fix(memory): 优化彩色褪色扫光并复位拉杆视觉

Co-authored-by: Cursor <cursoragent@cursor.com>
This commit is contained in:
2026-07-21 17:41:46 +08:00
co-authored by Cursor
parent c7c0e96110
commit 046b1a9efb
3 changed files with 146 additions and 28 deletions
@@ -15,6 +15,9 @@ namespace AibisDream.FixSystem
{
private const string MemorySpritePath = "Sprite/Memory/{0}.png";
private const float FadeMaterialStartValue = -15f;
// ColorFadeOut 专用:从溶解刚要开始的位置起 tween,去掉 -15→-8 的空转,让整段时长都是可见的褪色。
private const float ColorFadeStartValue = -8.5f;
private const float ColorFadeDuration = 4f;
private const float DefaultFadeDuration = 1f;
private const float MemoryFinishSnowDuration = 0.1f;
private const float SearchStartDelay = 1f;
@@ -124,9 +127,8 @@ namespace AibisDream.FixSystem
private void PrepareMemoryView()
{
EnsurePunchTapeSlotReference();
PunchTapeManager.Instance.OpenFavoritesPanel();
playBackground.gameObject.SetActive(false);
playBackground.alpha = 0;
ResolvePunchTapeManager()?.OpenFavoritesPanel();
SetPlayBackgroundVisible(false, 0f);
StartStandbyOverlay();
}
@@ -139,7 +141,7 @@ namespace AibisDream.FixSystem
isPlayingFaderSound = false;
}
PunchTapeManager.Instance.CloseFavoritesPanel();
ResolvePunchTapeManager()?.CloseFavoritesPanel();
CloseMemoryView();
// 离开视图时的逻辑
Debug.Log("MemoryView exited.");
@@ -156,6 +158,31 @@ namespace AibisDream.FixSystem
}
}
private PunchTapeManager ResolvePunchTapeManager()
{
var manager = PunchTapeManager.Resolve();
if (manager == null)
{
Debug.LogError(
"[MemoryProcess] 未找到 PunchTapeManager。请确认当前 Fix 场景中存在 PunchTapeCanvas。",
this);
}
return manager;
}
private void SetPlayBackgroundVisible(bool active, float alpha)
{
if (playBackground == null)
{
Debug.LogWarning("[MemoryProcess] playBackground 未配置。", this);
return;
}
playBackground.gameObject.SetActive(active);
playBackground.alpha = alpha;
}
private void Awake()
{
InitSystem();
@@ -293,8 +320,9 @@ namespace AibisDream.FixSystem
}
/// <summary>
/// 单条记忆播放结束后的复位:不调用 <see cref="MemorySlider.Init"/>(避免再次锁条并触发打开 Timeline),
/// 仅禁用拖动;完整 <see cref="MemorySlider.LockSlider"/> 仅在退出 <see cref="MemoryCue"/> 时 <see cref="OnExit"/> 执行。
/// 单条记忆播放结束后的复位:不调用 <see cref="MemorySlider.Init"/> / <see cref="MemorySlider.LockSlider"/>
/// (避免收起 Timeline),仅禁用拖动并把拉杆视觉回到默认位置;
/// 完整 <see cref="MemorySlider.LockSlider"/> 仅在退出记忆模块时 <see cref="OnExit"/> 执行。
/// </summary>
private void ResetAfterMemoryFinished()
{
@@ -307,9 +335,15 @@ namespace AibisDream.FixSystem
}
if (frequencySlider != null)
{
frequencySlider.SetInteractable(false);
frequencySlider.ResetVisualToDefault();
}
if (claritySlider != null)
{
claritySlider.SetInteractable(false);
claritySlider.ResetVisualToDefault();
}
ResetPresentationState();
}
@@ -324,23 +358,24 @@ namespace AibisDream.FixSystem
_activePunchTape = null;
StartStandbyOverlay();
playBackground.gameObject.SetActive(false);
playBackground.alpha = 0;
SetPlayBackgroundVisible(false, 0f);
}
[YarnCommand("MemoryFinished")]
public IEnumerator MemoryFinished()
{
yield return playBackground.DOFade(0f, DefaultFadeDuration).WaitForCompletion();
playBackground.gameObject.SetActive(false);
if (playBackground != null)
{
yield return playBackground.DOFade(0f, DefaultFadeDuration).WaitForCompletion();
playBackground.gameObject.SetActive(false);
}
// 短闪雪花再回待机,避免记忆画面硬切
SetMemoryColor(Color.black);
ShowSearchOverlay();
yield return new WaitForSeconds(MemoryFinishSnowDuration);
PunchTapeManager.Instance.OpenFavoritesPanel();
ResolvePunchTapeManager()?.OpenFavoritesPanel();
ResetAfterMemoryFinished();
EnsurePunchTapeSlotReference();
@@ -356,11 +391,11 @@ namespace AibisDream.FixSystem
{
if (fadeMaterial == null) yield break;
SetFloatIfExists(DirectionalDistortionFadeId, FadeMaterialStartValue);
SetFloatIfExists(DirectionalDistortionFadeId, ColorFadeStartValue);
DG.Tweening.Sequence sequence = DOTween.Sequence();
AppendMaterialFloatTween(sequence, fadeMaterial, 0f, DirectionalDistortionFadeProperty, 3f);
AppendMaterialFloatTween(sequence, fadeMaterial, 0f, DirectionalDistortionFadeProperty, ColorFadeDuration);
if (runtimeNoColorMemoryMaterial != null && runtimeNoColorMemoryMaterial != fadeMaterial)
AppendMaterialFloatTween(sequence, runtimeNoColorMemoryMaterial, 0f, DirectionalDistortionFadeProperty, 3f);
AppendMaterialFloatTween(sequence, runtimeNoColorMemoryMaterial, 0f, DirectionalDistortionFadeProperty, ColorFadeDuration);
Tween tween = sequence;
yield return tween.WaitForCompletion();
}
@@ -369,7 +404,8 @@ namespace AibisDream.FixSystem
public IEnumerator PlayMemory(bool useYarn = false, string memName = "")
{
SetMemoryColor(Color.white);
PunchTapeManager.Instance.CloseFavoritesPanel();
var punchTapeManager = ResolvePunchTapeManager();
punchTapeManager?.CloseFavoritesPanel();
if (useYarn)
{
@@ -395,14 +431,15 @@ namespace AibisDream.FixSystem
}
}
playBackground.gameObject.SetActive(true);
playBackground.alpha = 0;
SetPlayBackgroundVisible(true, 0f);
AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
yield return playBackground.DOFade(1f, DefaultFadeDuration).WaitForCompletion();
if (playBackground != null)
yield return playBackground.DOFade(1f, DefaultFadeDuration).WaitForCompletion();
if (!useYarn)
{
if (!PunchTapeManager.Instance.TryGetDefinition(punchTapeSlot.punchTape, out var definition))
if (punchTapeManager == null ||
!punchTapeManager.TryGetDefinition(punchTapeSlot.punchTape, out var definition))
yield break;
DialogController.Instance.StartDialogNode(definition.DialogNode);
@@ -419,7 +456,8 @@ namespace AibisDream.FixSystem
frequencySlider.TargetValue = GetRandomSearchTarget(frequencySlider);
claritySlider.TargetValue = GetRandomSearchTarget(claritySlider);
PunchTapeManager.Instance.CloseFavoritesPanel();
var punchTapeManager = ResolvePunchTapeManager();
punchTapeManager?.CloseFavoritesPanel();
if (punchTape == null)
{
@@ -430,7 +468,8 @@ namespace AibisDream.FixSystem
_activePunchTape = punchTape;
if (!PunchTapeManager.Instance.TryGetDefinition(_activePunchTape, out var definition))
if (punchTapeManager == null ||
!punchTapeManager.TryGetDefinition(_activePunchTape, out var definition))
{
StartStandbyOverlay();
yield break;
@@ -63,6 +63,22 @@ namespace AibisDream.FixSystem
_volume.weight = 0f;
}
/// <summary>
/// 将拉杆视觉复位到默认位置并清零调谐输出(不播 Timeline、不触发搜索判定)。
/// 用于记忆播放结束后回到待机界面。
/// </summary>
public void ResetVisualToDefault()
{
IsFound = false;
if (slider == null)
slider = GetComponent<Slider>();
slider.SetValueWithoutNotify(defaultValue);
if (_volume != null && driveVolume)
_volume.weight = 0f;
OnTuningChanged?.Invoke(0f);
}
/// <summary>
/// 新一轮搜索前复位滑条与 IsFound(不播 Timeline、不改变视觉锁状态)。
/// 需先设置好 <see cref="TargetValue"/>。
+69 -6
View File
@@ -21,6 +21,16 @@ Shader "AibisDream/MemoryTuningSprite"
_UVDistortFade ("UV Distort Fade", Range(0,1)) = 0
_MemoryGrayscale ("Memory Grayscale", Range(0,1)) = 0
_MemoryContrast ("Memory Contrast", Range(0,3)) = 1
_ColorEraseWidth ("Color Erase Width", Range(0.05,2)) = 0.5
_ColorEraseNoiseScale ("Color Erase Noise Scale", Range(1,64)) = 9
_ColorEraseNoiseFactor ("Color Erase Noise Factor", Range(0,2)) = 0.2
_ColorEraseBias ("Color Erase Bias", Range(0,2)) = 0.6
_ColorEraseContrast ("Color Erase Gray Contrast", Range(0,3)) = 1.8
_ColorEraseEdgeGlow ("Color Erase Edge Glow", Range(0,3)) = 1.1
_ColorEraseEdgeWobble ("Color Erase Edge Wobble", Range(0,0.05)) = 0.006
_ColorEraseSpan ("Color Erase Sweep Span", Range(1,15)) = 7
_ColorEraseEdgeSharp ("Color Erase Edge Sharpness", Range(1,10)) = 4
_ColorEraseGlitch ("Color Erase Glitch", Range(0,1)) = 0.35
[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
@@ -105,8 +115,37 @@ Shader "AibisDream/MemoryTuningSprite"
half _UVDistortFade;
half _MemoryGrayscale;
half _MemoryContrast;
half _ColorEraseWidth;
half _ColorEraseNoiseScale;
half _ColorEraseNoiseFactor;
half _ColorEraseBias;
half _ColorEraseContrast;
half _ColorEraseEdgeGlow;
half _ColorEraseEdgeWobble;
half _ColorEraseSpan;
half _ColorEraseEdgeSharp;
half _ColorEraseGlitch;
CBUFFER_END
float Hash21(float2 p)
{
p = frac(p * float2(127.1, 311.7));
p += dot(p, p + 19.19);
return frac(p.x * p.y);
}
float ValueNoise(float2 p)
{
float2 i = floor(p);
float2 f = frac(p);
f = f * f * (3.0 - 2.0 * f);
float a = Hash21(i);
float b = Hash21(i + float2(1.0, 0.0));
float c = Hash21(i + float2(0.0, 1.0));
float d = Hash21(i + float2(1.0, 1.0));
return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y);
}
Varyings vert(Attributes input)
{
Varyings output;
@@ -204,13 +243,25 @@ Shader "AibisDream/MemoryTuningSprite"
half blur = pow(max(frequency, saturate(_GaussianBlurFade)), 0.75);
half distortion = pow(max(clarity, saturate(_UVDistortFade)), 0.85);
// 复刻旧版 SSU Directional Distortion 消融:_DirectionalDistortionFade 由 -15 拉到 0
// 前沿自上而下扫过——一条细的发亮边+极轻微扰动+一点 glitch,其余按方向纯溶解替换为黑白。
// Span 越大,前沿在整段 fade 里铺得越开,溶解看起来越慢、发光带也越细。
float eraseNoise = ValueNoise(input.uv * _ColorEraseNoiseScale);
half eraseMask = saturate(
(input.uv.y * _ColorEraseSpan + _DirectionalDistortionFade + _ColorEraseBias
+ eraseNoise * _ColorEraseNoiseFactor) / max(_ColorEraseWidth, 0.001));
// 前沿带:mask 在 0~1 过渡处最亮;用指数把发光带收细
half eraseBand = saturate(eraseMask * (1.0 - eraseMask) * 4.0);
half glowBand = pow(eraseBand, _ColorEraseEdgeSharp);
float2 uv = input.uv;
half fade = saturate((_DirectionalDistortionFade + 15.0) / 15.0);
if (fade > 0.001)
{
float fadeWave = sin((uv.y + uv.x * 0.25 + _Time.y * 0.4) * 38.0);
uv.x += fadeWave * _FadeDistortStrength * fade;
}
// 前沿极轻微横向摆动(发丝级)
uv.x += sin(input.uv.y * 42.0 + _Time.y * 1.7) * _ColorEraseEdgeWobble * eraseBand;
// 一点 glitch:前沿附近偶发的水平错位切片
float glitchRow = floor(input.uv.y * 26.0);
float glitchRand = Hash21(float2(glitchRow, floor(_Time.y * 12.0)));
float glitchSlice = step(0.82, glitchRand) * (Hash21(float2(glitchRow, 7.3)) - 0.5) * 2.0;
uv.x += glitchSlice * 0.06 * _ColorEraseGlitch * eraseBand;
uv = DistortUv(uv, distortion);
float2 pixelUv = PixelSnap(uv, pixelate, _PixelatePixelDensity);
@@ -220,6 +271,18 @@ Shader "AibisDream/MemoryTuningSprite"
half3 rgb = lerp(sharp.rgb, BlurRgb(uv, blur), blur);
half4 col = half4(rgb, sharp.a);
col = ChromaticSample(uv, col, clarity);
if (eraseMask > 0.001)
{
// 已扫过区域:按方向纯溶解为黑白(等价旧版露出下层黑白图)
half eraseLuma = dot(col.rgb, half3(0.299, 0.587, 0.114));
half3 eraseGray = saturate(lerp(
half3(0.5, 0.5, 0.5),
half3(eraseLuma, eraseLuma, eraseLuma),
_ColorEraseContrast));
col.rgb = lerp(col.rgb, eraseGray, eraseMask);
}
// 前沿细的发亮边
col.rgb += glowBand * _ColorEraseEdgeGlow;
col.a *= input.color.a;
col.rgb *= input.color.rgb;
return col;