64 lines
2.1 KiB
C#
64 lines
2.1 KiB
C#
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;
|
||
}
|
||
}
|
||
}
|