213 lines
7.1 KiB
C#
213 lines
7.1 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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/// 色散震动事件。
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/// </summary>
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public struct ChromaticAberrationShakeEvent
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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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FloatCurveChannel intensityCurve,
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bool modifyCenter,
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Vector2CurveChannel center,
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bool modifyJitter,
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FloatCurveChannel jitterCurve,
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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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FloatCurveChannel intensityCurve,
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bool modifyCenter = false,
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Vector2CurveChannel center = default,
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bool modifyJitter = false,
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FloatCurveChannel jitterCurve = default,
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bool stop = false)
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{
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OnEvent?.Invoke(feedbackContext, intensityCurve, modifyCenter, center, modifyJitter, jitterCurve, stop);
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}
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}
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/// <summary>
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/// 色散震动实例。
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/// </summary>
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public class ChromaticAberrationShakeInstance : ShakeInstanceBase
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{
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public readonly FloatCurveChannel intensityCurve;
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public readonly bool modifyCenter;
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public readonly Vector2CurveChannel center;
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public readonly bool modifyJitter;
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public readonly FloatCurveChannel jitterCurve;
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public ChromaticAberrationShakeInstance(
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FeedbackContext feedbackContext,
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FloatCurveChannel intensityCurve,
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bool modifyCenter,
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Vector2CurveChannel center,
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bool modifyJitter,
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FloatCurveChannel jitterCurve)
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: base(feedbackContext.timeSettings, feedbackContext.player.TimeProvider, feedbackContext.duration)
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{
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this.intensityCurve = intensityCurve;
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this.modifyCenter = modifyCenter;
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this.center = center;
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this.modifyJitter = modifyJitter;
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this.jitterCurve = jitterCurve;
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}
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}
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/// <summary>
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/// AdvancedChromaticAberration 的震动聚合器。
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/// </summary>
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[AddComponentMenu("SLS Utilities/Feedback Shakers/Chromatic Aberration Shaker")]
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public class ChromaticAberrationShaker : MonoBehaviour
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{
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private AdvancedChromaticAberration _component;
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private float _initialIntensity;
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private Vector2 _initialCenter;
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private float _initialJitter;
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private bool _resolved;
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[Tooltip("色散强度的下限")]
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public float minIntensity = 0f;
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[Tooltip("色散强度的上限,Unity默认最高为1")]
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public float maxIntensity = 1f;
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private readonly List<ChromaticAberrationShakeInstance> _activeShakes = new List<ChromaticAberrationShakeInstance>();
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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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ChromaticAberrationShakeEvent.Register(OnShakeEvent);
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}
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private void OnDisable()
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{
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ChromaticAberrationShakeEvent.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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float additiveIntensity = 0f;
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float absoluteIntensity = 0f;
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bool hasAbsolute = false;
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float additiveJitter = 0f;
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Vector2 latestCenter = _initialCenter;
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bool hasCenter = false;
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for (int i = _activeShakes.Count - 1; i >= 0; i--)
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{
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ChromaticAberrationShakeInstance shake = _activeShakes[i];
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shake.timer += shake.timeProvider.GetDeltaTime(shake.timeSettings);
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float normalizedTime = shake.timer / shake.duration;
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float curveValue = shake.intensityCurve.Evaluate(normalizedTime);
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if (shake.intensityCurve.relativeToInitial)
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{
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additiveIntensity += curveValue;
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}
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else
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{
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absoluteIntensity = curveValue;
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hasAbsolute = true;
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}
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if (shake.modifyJitter)
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{
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additiveJitter += shake.jitterCurve.Evaluate(normalizedTime);
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}
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if (shake.modifyCenter)
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{
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latestCenter = shake.center.Evaluate(normalizedTime, _initialCenter);
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hasCenter = true;
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}
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if (shake.IsFinished)
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{
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_activeShakes.RemoveAt(i);
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}
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}
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float finalIntensity = hasAbsolute ? absoluteIntensity : _initialIntensity + additiveIntensity;
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finalIntensity = Mathf.Clamp(finalIntensity, minIntensity, maxIntensity);
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_component.intensity.value = finalIntensity;
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_component.jitterIntensity.value = _initialJitter + additiveJitter;
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if (hasCenter) _component.center.value = latestCenter;
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if (_activeShakes.Count == 0)
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{
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Restore();
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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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FloatCurveChannel intensityCurve,
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bool modifyCenter,
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Vector2CurveChannel center,
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bool modifyJitter,
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FloatCurveChannel jitterCurve,
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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 ChromaticAberrationShakeInstance(
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feedbackContext, intensityCurve, modifyCenter, center, modifyJitter, jitterCurve
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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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_initialIntensity = _component.intensity.value;
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_initialCenter = _component.center.value;
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_initialJitter = _component.jitterIntensity.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.intensity.value = _initialIntensity;
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_component.center.value = _initialCenter;
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_component.jitterIntensity.value = _initialJitter;
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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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