特效自定义曲线

This commit is contained in:
SoulliesOfficial
2025-03-14 22:14:25 -04:00
parent ac2259e813
commit 400bb39058
8 changed files with 266 additions and 39 deletions

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@@ -0,0 +1,28 @@
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Ichni
{
/// <summary>
/// 自定义曲线预设
/// </summary>
public static class CustomCurvePresets
{
/// <summary>
/// 抛物线曲线,在中间达到最大值,两端为起始值
/// </summary>
/// <param name="totalTime">总时间</param>
/// <param name="startValue">起始(和结束)值</param>
/// <param name="peakValue">中点最大值</param>
public static AnimationCurve Parabolic(float totalTime, float startValue, float peakValue)
{
Keyframe[] keys = new Keyframe[3];
keys[0] = new Keyframe(0, startValue, 0, 0);
keys[1] = new Keyframe(totalTime / 2, peakValue, 0, 0);
keys[2] = new Keyframe(totalTime, startValue, 0, 0);
return new AnimationCurve(keys);
}
}
}

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@@ -0,0 +1,11 @@
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defaultReferences: []
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@@ -104,10 +104,10 @@ namespace Ichni.RhythmGame
private static Dictionary<string, EffectBase> EffectCollection { get; } =
new Dictionary<string, EffectBase>()
{
{ "Bloom", new BloomEffect(1, 2) },
{ "Bloom", new BloomEffect(1, 2, CustomCurvePresets.Parabolic(1,0,2)) },
{ "CameraShake", new CameraShakeEffect(1, 50, 1, 1, 1) },
{ "ChromaticAberration", new ChromaticAberrationEffect(1, 1) },
{ "Vignette", new VignetteEffect(1, 1, 0.4f, Color.black) }
{ "ChromaticAberration", new ChromaticAberrationEffect(1, 1, CustomCurvePresets.Parabolic(1,0,1)) },
{ "Vignette", new VignetteEffect(1, 1, 0.4f, Color.black, CustomCurvePresets.Parabolic(1,0,1)) }
};
}

View File

@@ -7,6 +7,7 @@ using Lean.Pool;
using MoreMountains.Feedbacks;
using MoreMountains.FeedbacksForThirdParty;
using Sirenix.OdinInspector;
using UnityEngine;
namespace Ichni.RhythmGame
{
@@ -14,26 +15,29 @@ namespace Ichni.RhythmGame
{
public float duration;
public float peak;
public BloomEffect(float duration, float peak)
public AnimationCurve intensityCurve;
public BloomEffect(float duration, float peak, AnimationCurve intensityCurve)
{
this.effectTime = 0;
this.duration = duration;
this.peak = peak;
this.intensityCurve = intensityCurve;
}
public override void Adjust()
{
MMF_Player effect = LeanPool.Spawn(EditorManager.instance.basePrefabs.bloomEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_Bloom_URP>().ShakeDuration = duration;
effect.GetFeedbackOfType<MMF_Bloom_URP>().RemapIntensityOne = peak;
effect.GetFeedbackOfType<MMF_Bloom_URP>().ShakeIntensity = intensityCurve;
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, duration);
}
public override EffectBase_BM ConvertToBM()
{
return new BloomEffect_BM(duration, peak);
return new BloomEffect_BM(duration, peak, intensityCurve);
}
public override void SetUpInspector()
@@ -42,6 +46,11 @@ namespace Ichni.RhythmGame
var container = inspector.GenerateContainer("Bloom Shake");
var effectTimeField = inspector.GenerateInputField(this, container, "Bloom Time", nameof(duration));
var bloomPeakField = inspector.GenerateInputField(this, container, "Bloom Peak", nameof(peak));
var intensityCurveButton = inspector.GenerateButton(this, container, "Intensity Curve", () =>
{
var intensityCurveWindow = inspector.GenerateCompositeParameterWindow(this, "Intensity Curve", nameof(intensityCurve));
intensityCurveWindow.SetAsCustomCurve();
});
}
}
@@ -51,22 +60,24 @@ namespace Ichni.RhythmGame
{
public float duration;
public float peak;
public AnimationCurve intensityCurve;
public BloomEffect_BM()
{
}
public BloomEffect_BM(float duration, float peak)
public BloomEffect_BM(float duration, float peak, AnimationCurve intensityCurve)
{
this.effectTime = 0;
this.duration = duration;
this.peak = peak;
this.intensityCurve = intensityCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new BloomEffect(duration, peak);
return new BloomEffect(duration, peak, intensityCurve);
}
}
}

View File

@@ -13,19 +13,22 @@ namespace Ichni.RhythmGame
{
public float duration;
public float peak;
public AnimationCurve intensityCurve;
public ChromaticAberrationEffect(float duration, float peak)
public ChromaticAberrationEffect(float duration, float peak, AnimationCurve intensityCurve)
{
this.effectTime = 0;
this.duration = duration;
this.peak = peak;
this.intensityCurve = intensityCurve;
}
public override void Adjust()
{
MMF_Player effect = LeanPool.Spawn(EditorManager.instance.basePrefabs.chromaticAberrationEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_ChromaticAberration_URP>().Duration = duration;
effect.GetFeedbackOfType<MMF_ChromaticAberration_URP>().RemapIntensityOne = peak;
effect.GetFeedbackOfType<MMF_ChromaticAberration_URP>().Intensity = intensityCurve;
effect.PlayFeedbacks();
LeanPool.Despawn(effect.gameObject, duration);
}
@@ -41,6 +44,11 @@ namespace Ichni.RhythmGame
var container = inspector.GenerateContainer("Chromatic Aberration");
var effectTimeField = inspector.GenerateInputField(this, container, "Duration", nameof(duration));
var bloomPeakField = inspector.GenerateInputField(this, container, "Peak Value", nameof(peak));
var intensityCurveButton = inspector.GenerateButton(this, container, "Intensity Curve", () =>
{
var intensityCurveWindow = inspector.GenerateCompositeParameterWindow(this, "Intensity Curve", nameof(intensityCurve));
intensityCurveWindow.SetAsCustomCurve();
});
}
}
@@ -50,7 +58,8 @@ namespace Ichni.RhythmGame
{
public float duration;
public float peak;
public AnimationCurve intensityCurve;
public ChromaticAberrationEffect_BM()
{
@@ -65,7 +74,7 @@ namespace Ichni.RhythmGame
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new ChromaticAberrationEffect(duration, peak);
return new ChromaticAberrationEffect(duration, peak, intensityCurve);
}
}
}

View File

@@ -15,21 +15,24 @@ namespace Ichni.RhythmGame
public float peak;
public float smoothness;
public Color color;
public AnimationCurve intensityCurve;
public VignetteEffect(float duration, float peak, float smoothness, Color color)
public VignetteEffect(float duration, float peak, float smoothness, Color color, AnimationCurve intensityCurve)
{
this.effectTime = 0;
this.duration = duration;
this.peak = peak;
this.smoothness = smoothness;
this.color = color;
this.intensityCurve = intensityCurve;
}
public override void Adjust()
{
MMF_Player effect = Lean.Pool.LeanPool.Spawn(EditorManager.instance.basePrefabs.vignetteEffect).GetComponent<MMF_Player>();
effect.GetFeedbackOfType<MMF_Vignette_URP>().Duration = duration;
effect.GetFeedbackOfType<MMF_Vignette_URP>().RemapIntensityOne = peak;
effect.GetFeedbackOfType<MMF_Vignette_URP>().Intensity = intensityCurve;
if (EditorManager.instance.postProcessingManager.globalVolume.profile.TryGet(out Vignette vignette))
{
vignette.smoothness.value = smoothness;
@@ -41,7 +44,7 @@ namespace Ichni.RhythmGame
public override EffectBase_BM ConvertToBM()
{
return new VignetteEffect_BM(duration, peak, smoothness, color);
return new VignetteEffect_BM(duration, peak, smoothness, color, intensityCurve);
}
public override void SetUpInspector()
@@ -52,6 +55,11 @@ namespace Ichni.RhythmGame
var peakField = inspector.GenerateInputField(this, container, "Peak Value", nameof(peak));
var smoothnessField = inspector.GenerateInputField(this, container, "Smoothness", nameof(smoothness));
var colorField = inspector.GenerateBaseColorPicker(this, container, "Color", nameof(color));
var intensityCurveButton = inspector.GenerateButton(this, container, "Intensity Curve", () =>
{
var intensityCurveWindow = inspector.GenerateCompositeParameterWindow(this, "Intensity Curve", nameof(intensityCurve));
intensityCurveWindow.SetAsCustomCurve();
});
container.SetDeviver(1);
}
}
@@ -64,23 +72,26 @@ namespace Ichni.RhythmGame
public float peak;
public float smoothness;
public Color color;
public AnimationCurve intensityCurve;
public VignetteEffect_BM()
{
}
public VignetteEffect_BM(float duration, float peak, float smoothness, Color color)
public VignetteEffect_BM(float duration, float peak, float smoothness, Color color, AnimationCurve intensityCurve)
{
this.effectTime = 0;
this.duration = duration;
this.peak = peak;
this.smoothness = smoothness;
this.color = color;
this.intensityCurve = intensityCurve;
}
public override EffectBase ConvertToGameType(GameElement attachedGameElement)
{
return new VignetteEffect(duration, peak, smoothness, color);
return new VignetteEffect(duration, peak, smoothness, color, intensityCurve);
}
}
}