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Cielonos/Assets/Scripts/MainGame/Effects/VFX/Assistance/LightGradient.cs

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2025-11-25 08:19:33 -05:00
using System;
using UnityEngine;
using Lean.Pool;
using Sirenix.OdinInspector;
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namespace Cielonos.MainGame
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{
public class LightGradient : MonoBehaviour, IPoolable
{
[Required] public Light targetLight;
[Tooltip("在特效生成时是否立刻启用渐变,注意,必须通过对象池生成。\n为true时渐变效果从targetLight的默认intensity开始否则需要调用EnableFade方法启用渐变")]
public bool playOnSpawn = true;
[Tooltip("光源渐变的生命周期")] public float life = 1f;
[Tooltip("是否应用强度变化")] public bool applyIntensityFade = true;
[Tooltip("初始强度")] [ShowIf("applyIntensityFade")] public float initialIntensity = 1;
[Tooltip("渐变曲线")] [ShowIf("applyIntensityFade")] public AnimationCurve intensityFadeCurve;
[Tooltip("是否应用范围变化")] public bool applyRangeFade = false;
[Tooltip("初始范围")][ShowIf("applyRangeFade")] public float initialRange = 1;
[Tooltip("范围曲线")][ShowIf("applyRangeFade")] public AnimationCurve rangeFadeCurve;
[Tooltip("是否使用光源颜色渐变")] public bool useLightColorGradient = false;
[Tooltip("光源颜色渐变")][ShowIf("useLightColorGradient")] public Gradient lightColorGradient;
[HideInEditorMode]
[SerializeField]
private bool isFading;
[HideInEditorMode]
[SerializeField]
private float time;
private void Reset()
{
targetLight = GetComponent<Light>();
intensityFadeCurve = AnimationCurve.EaseInOut(0, 1, 1, 0);
rangeFadeCurve = AnimationCurve.EaseInOut(0, 1, 1, 0);
}
public void OnSpawn()
{
if (playOnSpawn && !isFading)
{
EnableFade(initialIntensity, initialRange);
}
}
public void OnDespawn()
{
isFading = false;
}
public void EnableFade(float intensity, float initialRange)
{
if (targetLight == null) throw new NullReferenceException("Target Light is null");
time = 0;
isFading = true;
if (applyIntensityFade)
{
this.initialIntensity = intensity;
targetLight.intensity = intensity;
}
if (applyRangeFade)
{
this.initialRange = initialRange;
targetLight.range = initialRange;
}
}
void Update()
{
if (!isFading) return;
time += Time.deltaTime;
if (applyIntensityFade)
{
targetLight.intensity = initialIntensity * intensityFadeCurve.Evaluate(time / life);
}
if (applyRangeFade)
{
targetLight.range = initialRange * rangeFadeCurve.Evaluate(time / life);
}
if (useLightColorGradient)
{
targetLight.color = lightColorGradient.Evaluate(time / life);
}
if (time > life)
{
time = 0;
isFading = false;
}
}
}
}