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using System;
using System.Collections.Generic;
using Cielonos.MainGame;
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using SLSUtilities.Feedback;
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using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 时间缩放通道数据,用于事件传输。
/// </summary>
[Serializable]
public struct TimeScaleChannelData
{
public bool active;
public TimeScaleMode mode;
public float fixedValue;
public AnimationCurve curve;
public float remapZero;
public float remapOne;
/// <summary>
/// 根据归一化进度计算当前通道的时间缩放值。
/// </summary>
public float Evaluate(float normalizedTime)
{
if (!active) return 1f;
if (mode == TimeScaleMode.Fixed)
{
return fixedValue;
}
float curveValue = curve != null ? curve.Evaluate(normalizedTime) : 0f;
return Mathf.LerpUnclamped(remapZero, remapOne, curveValue);
}
}
/// <summary>
/// 时间缩放震动事件。
/// </summary>
public struct TimeScaleShakeEvent
{
private static event ShakeDelegate OnEvent;
[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
private static void RuntimeInitialization() { OnEvent = null; }
public delegate void ShakeDelegate(
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FeedbackContext feedbackContext,
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float duration,
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int priority,
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TimeScaleChannelData global,
TimeScaleChannelData player,
TimeScaleChannelData enemy,
TimeScaleChannelData allied,
TimeScaleChannelData nonPlayer,
bool stop
);
/// <summary>
/// 注册震动监听。
/// </summary>
public static void Register(ShakeDelegate callback) { OnEvent += callback; }
/// <summary>
/// 取消震动监听。
/// </summary>
public static void Unregister(ShakeDelegate callback) { OnEvent -= callback; }
/// <summary>
/// 触发时间缩放震动事件。
/// </summary>
public static void Trigger(
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FeedbackContext feedbackContext,
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float duration,
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int priority = 0,
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TimeScaleChannelData global = default,
TimeScaleChannelData player = default,
TimeScaleChannelData enemy = default,
TimeScaleChannelData allied = default,
TimeScaleChannelData nonPlayer = default,
bool stop = false)
{
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OnEvent?.Invoke(feedbackContext, duration, priority, global, player, enemy, allied, nonPlayer, stop);
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}
}
/// <summary>
/// 时间缩放震动实例。
/// </summary>
public class TimeScaleShakeInstance
{
public readonly float Duration;
public readonly TimeScaleChannelData Global;
public readonly TimeScaleChannelData Player;
public readonly TimeScaleChannelData Enemy;
public readonly TimeScaleChannelData Allied;
public readonly TimeScaleChannelData NonPlayer;
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public readonly int Priority;
public readonly int Sequence;
public readonly FeedbackPlayer PlayerOwner;
public readonly int RuntimeFeedbackId;
public readonly int TrackIndex;
public readonly int ClipIndex;
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public float Timer;
public TimeScaleShakeInstance(
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FeedbackContext feedbackContext,
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float duration,
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int priority,
int sequence,
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TimeScaleChannelData global,
TimeScaleChannelData player,
TimeScaleChannelData enemy,
TimeScaleChannelData allied,
TimeScaleChannelData nonPlayer)
{
Duration = duration;
Global = global;
Player = player;
Enemy = enemy;
Allied = allied;
NonPlayer = nonPlayer;
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Priority = priority;
Sequence = sequence;
PlayerOwner = feedbackContext.player;
RuntimeFeedbackId = feedbackContext.runtimeFeedbackId;
TrackIndex = feedbackContext.trackIndex;
ClipIndex = feedbackContext.clipIndex;
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Timer = 0f;
}
public bool IsFinished => Timer >= Duration;
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public bool Matches(FeedbackContext feedbackContext)
{
return PlayerOwner == feedbackContext.player &&
RuntimeFeedbackId == feedbackContext.runtimeFeedbackId &&
TrackIndex == feedbackContext.trackIndex &&
ClipIndex == feedbackContext.clipIndex;
}
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}
/// <summary>
/// TimeManager 的时间缩放震动聚合器。
/// 管理多个并发时间缩放实例。
/// 当有活跃实例时,各通道取"最后激活"实例的值last wins
/// 全部结束后恢复初始值。
/// </summary>
[AddComponentMenu("SLS Utilities/Feedback Shakers/Time Scale Shaker")]
public class TimeScaleShaker : MonoBehaviour
{
private float _initGlobal;
private float _initPlayer;
private float _initEnemy;
private float _initAllied;
private float _initNonPlayer;
private bool _resolved;
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private int _nextSequence;
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private readonly List<TimeScaleShakeInstance> _activeShakes =
new List<TimeScaleShakeInstance>();
private void Awake()
{
_resolved = TryResolve();
}
private void OnEnable()
{
TimeScaleShakeEvent.Register(OnShakeEvent);
}
private void OnDisable()
{
TimeScaleShakeEvent.Unregister(OnShakeEvent);
StopAll();
}
private void Update()
{
if (!_resolved || _activeShakes.Count == 0) return;
if (TimeManager.Instance == null) return;
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ApplyActiveShakes(Time.deltaTime);
}
private void ApplyActiveShakes(float deltaTime)
{
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// 各通道取最后激活实例的值
float globalVal = _initGlobal;
float playerVal = _initPlayer;
float enemyVal = _initEnemy;
float alliedVal = _initAllied;
float nonPlayerVal = _initNonPlayer;
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TimeScaleShakeInstance globalWinner = null;
TimeScaleShakeInstance playerWinner = null;
TimeScaleShakeInstance enemyWinner = null;
TimeScaleShakeInstance alliedWinner = null;
TimeScaleShakeInstance nonPlayerWinner = null;
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for (int i = _activeShakes.Count - 1; i >= 0; i--)
{
TimeScaleShakeInstance shake = _activeShakes[i];
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shake.Timer += deltaTime;
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if (shake.IsFinished)
{
_activeShakes.RemoveAt(i);
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continue;
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}
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if (shake.Global.active && HasHigherOrder(shake, globalWinner)) globalWinner = shake;
if (shake.Player.active && HasHigherOrder(shake, playerWinner)) playerWinner = shake;
if (shake.Enemy.active && HasHigherOrder(shake, enemyWinner)) enemyWinner = shake;
if (shake.Allied.active && HasHigherOrder(shake, alliedWinner)) alliedWinner = shake;
if (shake.NonPlayer.active && HasHigherOrder(shake, nonPlayerWinner)) nonPlayerWinner = shake;
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}
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if (globalWinner != null) globalVal = globalWinner.Global.Evaluate(GetNormalizedTime(globalWinner));
if (playerWinner != null) playerVal = playerWinner.Player.Evaluate(GetNormalizedTime(playerWinner));
if (enemyWinner != null) enemyVal = enemyWinner.Enemy.Evaluate(GetNormalizedTime(enemyWinner));
if (alliedWinner != null) alliedVal = alliedWinner.Allied.Evaluate(GetNormalizedTime(alliedWinner));
if (nonPlayerWinner != null) nonPlayerVal = nonPlayerWinner.NonPlayer.Evaluate(GetNormalizedTime(nonPlayerWinner));
TimeManager.Instance.globalTimeScale.Value = globalVal;
TimeManager.Instance.playerTimeScale.Value = playerVal;
TimeManager.Instance.enemyTimeScale.Value = enemyVal;
TimeManager.Instance.alliedMinionTimeScale.Value = alliedVal;
TimeManager.Instance.nonPlayerTimeScale.Value = nonPlayerVal;
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if (_activeShakes.Count == 0)
{
Restore();
}
}
private void OnShakeEvent(
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FeedbackContext feedbackContext,
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float duration,
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int priority,
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TimeScaleChannelData global,
TimeScaleChannelData player,
TimeScaleChannelData enemy,
TimeScaleChannelData allied,
TimeScaleChannelData nonPlayer,
bool stop)
{
if (stop)
{
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_activeShakes.RemoveAll(instance => instance != null && instance.Matches(feedbackContext));
if (_activeShakes.Count == 0)
{
Restore();
}
else if (_resolved && TimeManager.Instance != null)
{
ApplyActiveShakes(0f);
}
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return;
}
if (!_resolved) _resolved = TryResolve();
if (!_resolved) return;
_activeShakes.Add(new TimeScaleShakeInstance(
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feedbackContext, duration, priority, ++_nextSequence, global, player, enemy, allied, nonPlayer
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));
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ApplyActiveShakes(0f);
}
private static bool HasHigherOrder(TimeScaleShakeInstance candidate, TimeScaleShakeInstance current)
{
if (current == null) return true;
if (candidate.Priority != current.Priority) return candidate.Priority > current.Priority;
return candidate.Sequence > current.Sequence;
}
private static float GetNormalizedTime(TimeScaleShakeInstance shake)
{
return Mathf.Clamp01(shake.Timer / Mathf.Max(shake.Duration, 0.001f));
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}
private bool TryResolve()
{
if (TimeManager.Instance == null) return false;
_initGlobal = TimeManager.Instance.globalTimeScale.Value;
_initPlayer = TimeManager.Instance.playerTimeScale.Value;
_initEnemy = TimeManager.Instance.enemyTimeScale.Value;
_initAllied = TimeManager.Instance.alliedMinionTimeScale.Value;
_initNonPlayer = TimeManager.Instance.nonPlayerTimeScale.Value;
return true;
}
private void Restore()
{
if (TimeManager.Instance == null) return;
TimeManager.Instance.globalTimeScale.Value = _initGlobal;
TimeManager.Instance.playerTimeScale.Value = _initPlayer;
TimeManager.Instance.enemyTimeScale.Value = _initEnemy;
TimeManager.Instance.alliedMinionTimeScale.Value = _initAllied;
TimeManager.Instance.nonPlayerTimeScale.Value = _initNonPlayer;
}
private void StopAll()
{
_activeShakes.Clear();
Restore();
}
}
}