This commit is contained in:
SoulliesOfficial
2026-04-17 12:01:50 -04:00
parent dd2657573a
commit ac98ec3aef
438 changed files with 4505 additions and 428 deletions

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using System;
using Sirenix.OdinInspector;
using UnityEngine;
namespace SLSUtilities.Feedback
{
/// <summary>
/// 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。
/// RadialBlur、ChromaticAberration、Vignette 等后处理效果均继承此类。
/// </summary>
[Serializable]
public abstract class CurveShakeAction : FeedbackActionBase
{
/// <summary>
/// 震动曲线X 轴为归一化时间 [0,1]Y 轴为震动强度 [0,1]。
/// </summary>
[Title("Curve Shake")]
[LabelText("Shake Curve")]
public AnimationCurve shakeCurve = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.5f, 1f),
new Keyframe(1f, 0f)
);
/// <summary>
/// 曲线值 0 对应的实际数值。
/// </summary>
[LabelText("Remap Min")]
public float remapMin;
/// <summary>
/// 曲线值 1 对应的实际数值。
/// </summary>
[LabelText("Remap Max")]
public float remapMax = 1f;
/// <summary>
/// 是否在初始值上叠加(而非替换)。
/// </summary>
[LabelText("Relative to Initial")]
public bool relativeToInitial;
/// <summary>
/// 根据归一化时间采样曲线并映射到实际值范围。
/// 如果 relativeToInitial 为 true结果会叠加在 initialValue 上。
/// </summary>
/// <param name="normalizedTime">归一化时间 [0,1]</param>
/// <param name="initialValue">初始值OnStart 时记录)</param>
/// <returns>映射后的最终数值</returns>
protected float EvaluateShake(float normalizedTime, float initialValue)
{
float curveValue = shakeCurve.Evaluate(normalizedTime);
float remappedValue = Mathf.LerpUnclamped(remapMin, remapMax, curveValue);
if (relativeToInitial)
{
return initialValue + remappedValue;
}
return remappedValue;
}
}
}