurve = colorLowCurve;
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}
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}
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/// <summary>
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/// StrobeFlash 的震动聚合器。最新添加的 Shake 具有最高优先级。
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/// </summary>
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[AddComponentMenu("SLS Utilities/Feedback Shakers/Strobe Flash Shaker")]
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public class StrobeFlashShaker : MonoBehaviour
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{
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private StrobeFlash _component;
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private float _initialFrequency;
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private Color _initialColorHigh;
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private Color _initialColorLow;
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private bool _resolved;
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private readonly List<StrobeFlashShakeInstance> _activeShakes = new List<StrobeFlashShakeInstance>();
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private void Awake()
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{
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_resolved = TryResolve();
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}
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private void OnEnable()
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{
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StrobeFlashShakeEvent.Register(OnShakeEvent);
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}
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private void OnDisable()
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{
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StrobeFlashShakeEvent.Unregister(OnShakeEvent);
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StopAll();
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}
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private void Update()
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{
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if (!_resolved || _activeShakes.Count == 0) return;
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for (int i = _activeShakes.Count - 1; i >= 0; i--)
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{
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_activeShakes[i].timer += _activeShakes[i].timeProvider.GetDeltaTime(_activeShakes[i].timeSettings);
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if (_activeShakes[i].IsFinished)
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_activeShakes.RemoveAt(i);
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}
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if (_activeShakes.Count == 0)
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{
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Restore();
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return;
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}
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// 最新添加(最高索引)的 Shake 具有最高优先级。
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StrobeFlashShakeInstance dominant = _activeShakes[_activeShakes.Count - 1];
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float normalizedTime = dominant.timer / dominant.duration;
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_component.enableEffect.value = true;
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switch (dominant.frequencyMode)
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{
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case StrobeFrequencyMode.Constant:
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_component.autoFlash.value = true;
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_component.manualInvert.value = false;
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_component.frequency.value = dominant.constantFrequency;
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break;
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case StrobeFrequencyMode.Curve:
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_component.autoFlash.value = true;
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_component.manualInvert.value = false;
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_component.frequency.value = dominant.frequencyCurve.Evaluate(normalizedTime);
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break;
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case StrobeFrequencyMode.Manual:
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_component.autoFlash.value = false;
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_component.manualInvert.value = dominant.manualCurve.Evaluate(normalizedTime) >= 1f;
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break;
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}
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if (dominant.modifyColorHigh)
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{
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_component.colorHigh.value = dominant.useColorHighGradient
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? dominant.colorHighCurve.Evaluate(normalizedTime)
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: dominant.colorHighConstant;
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}
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if (dominant.modifyColorLow)
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{
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_component.colorLow.value = dominant.useColorLowGradient
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? dominant.colorLowCurve.Evaluate(normalizedTime)
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: dominant.colorLowConstant;
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}
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}
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private void OnShakeEvent(
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FeedbackContext feedbackContext,
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StrobeFrequencyMode frequencyMode,
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float constantFrequency,
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FloatCurveChannel frequencyCurve,
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AnimationCurve manualCurve,
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bool modifyColorHigh,
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bool useColorHighGradient,
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Color colorHighConstant,
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ColorCurveChannel colorHighCurve,
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bool modifyColorLow,
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bool useColorLowGradient,
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Color colorLowConstant,
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ColorCurveChannel colorLowCurve,
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bool stop)
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{
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if (stop) { StopAll(); return; }
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if (!_resolved) _resolved = TryResolve();
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if (!_resolved) return;
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var instance = new StrobeFlashShakeInstance(
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feedbackContext,
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frequencyMode, constantFrequency, frequencyCurve, manualCurve,
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modifyColorHigh, useColorHighGradient, colorHighConstant, colorHighCurve,
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modifyColorLow, useColorLowGradient, colorLowConstant, colorLowCurve
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);
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_activeShakes.Add(instance);
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}
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private bool TryResolve()
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{
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if (_component != null) return true;
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if (PostProcessingManager.Instance == null) return false;
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if (!PostProcessingManager.Instance.GetVolumeComponent(out _component)) return false;
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_initialFrequency = _component.frequency.value;
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_initialColorHigh = _component.colorHigh.value;
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_initialColorLow = _component.colorLow.value;
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return true;
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}
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private void Restore()
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{
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if (!_resolved) return;
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_component.enableEffect.value = false;
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_component.autoFlash.value = false;
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_component.manualInvert.value = false;
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_component.frequency.value = _initialFrequency;
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_component.colorHigh.value = _initialColorHigh;
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_component.colorLow.value = _initialColorLow;
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}
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private void StopAll()
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{
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_activeShakes.Clear();
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Restore();
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}
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}
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}
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