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:
@@ -15,6 +15,9 @@ namespace AibisDream.FixSystem
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{
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private const string MemorySpritePath = "Sprite/Memory/{0}.png";
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private const float FadeMaterialStartValue = -15f;
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// 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。
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private const float ColorFadeStartValue = -8.5f;
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private const float ColorFadeDuration = 4f;
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private const float DefaultFadeDuration = 1f;
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private const float MemoryFinishSnowDuration = 0.1f;
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private const float SearchStartDelay = 1f;
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@@ -124,9 +127,8 @@ namespace AibisDream.FixSystem
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private void PrepareMemoryView()
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{
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EnsurePunchTapeSlotReference();
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PunchTapeManager.Instance.OpenFavoritesPanel();
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playBackground.gameObject.SetActive(false);
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playBackground.alpha = 0;
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ResolvePunchTapeManager()?.OpenFavoritesPanel();
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SetPlayBackgroundVisible(false, 0f);
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StartStandbyOverlay();
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}
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@@ -139,7 +141,7 @@ namespace AibisDream.FixSystem
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isPlayingFaderSound = false;
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}
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PunchTapeManager.Instance.CloseFavoritesPanel();
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ResolvePunchTapeManager()?.CloseFavoritesPanel();
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CloseMemoryView();
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// 离开视图时的逻辑
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Debug.Log("MemoryView exited.");
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@@ -156,6 +158,31 @@ namespace AibisDream.FixSystem
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}
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}
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private PunchTapeManager ResolvePunchTapeManager()
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{
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var manager = PunchTapeManager.Resolve();
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if (manager == null)
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{
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Debug.LogError(
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"[MemoryProcess] 未找到 PunchTapeManager。请确认当前 Fix 场景中存在 PunchTapeCanvas。",
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this);
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}
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return manager;
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}
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private void SetPlayBackgroundVisible(bool active, float alpha)
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{
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if (playBackground == null)
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{
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Debug.LogWarning("[MemoryProcess] playBackground 未配置。", this);
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return;
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}
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playBackground.gameObject.SetActive(active);
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playBackground.alpha = alpha;
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}
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private void Awake()
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{
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InitSystem();
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@@ -293,8 +320,9 @@ namespace AibisDream.FixSystem
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}
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/// <summary>
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/// 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),
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/// 仅禁用拖动;完整 <see cref="MemorySlider.LockSlider"/> 仅在退出 <see cref="MemoryCue"/> 时 <see cref="OnExit"/> 执行。
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/// 单条记忆播放结束后的复位:不调用 <see cref="MemorySlider.Init"/> / <see cref="MemorySlider.LockSlider"/>
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/// (避免收起 Timeline),仅禁用拖动并把拉杆视觉回到默认位置;
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/// 完整 <see cref="MemorySlider.LockSlider"/> 仅在退出记忆模块时 <see cref="OnExit"/> 执行。
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/// </summary>
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private void ResetAfterMemoryFinished()
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{
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@@ -307,9 +335,15 @@ namespace AibisDream.FixSystem
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}
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if (frequencySlider != null)
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{
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frequencySlider.SetInteractable(false);
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frequencySlider.ResetVisualToDefault();
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}
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if (claritySlider != null)
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{
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claritySlider.SetInteractable(false);
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claritySlider.ResetVisualToDefault();
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}
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ResetPresentationState();
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}
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@@ -324,23 +358,24 @@ namespace AibisDream.FixSystem
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_activePunchTape = null;
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StartStandbyOverlay();
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playBackground.gameObject.SetActive(false);
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playBackground.alpha = 0;
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SetPlayBackgroundVisible(false, 0f);
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}
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[YarnCommand("MemoryFinished")]
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public IEnumerator MemoryFinished()
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{
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yield return playBackground.DOFade(0f, DefaultFadeDuration).WaitForCompletion();
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playBackground.gameObject.SetActive(false);
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if (playBackground != null)
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{
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yield return playBackground.DOFade(0f, DefaultFadeDuration).WaitForCompletion();
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playBackground.gameObject.SetActive(false);
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}
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// 短闪雪花再回待机,避免记忆画面硬切
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SetMemoryColor(Color.black);
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ShowSearchOverlay();
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yield return new WaitForSeconds(MemoryFinishSnowDuration);
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PunchTapeManager.Instance.OpenFavoritesPanel();
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ResolvePunchTapeManager()?.OpenFavoritesPanel();
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ResetAfterMemoryFinished();
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EnsurePunchTapeSlotReference();
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@@ -356,11 +391,11 @@ namespace AibisDream.FixSystem
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{
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if (fadeMaterial == null) yield break;
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SetFloatIfExists(DirectionalDistortionFadeId, FadeMaterialStartValue);
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SetFloatIfExists(DirectionalDistortionFadeId, ColorFadeStartValue);
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DG.Tweening.Sequence sequence = DOTween.Sequence();
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AppendMaterialFloatTween(sequence, fadeMaterial, 0f, DirectionalDistortionFadeProperty, 3f);
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AppendMaterialFloatTween(sequence, fadeMaterial, 0f, DirectionalDistortionFadeProperty, ColorFadeDuration);
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if (runtimeNoColorMemoryMaterial != null && runtimeNoColorMemoryMaterial != fadeMaterial)
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AppendMaterialFloatTween(sequence, runtimeNoColorMemoryMaterial, 0f, DirectionalDistortionFadeProperty, 3f);
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AppendMaterialFloatTween(sequence, runtimeNoColorMemoryMaterial, 0f, DirectionalDistortionFadeProperty, ColorFadeDuration);
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Tween tween = sequence;
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yield return tween.WaitForCompletion();
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}
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@@ -369,7 +404,8 @@ namespace AibisDream.FixSystem
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public IEnumerator PlayMemory(bool useYarn = false, string memName = "")
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{
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SetMemoryColor(Color.white);
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PunchTapeManager.Instance.CloseFavoritesPanel();
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var punchTapeManager = ResolvePunchTapeManager();
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punchTapeManager?.CloseFavoritesPanel();
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if (useYarn)
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{
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@@ -395,14 +431,15 @@ namespace AibisDream.FixSystem
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}
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}
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playBackground.gameObject.SetActive(true);
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playBackground.alpha = 0;
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SetPlayBackgroundVisible(true, 0f);
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AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
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yield return playBackground.DOFade(1f, DefaultFadeDuration).WaitForCompletion();
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if (playBackground != null)
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yield return playBackground.DOFade(1f, DefaultFadeDuration).WaitForCompletion();
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if (!useYarn)
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{
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if (!PunchTapeManager.Instance.TryGetDefinition(punchTapeSlot.punchTape, out var definition))
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if (punchTapeManager == null ||
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!punchTapeManager.TryGetDefinition(punchTapeSlot.punchTape, out var definition))
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yield break;
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DialogController.Instance.StartDialogNode(definition.DialogNode);
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@@ -419,7 +456,8 @@ namespace AibisDream.FixSystem
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frequencySlider.TargetValue = GetRandomSearchTarget(frequencySlider);
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claritySlider.TargetValue = GetRandomSearchTarget(claritySlider);
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PunchTapeManager.Instance.CloseFavoritesPanel();
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var punchTapeManager = ResolvePunchTapeManager();
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punchTapeManager?.CloseFavoritesPanel();
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if (punchTape == null)
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{
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@@ -430,7 +468,8 @@ namespace AibisDream.FixSystem
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_activePunchTape = punchTape;
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if (!PunchTapeManager.Instance.TryGetDefinition(_activePunchTape, out var definition))
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if (punchTapeManager == null ||
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!punchTapeManager.TryGetDefinition(_activePunchTape, out var definition))
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{
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StartStandbyOverlay();
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yield break;
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@@ -63,6 +63,22 @@ namespace AibisDream.FixSystem
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_volume.weight = 0f;
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}
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/// <summary>
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/// 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)。
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/// 用于记忆播放结束后回到待机界面。
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/// </summary>
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public void ResetVisualToDefault()
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{
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IsFound = false;
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if (slider == null)
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slider = GetComponent<Slider>();
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slider.SetValueWithoutNotify(defaultValue);
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if (_volume != null && driveVolume)
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_volume.weight = 0f;
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OnTuningChanged?.Invoke(0f);
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}
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/// <summary>
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/// 新一轮搜索前复位滑条与 IsFound(不播 Timeline、不改变视觉锁状态)。
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/// 需先设置好 <see cref="TargetValue"/>。
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@@ -21,6 +21,16 @@ Shader "AibisDream/MemoryTuningSprite"
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_UVDistortFade ("UV Distort Fade", Range(0,1)) = 0
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_MemoryGrayscale ("Memory Grayscale", Range(0,1)) = 0
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_MemoryContrast ("Memory Contrast", Range(0,3)) = 1
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_ColorEraseWidth ("Color Erase Width", Range(0.05,2)) = 0.5
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_ColorEraseNoiseScale ("Color Erase Noise Scale", Range(1,64)) = 9
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_ColorEraseNoiseFactor ("Color Erase Noise Factor", Range(0,2)) = 0.2
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_ColorEraseBias ("Color Erase Bias", Range(0,2)) = 0.6
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_ColorEraseContrast ("Color Erase Gray Contrast", Range(0,3)) = 1.8
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_ColorEraseEdgeGlow ("Color Erase Edge Glow", Range(0,3)) = 1.1
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_ColorEraseEdgeWobble ("Color Erase Edge Wobble", Range(0,0.05)) = 0.006
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_ColorEraseSpan ("Color Erase Sweep Span", Range(1,15)) = 7
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_ColorEraseEdgeSharp ("Color Erase Edge Sharpness", Range(1,10)) = 4
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_ColorEraseGlitch ("Color Erase Glitch", Range(0,1)) = 0.35
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[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
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[HideInInspector] _Stencil ("Stencil ID", Float) = 0
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@@ -105,8 +115,37 @@ Shader "AibisDream/MemoryTuningSprite"
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half _UVDistortFade;
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half _MemoryGrayscale;
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half _MemoryContrast;
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half _ColorEraseWidth;
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half _ColorEraseNoiseScale;
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half _ColorEraseNoiseFactor;
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half _ColorEraseBias;
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half _ColorEraseContrast;
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half _ColorEraseEdgeGlow;
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half _ColorEraseEdgeWobble;
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half _ColorEraseSpan;
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half _ColorEraseEdgeSharp;
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half _ColorEraseGlitch;
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CBUFFER_END
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float Hash21(float2 p)
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{
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p = frac(p * float2(127.1, 311.7));
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p += dot(p, p + 19.19);
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return frac(p.x * p.y);
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}
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float ValueNoise(float2 p)
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{
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float2 i = floor(p);
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float2 f = frac(p);
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f = f * f * (3.0 - 2.0 * f);
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float a = Hash21(i);
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float b = Hash21(i + float2(1.0, 0.0));
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float c = Hash21(i + float2(0.0, 1.0));
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float d = Hash21(i + float2(1.0, 1.0));
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return lerp(lerp(a, b, f.x), lerp(c, d, f.x), f.y);
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}
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Varyings vert(Attributes input)
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{
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Varyings output;
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@@ -204,13 +243,25 @@ Shader "AibisDream/MemoryTuningSprite"
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half blur = pow(max(frequency, saturate(_GaussianBlurFade)), 0.75);
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half distortion = pow(max(clarity, saturate(_UVDistortFade)), 0.85);
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// 复刻旧版 SSU Directional Distortion 消融:_DirectionalDistortionFade 由 -15 拉到 0,
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// 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。
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// 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。
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float eraseNoise = ValueNoise(input.uv * _ColorEraseNoiseScale);
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half eraseMask = saturate(
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(input.uv.y * _ColorEraseSpan + _DirectionalDistortionFade + _ColorEraseBias
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+ eraseNoise * _ColorEraseNoiseFactor) / max(_ColorEraseWidth, 0.001));
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// 前沿带:mask 在 0~1 过渡处最亮;用指数把发光带收细
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half eraseBand = saturate(eraseMask * (1.0 - eraseMask) * 4.0);
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half glowBand = pow(eraseBand, _ColorEraseEdgeSharp);
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float2 uv = input.uv;
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half fade = saturate((_DirectionalDistortionFade + 15.0) / 15.0);
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if (fade > 0.001)
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{
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float fadeWave = sin((uv.y + uv.x * 0.25 + _Time.y * 0.4) * 38.0);
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uv.x += fadeWave * _FadeDistortStrength * fade;
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}
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// 前沿极轻微横向摆动(发丝级)
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uv.x += sin(input.uv.y * 42.0 + _Time.y * 1.7) * _ColorEraseEdgeWobble * eraseBand;
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// 一点 glitch:前沿附近偶发的水平错位切片
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float glitchRow = floor(input.uv.y * 26.0);
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float glitchRand = Hash21(float2(glitchRow, floor(_Time.y * 12.0)));
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float glitchSlice = step(0.82, glitchRand) * (Hash21(float2(glitchRow, 7.3)) - 0.5) * 2.0;
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uv.x += glitchSlice * 0.06 * _ColorEraseGlitch * eraseBand;
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uv = DistortUv(uv, distortion);
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float2 pixelUv = PixelSnap(uv, pixelate, _PixelatePixelDensity);
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@@ -220,6 +271,18 @@ Shader "AibisDream/MemoryTuningSprite"
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half3 rgb = lerp(sharp.rgb, BlurRgb(uv, blur), blur);
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half4 col = half4(rgb, sharp.a);
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col = ChromaticSample(uv, col, clarity);
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if (eraseMask > 0.001)
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{
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// 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)
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half eraseLuma = dot(col.rgb, half3(0.299, 0.587, 0.114));
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half3 eraseGray = saturate(lerp(
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half3(0.5, 0.5, 0.5),
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half3(eraseLuma, eraseLuma, eraseLuma),
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_ColorEraseContrast));
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col.rgb = lerp(col.rgb, eraseGray, eraseMask);
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}
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// 前沿细的发亮边
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col.rgb += glowBand * _ColorEraseEdgeGlow;
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col.a *= input.color.a;
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col.rgb *= input.color.rgb;
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return col;
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