狗屎Minimax坏我代码
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using System.Collections.Generic;
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using SLSUtilities.Feedback;
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using Unity.Cinemachine;
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using UnityEngine;
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namespace Cielonos.MainGame.Effects.Feedback
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{
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/// <summary>
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/// 单个FOV震动实例的运行时状态。
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/// </summary>
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public class CameraFovShakeInstance : ShakeInstanceBase
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{
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public FloatCurveChannel fovCurve;
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public CameraFovShakeInstance(FeedbackTimeSettings timeSettings, IFeedbackTimeProvider timeProvider,
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FloatCurveChannel fovCurve, float duration) : base(timeSettings, timeProvider, duration)
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{
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this.fovCurve = fovCurve;
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}
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}
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/// <summary>
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/// 摄像机视野角(FOV)震动事件,用于解耦 Action 与 Shaker。
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/// </summary>
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public struct CameraFovShakeEvent
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{
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private static event ShakeDelegate OnEvent;
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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private static void RuntimeInitialization() { OnEvent = null; }
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public delegate void ShakeDelegate(
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FeedbackContext feedbackContext,
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FloatCurveChannel fovCurve,
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bool stop
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);
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public static void Register(ShakeDelegate callback) { OnEvent += callback; }
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public static void Unregister(ShakeDelegate callback) { OnEvent -= callback; }
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public static void Trigger(
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FeedbackContext feedbackContext,
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FloatCurveChannel fovCurve,
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bool stop = false)
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{
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OnEvent?.Invoke(feedbackContext, fovCurve, stop);
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}
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}
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/// <summary>
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/// CinemachineCamera FOV 震动聚合器。挂载于 CinemachineCamera 上,
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/// 监听 CameraFovShakeEvent,叠加驱动 Lens.FieldOfView。
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/// </summary>
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[AddComponentMenu("Cielonos/Feedback Shakers/Camera FOV Shaker")]
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[RequireComponent(typeof(CinemachineCamera))]
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public class CameraFovShaker : MonoBehaviour
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{
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private CinemachineCamera _camera;
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private float _initialFov;
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private readonly List<CameraFovShakeInstance> _activeShakes = new List<CameraFovShakeInstance>();
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private void Awake()
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{
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_camera = GetComponent<CinemachineCamera>();
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_initialFov = _camera.Lens.FieldOfView;
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}
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private void OnEnable()
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{
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CameraFovShakeEvent.Register(OnShakeEvent);
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}
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private void OnDisable()
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{
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CameraFovShakeEvent.Unregister(OnShakeEvent);
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StopAll();
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}
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private void Update()
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{
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if (_camera == null) return;
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if (_activeShakes.Count == 0)
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{
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SetFov(_initialFov);
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return;
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}
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float additiveFov = 0f;
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float absoluteFov = 0f;
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bool hasAbsolute = false;
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for (int i = _activeShakes.Count - 1; i >= 0; i--)
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{
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CameraFovShakeInstance shake = _activeShakes[i];
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shake.Tick();
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float normalizedTime = shake.timer / shake.duration;
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if (shake.fovCurve.relativeToInitial)
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{
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additiveFov += shake.fovCurve.Evaluate(normalizedTime);
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}
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else
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{
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absoluteFov = shake.fovCurve.Evaluate(normalizedTime);
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hasAbsolute = true;
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}
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if (shake.IsFinished)
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{
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_activeShakes.RemoveAt(i);
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}
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}
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float finalFov = hasAbsolute ? absoluteFov : _initialFov + additiveFov;
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SetFov(finalFov);
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}
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private void OnShakeEvent(
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FeedbackContext feedbackContext,
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FloatCurveChannel fovCurve,
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bool stop)
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{
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if (stop) { StopAll(); return; }
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var instance = new CameraFovShakeInstance(
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feedbackContext.timeSettings,
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feedbackContext.player.TimeProvider,
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fovCurve,
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feedbackContext.duration
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);
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_activeShakes.Add(instance);
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}
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private void SetFov(float fov)
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{
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LensSettings lens = _camera.Lens;
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lens.FieldOfView = fov;
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_camera.Lens = lens;
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}
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private void StopAll()
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{
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_activeShakes.Clear();
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if (_camera != null)
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{
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SetFov(_initialFov);
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}
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}
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}
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}
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