2026-02-13 09:22:11 -05:00
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using SLSUtilities.General;
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2025-11-25 08:19:33 -05:00
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using UnityEngine;
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namespace Cielonos.MainGame.Effects
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{
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public class PostProcessingSubmoduleBase : SubmoduleBase<PostProcessingManager>
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{
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public PostProcessingSubmoduleBase(PostProcessingManager manager) : base(manager)
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{
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}
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public void SetCurrentValue(LerpFloat lerpFloat, float value)
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{
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lerpFloat.currentValue = value;
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}
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public void ModifyCurrentValue(LerpFloat lerpFloat, float modifyValue)
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{
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lerpFloat.currentValue += modifyValue;
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}
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public void SetCurrentValue(LerpVector3 lerpVector3, Vector3 value)
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{
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lerpVector3.currentValue = value;
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}
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public void ModifyCurrentValue(LerpVector3 lerpVector3, Vector3 modifyValue)
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{
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lerpVector3.currentValue += modifyValue;
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}
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public void SetCurrentValue(LerpColor lerpColor, Color value)
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{
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lerpColor.currentValue = value;
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}
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public void ModifyCurrentValue(LerpColor lerpColor, Color modifyValue)
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{
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lerpColor.currentValue += modifyValue;
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}
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/// <summary>
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/// 每帧调用以更新子模块状态。
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/// </summary>
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/// <param name="factor">时间缩放因子,通常传入TimeScale或DeltaTime,用于调整动画速度。</param>
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public virtual void Update(float factor)
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{
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}
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}
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}
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