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Cielonos/Assets/Scripts/MainGame/Effects/Feedbacks/Actions/Base/CurveChannel.cs

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using System;
using Sirenix.OdinInspector;
using SLSUtilities.Feedback;
using UnityEngine;
namespace Cielonos.MainGame.Effects.Feedback
{
/// <summary>
/// 曲线通道模块,用于定义一个可复用的曲线震动参数。
/// 包含激活状态、曲线定义、重映射范围。
/// </summary>
[Serializable]
public struct FloatCurveChannel
{
/// <summary>
/// 震动曲线X轴为归一化时间[0,1]Y轴为强度[0,1]。
/// </summary>
[ShakeCurvePreset]
public AnimationCurve curve;
/// <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;
/// <summary>
/// 是否相对初始值叠加。
/// </summary>
[Tooltip("开启时,结果叠加在初始值上;关闭时,结果为绝对值")]
public bool relativeToInitial;
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public FloatCurveChannel(AnimationCurve curve, float remapMin, float remapMax, bool relativeToInitial)
{
this.curve = curve;
this.remapMin = remapMin;
this.remapMax = remapMax;
this.relativeToInitial = relativeToInitial;
}
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/// <summary>
/// 创建默认的曲线通道。
/// </summary>
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public static FloatCurveChannel CreateDefault(float remapMin = 0f, float remapMax = 1f, bool relativeToInitial = true)
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{
return new FloatCurveChannel
{
curve = new AnimationCurve(
new Keyframe(0f, 0f),
new Keyframe(0.5f, 1f),
new Keyframe(1f, 0f)
),
remapMin = remapMin,
remapMax = remapMax,
relativeToInitial = relativeToInitial
};
}
/// <summary>
/// 根据归一化时间计算当前值。
/// </summary>
public readonly float Evaluate(float normalizedTime)
{
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if (curve == null) return 0f;
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float t = Mathf.Clamp01(normalizedTime);
float curveValue = curve.Evaluate(t);
return Mathf.LerpUnclamped(remapMin, remapMax, curveValue);
}
}
/// <summary>
/// 带颜色选项的曲线通道。
/// </summary>
[Serializable]
public struct ColorCurveChannel
{
/// <summary>
/// 颜色渐变。
/// </summary>
[LabelText("颜色渐变")]
public Gradient gradient;
/// <summary>
/// 创建默认的颜色曲线通道。
/// </summary>
public static ColorCurveChannel CreateDefault()
{
return new ColorCurveChannel
{
gradient = new Gradient()
};
}
/// <summary>
/// 根据归一化时间获取颜色。
/// </summary>
public Color Evaluate(float normalizedTime)
{
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if (gradient == null) return Color.white;
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return gradient.Evaluate(Mathf.Clamp01(normalizedTime));
}
}
/// <summary>
/// 带Vector2选项的曲线通道用于中心点等
/// </summary>
[Serializable]
public struct Vector2CurveChannel
{
[LabelText("曲线 X")]
[ShakeCurvePreset]
public AnimationCurve curveX;
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[LabelText("曲线 Y")]
[ShakeCurvePreset]
public AnimationCurve curveY;
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[LabelText("Remap Min")]
public Vector2 remapMin;
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[LabelText("Remap Max")]
public Vector2 remapMax;
/// <summary>
/// 是否相对初始值叠加。
/// </summary>
[TitleGroup("高级设置")]
[LabelText("相对初始值")]
[Tooltip("开启时,结果叠加在初始值上;关闭时,结果为绝对值")]
public bool relativeToInitial;
public static Vector2CurveChannel CreateDefault()
{
return new Vector2CurveChannel
{
curveX = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f)),
curveY = new AnimationCurve(new Keyframe(0f, 0f), new Keyframe(1f, 1f)),
remapMin = Vector2.zero,
remapMax = Vector2.one
};
}
/// <summary>
/// 根据归一化时间计算Vector2值。
/// </summary>
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public readonly Vector2 Evaluate(float normalizedTime, Vector2 initialValue)
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{
float t = Mathf.Clamp01(normalizedTime);
float x = curveX?.Evaluate(t) ?? 0f;
float y = curveY?.Evaluate(t) ?? 0f;
Vector2 remappedValue = new Vector2(
Mathf.LerpUnclamped(remapMin.x, remapMax.x, x),
Mathf.LerpUnclamped(remapMin.y, remapMax.y, y)
);
return relativeToInitial ? initialValue + remappedValue : remappedValue;
}
}
}