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Cielonos/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Time/TimeScaleModifierAction.cs

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using System;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 时间缩放通道的工作模式。
/// </summary>
public enum TimeScaleMode
{
/// <summary>
/// 固定值模式:在 Clip 期间将时间缩放设为固定值。
/// </summary>
Fixed,
/// <summary>
/// 动态曲线模式:根据曲线和 Remap 驱动时间缩放。
/// </summary>
Dynamic
}
/// <summary>
/// 单个时间缩放通道的配置。
/// </summary>
[Serializable]
public class TimeScaleChannel
{
/// <summary>
/// 是否激活此通道。
/// </summary>
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[HorizontalGroup("Channel")]
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public bool active;
/// <summary>
/// 通道工作模式。
/// </summary>
[ShowIf("active")]
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[HorizontalGroup("Channel")]
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public TimeScaleMode mode = TimeScaleMode.Fixed;
/// <summary>
/// Fixed 模式下的目标值。
/// </summary>
[ShowIf("@active && mode == TimeScaleMode.Fixed")]
[LabelText("Fixed Value")]
public float fixedValue;
/// <summary>
/// Dynamic 模式下的变化曲线。
/// </summary>
[ShowIf("@active && mode == TimeScaleMode.Dynamic")]
[LabelText("Curve")]
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[ShakeCurvePreset]
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public AnimationCurve curve = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.5f, 1f),
new Keyframe(1f, 0f)
);
/// <summary>
/// 曲线值 0 映射到的实际值。
/// </summary>
[ShowIf("@active && mode == TimeScaleMode.Dynamic")]
[LabelText("Remap Zero")]
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[HorizontalGroup("Ramp")]
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public float remapZero;
/// <summary>
/// 曲线值 1 映射到的实际值。
/// </summary>
[ShowIf("@active && mode == TimeScaleMode.Dynamic")]
[LabelText("Remap One")]
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[HorizontalGroup("Ramp")]
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public float remapOne = 1f;
/// <summary>
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/// 将此通道的配置转换为事件传输用的 TimeScaleChannelData。
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/// </summary>
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public TimeScaleChannelData ToChannelData()
{
return new TimeScaleChannelData
{
active = active,
mode = mode,
fixedValue = fixedValue,
curve = curve,
remapZero = remapZero,
remapOne = remapOne
};
}
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public float Evaluate(float normalizedTime)
{
if (!active) return 1f;
if (mode == TimeScaleMode.Fixed)
{
return fixedValue;
}
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float curveValue = curve?.Evaluate(normalizedTime) ?? 0f;
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return Mathf.LerpUnclamped(remapZero, remapOne, curveValue);
}
}
/// <summary>
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/// 时间缩放修改器反馈,通过 TimeScaleShakeEvent 触发 TimeScaleShaker。
/// Shaker 负责管理多个并发时间缩放实例的叠加混合和初始值恢复。
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///
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/// 重要:此 Action 会忽略时间缩放,使用未缩放的 deltaTime 驱动。
/// 当 Time.timeScale == 0 时,此 Action 也会暂停。
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/// 不要在包含此 Action 的 Clip 上启用自定义 overrideTimeSettings
/// FeedbackData 的 defaultTimeSettings.useTimeScale 也应保持为 false。
/// </summary>
[Serializable]
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[FeedbackActionColor(0.3f, 0.7f, 1.0f)]
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public class TimeScaleModifierAction : FeedbackActionBase
{
public override string DisplayName => "Time Scale Modifier";
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/// <summary>
/// 忽略时间缩放,使用未缩放的 deltaTime。
/// </summary>
public override bool IgnoreTimeScale => true;
public TimeScaleChannel globalChannel = new TimeScaleChannel { active = true, fixedValue = 0.1f };
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public bool advancedSettings = false;
[ShowIf("advancedSettings")]
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public TimeScaleChannel playerChannel = new TimeScaleChannel();
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[ShowIf("advancedSettings")]
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public TimeScaleChannel enemyChannel = new TimeScaleChannel();
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[ShowIf("advancedSettings")]
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public TimeScaleChannel alliedChannel = new TimeScaleChannel();
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[ShowIf("advancedSettings")]
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public TimeScaleChannel nonPlayerChannel = new TimeScaleChannel();
public override void OnStart(FeedbackContext context)
{
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// 通过事件触发让TimeScaleShaker注册这个实例
TimeScaleShakeEvent.Trigger(
duration: context.duration,
global: globalChannel.ToChannelData(),
player: playerChannel.ToChannelData(),
enemy: enemyChannel.ToChannelData(),
allied: alliedChannel.ToChannelData(),
nonPlayer: nonPlayerChannel.ToChannelData()
);
// 立即执行一次TimeScaleShaker的更新
// 这样在同一帧内TimeScaleModifierAction修改的globalTimeScale就能立即生效
ImmediateApplyTimeScale();
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}
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/// <summary>
/// 立即应用时间缩放,确保在同一帧内立即生效
/// </summary>
private void ImmediateApplyTimeScale()
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{
if (TimeManager.Instance == null) return;
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if (globalChannel.active)
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{
TimeManager.Instance.globalTimeScale.Value = globalChannel.Evaluate(0);
}
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if (playerChannel.active)
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{
TimeManager.Instance.playerTimeScale.Value = playerChannel.Evaluate(0);
}
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if (enemyChannel.active)
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{
TimeManager.Instance.enemyTimeScale.Value = enemyChannel.Evaluate(0);
}
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if (alliedChannel.active)
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{
TimeManager.Instance.alliedMinionTimeScale.Value = alliedChannel.Evaluate(0);
}
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if (nonPlayerChannel.active)
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{
TimeManager.Instance.nonPlayerTimeScale.Value = nonPlayerChannel.Evaluate(0);
}
}
public override void OnUpdate(FeedbackContext context, float normalizedTime)
{
// Shaker 自行每帧驱动所有活跃实例。
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}
public override void OnEnd(FeedbackContext context)
{
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// Shaker 自动管理实例生命周期和初始值恢复。
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}
public override void OnInterrupt(FeedbackContext context)
{
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TimeScaleShakeEvent.Trigger(0f, stop: true);
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}
public override bool Validate(out string error)
{
bool anyActive = globalChannel.active || playerChannel.active ||
enemyChannel.active || alliedChannel.active ||
nonPlayerChannel.active;
if (!anyActive)
{
error = "No time scale channel is active. Enable at least one channel.";
return false;
}
error = null;
return true;
}
}
}