2025-12-17 04:19:38 -05:00
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using System;
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using System.Collections;
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using System.Collections.Generic;
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2025-11-25 08:19:33 -05:00
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using Cielonos.MainGame.Characters;
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using UniRx;
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using UnityEngine;
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namespace Cielonos.MainGame.Characters
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{
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public partial class SelfTimeSubmodule : SubmoduleBase<CharacterBase>
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{
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public FloatReactiveProperty timeScaleCoefficient;
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public float TimeScale => timeScaleCoefficient.Value * Time.timeScale;
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public float DeltaTime => timeScaleCoefficient.Value * Time.deltaTime;
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public SelfTimeSubmodule(CharacterBase entity) : base(entity)
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{
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timeScaleCoefficient = new FloatReactiveProperty(1);
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if (entity.animationSc != null)
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{
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timeScaleCoefficient.Subscribe(x =>
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{
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entity.animationSc.fullBodyFuncAnimSm.currentPlaySpeedMultiplier = x;
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});
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}
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if (entity.animationSc.animator != null)
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{
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timeScaleCoefficient.Subscribe(x =>
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{
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entity.animationSc.animator.speed = x;
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});
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}
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}
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}
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2025-12-17 04:19:38 -05:00
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public partial class SelfTimeSubmodule
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{
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/// <summary>
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/// 添加一个基于本地时间(Local DeltaTime)的计时器
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/// </summary>
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public IDisposable AddLocalTimer(float duration, Action onComplete, Action onUpdate = null)
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{
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// 用于记录累积时间
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float accumulatedTime = 0f;
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return Observable.EveryUpdate()
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.Select(_ => DeltaTime) // 1. 获取每帧的真实 DeltaTime
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.TakeWhile(dt =>
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{
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// 2. 累加时间
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accumulatedTime += dt;
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// 3. 如果累积时间小于总时长,继续流;否则停止流并触发 OnCompleted
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return accumulatedTime < duration;
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})
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.Subscribe(
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_ => onUpdate?.Invoke(), // 每帧更新时执行 Action
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() => onComplete?.Invoke() // 4. 流结束时(TakeWhile 返回 false)执行 Action
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).AddTo(owner); // 5. 绑定生命周期到角色,防止内存泄漏
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}
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}
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public partial class SelfTimeSubmodule
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{
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// 缓存一个默认的抛物线曲线,避免每次 null 时都 new 一个
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// 形状:(0,0) -> (0.5, 1) -> (1, 0)
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private static readonly AnimationCurve DefaultParabola = new AnimationCurve(
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new Keyframe(0f, 0f),
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new Keyframe(0.5f, 1f),
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new Keyframe(1f, 0f)
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);
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private IDisposable hitStopDisposable;
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/// <summary>
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/// 应用顿帧(Hit Stop)
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/// </summary>
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/// <param name="duration">持续时间(秒,基于全局游戏时间)</param>
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/// <param name="targetScale">目标缩放倍率(通常为 0 或 0.1)</param>
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public void ModifyTimeScale(float duration, float targetScale = 0f)
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{
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// 1. 如果之前有正在进行的顿帧,先取消它(防止旧的恢复逻辑覆盖新的设置)
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hitStopDisposable?.Dispose();
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// 2. 设置当前的缩放倍率
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timeScaleCoefficient.Value = targetScale;
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// 3. 开启计时器
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// 注意:这里使用 Scheduler.MainThread,它是基于 Time.time (全局时间) 的。
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// 这意味着:
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// - 它会受到 Time.timeScale (全局暂停) 的影响(符合预期,游戏暂停时顿帧也该暂停)。
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// - 它 *不会* 受到 timeScaleCoefficient (我们自己改的本地时间) 的影响(关键!)。
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hitStopDisposable = Observable.Timer(TimeSpan.FromSeconds(duration), Scheduler.MainThread)
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.Subscribe(_ =>
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{
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// 计时结束,恢复为 1
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timeScaleCoefficient.Value = 1f;
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hitStopDisposable = null;
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})
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.AddTo(owner); // 安全性:如果角色在顿帧期间死亡/销毁,自动取消计时器
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}
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/// <summary>
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/// 使用曲线动态修改本地时间流速
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/// </summary>
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/// <param name="duration">持续时间(秒)</param>
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/// <param name="start">曲线值为0时对应的时间倍率(通常是初始值)</param>
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/// <param name="peak">曲线值为1时对应的时间倍率(通常是极值)</param>
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/// <param name="curve">时间变化曲线(归一化:X轴0~1,Y轴通常0~1)。如果为null,则使用默认的“先升后降”抛物线。</param>
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public void ModifyTimeScale(float duration, float start, float peak, AnimationCurve curve = null)
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{
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// 1. 清理旧的计时器
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hitStopDisposable?.Dispose();
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// 2. 处理默认曲线逻辑
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curve ??= DefaultParabola;
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// 3. 记录开始时的累计时间
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float timer = 0f;
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// 4. 开启每帧更新的流
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hitStopDisposable = Observable.EveryUpdate()
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.TakeWhile(_ => timer < duration) // 当时间超过 duration 时结束流
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.Subscribe(
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_ =>
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{
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// 累加时间 (使用 Time.deltaTime 以响应全局暂停)
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timer += Time.deltaTime;
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// 计算归一化进度 (0.0 ~ 1.0)
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float progress = Mathf.Clamp01(timer / duration);
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// 核心逻辑:
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// A. 从曲线获取当前的“强度” (Y轴值)
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float curveValue = curve.Evaluate(progress);
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// B. 在 start 和 peak 之间根据强度进行插值
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// 当 curveValue = 0 时,结果为 start
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// 当 curveValue = 1 时,结果为 peak
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float currentScale = Mathf.Lerp(start, peak, curveValue);
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// C. 应用到响应式属性
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timeScaleCoefficient.Value = currentScale;
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},
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() =>
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{
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// 5. 计时结束后的收尾工作
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// 通常为了安全,结束后我们会强制恢复到 1.0 (正常速度)
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// 或者你可以恢复到 start,视具体需求而定
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timeScaleCoefficient.Value = 1f;
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hitStopDisposable = null;
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}
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)
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.AddTo(owner); // 绑定生命周期
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}
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// 可选:提供一个强制恢复的方法,用于因为某些逻辑需要立刻打断顿帧时调用
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public void ResetTimeScale()
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{
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hitStopDisposable?.Dispose();
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timeScaleCoefficient.Value = 1f;
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}
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}
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2025-11-25 08:19:33 -05:00
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}
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