51 lines
1.5 KiB
C#
51 lines
1.5 KiB
C#
using System;
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using Sirenix.OdinInspector;
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using UnityEngine;
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namespace SLSUtilities.Feedback
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{
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/// <summary>
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/// 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。
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/// RadialBlur、ChromaticAberration、Vignette 等后处理效果均继承此类。
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/// </summary>
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[Serializable]
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public abstract class CurveShakeAction : FeedbackActionBase
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{
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/// <summary>
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/// 震动曲线,X 轴为归一化时间 [0,1],Y 轴为震动强度 [0,1]。
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/// </summary>
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[Title("Curve Shake")]
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[LabelText("Shake Curve")]
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[ShakeCurvePreset]
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public AnimationCurve shakeCurve = 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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/// <summary>
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/// 曲线值 0 对应的实际数值。
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/// </summary>
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[LabelText("Remap Min")]
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public float remapMin;
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/// <summary>
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/// 曲线值 1 对应的实际数值。
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/// </summary>
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[LabelText("Remap Max")]
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public float remapMax = 1f;
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/// <summary>
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/// 是否在初始值上叠加(而非替换)。
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/// </summary>
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[LabelText("Relative to Initial")]
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public bool relativeToInitial;
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protected virtual float EvaluateShake(float normalizedTime, float initialValue)
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{
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return base.EvaluateShake(shakeCurve, remapMin, remapMax, relativeToInitial, normalizedTime, initialValue);
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}
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}
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}
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