using System; using Sirenix.OdinInspector; using SLSUtilities.Feedback; using UnityEngine; namespace Cielonos.MainGame.Effects.Feedback { /// /// TimeScale 通道的工作模式。 /// public enum TimeScaleMode { /// /// 在 Clip 持续期间使用固定 TimeScale。 /// Fixed, /// /// 根据 Curve 和 Remap 动态计算 TimeScale。 /// Dynamic } /// /// 单个 TimeScale 通道的配置。 /// [Serializable] public class TimeScaleChannel { /// /// 是否启用此通道。 /// [HorizontalGroup("Channel")] public bool active; /// /// 通道的计算模式。 /// [ShowIf("active")] [HorizontalGroup("Channel")] public TimeScaleMode mode = TimeScaleMode.Fixed; /// /// Fixed 模式下的 TimeScale 值。 /// [ShowIf("@active && mode == TimeScaleMode.Fixed")] [LabelText("Fixed Value")] public float fixedValue; /// /// Dynamic 模式下使用的曲线。 /// [ShowIf("@active && mode == TimeScaleMode.Dynamic")] [LabelText("Curve")] [ShakeCurvePreset] public AnimationCurve curve = new AnimationCurve( new Keyframe(0f, 0f), new Keyframe(0.5f, 1f), new Keyframe(1f, 0f) ); /// /// Curve 值为 0 时映射到的 TimeScale。 /// [ShowIf("@active && mode == TimeScaleMode.Dynamic")] [LabelText("Remap Zero")] [HorizontalGroup("Ramp")] public float remapZero; /// /// Curve 值为 1 时映射到的 TimeScale。 /// [ShowIf("@active && mode == TimeScaleMode.Dynamic")] [LabelText("Remap One")] [HorizontalGroup("Ramp")] public float remapOne = 1f; /// /// 转换为事件传输用的只读数据。 /// public TimeScaleChannelData ToChannelData() { return new TimeScaleChannelData { active = active, mode = mode, fixedValue = fixedValue, curve = curve, remapZero = remapZero, remapOne = remapOne }; } public float Evaluate(float normalizedTime) { if (!active) return 1f; if (mode == TimeScaleMode.Fixed) { return fixedValue; } float curveValue = curve?.Evaluate(normalizedTime) ?? 0f; return Mathf.LerpUnclamped(remapZero, remapOne, curveValue); } } /// /// TimeScale 修改反馈。它只提交请求,实际的多实例合成由 TimeScaleShaker 统一处理。 /// [Serializable] [FeedbackActionColor(0.3f, 0.7f, 1.0f)] public class TimeScaleModifierAction : FeedbackActionBase { public override string DisplayName => "Time Scale Modifier"; /// /// 此 Action 自身必须使用未缩放时间推进,避免被它制造的慢动作拖慢。 /// public override bool IgnoreTimeScale => true; [LabelText("Priority")] [Tooltip("同一 TimeScale 通道存在多个活跃反馈时,优先使用 Priority 更高的反馈;Priority 相同则后触发者生效。")] public int priority; public TimeScaleChannel globalChannel = new TimeScaleChannel { active = true, fixedValue = 0.1f }; public bool advancedSettings = false; [ShowIf("advancedSettings")] public TimeScaleChannel playerChannel = new TimeScaleChannel(); [ShowIf("advancedSettings")] public TimeScaleChannel enemyChannel = new TimeScaleChannel(); [ShowIf("advancedSettings")] public TimeScaleChannel alliedChannel = new TimeScaleChannel(); [ShowIf("advancedSettings")] public TimeScaleChannel nonPlayerChannel = new TimeScaleChannel(); public override void OnStart(FeedbackContext context) { TimeScaleShakeEvent.Trigger( feedbackContext: context, duration: context.duration, priority: priority, global: globalChannel.ToChannelData(), player: playerChannel.ToChannelData(), enemy: enemyChannel.ToChannelData(), allied: alliedChannel.ToChannelData(), nonPlayer: nonPlayerChannel.ToChannelData() ); } public override void OnUpdate(FeedbackContext context, float normalizedTime) { // TimeScaleShaker 会在收到事件后立即应用,并在之后逐帧推进。 } public override void OnEnd(FeedbackContext context) { // TimeScaleShaker 根据持续时间自动结束实例。 } public override void OnInterrupt(FeedbackContext context) { TimeScaleShakeEvent.Trigger(context, 0f, stop: true); } public override bool Validate(out string error) { bool anyActive = globalChannel.active || playerChannel.active || enemyChannel.active || alliedChannel.active || nonPlayerChannel.active; if (!anyActive) { error = "No time scale channel is active. Enable at least one channel."; return false; } error = null; return true; } } }