2025-06-03 02:42:28 -04:00
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using Ichni.RhythmGame.Beatmap;
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using UnityEngine;
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using UnityEngine.Rendering.Universal; // 需要引入 URP 库
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namespace Ichni.RhythmGame
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{
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public class ChromaticAberrationEffect : EffectBase
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{
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#region [效果参数] Effect Parameters
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public float peak;
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public AnimationCurve intensityCurve;
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// 缓存后处理组件,避免运行时每帧由于反序列化而产生 GC
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private ChromaticAberration _chromaticAberration;
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#endregion
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#region [初始化] Initialization
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public ChromaticAberrationEffect(float effectTime, float peak, AnimationCurve intensityCurve)
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: base(effectTime) // 【修改1】调用基类含时构造,将 effectTime 赋为 duration,激活时长逻辑
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{
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this.effectTime = effectTime;
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this.peak = peak;
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this.intensityCurve = intensityCurve;
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}
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/// <summary>
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/// 私有方法:安全获取 URP 色差后处理句柄
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/// </summary>
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private void PrepareEffectHandle()
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{
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if (_chromaticAberration == null && PostProcessingManager.GlobalVolume != null)
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{
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// .profile 会自动实例化一个副本,防止修改了Editor原有的资产
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PostProcessingManager.GlobalVolume.profile.TryGet(out _chromaticAberration);
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}
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}
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#endregion
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#region [效果逻辑覆盖] Effect Pattern Overrides
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public override void PreExecute()
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{
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PrepareEffectHandle();
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}
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public override void Execute()
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{
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if (_chromaticAberration != null)
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{
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// 【修改2】直接借助基类已算出的 effectProgressPercent 来拉取曲线
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// 不再需要外部插件,每一帧的强度与音乐进程强绑定!哪怕音乐倒退也会原路倒退。
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float currentIntensity = intensityCurve.Evaluate(effectProgressPercent) * peak;
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_chromaticAberration.intensity.value = currentIntensity;
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}
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}
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public override void Adjust() { ResetEffect(); }
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public override void Recover() { ResetEffect(); }
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public override void Disrupt() { ResetEffect(); }
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private void ResetEffect()
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{
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if (_chromaticAberration != null) _chromaticAberration.intensity.value = 0f;
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}
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#endregion
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}
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}
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2026-03-31 07:51:40 -04:00
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