增加褪色,震动等效果
处理各种屏幕效果
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title: Start
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tags:
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---
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<<indoor>>
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<<load_scene 佩佩视觉模块>>
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<<jump ScreenEffect>>
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===
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title: ScreenEffect
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---
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->设置无色
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<<Set_Saturation ScreenEffect -100 1>>//-100没眼色,0是正常,最后一个是过渡时间
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<<hide_dialog>>
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<<jump ScreenEffect>>
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->设置有色
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<<Set_Saturation ScreenEffect 0 1>>
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<<hide_dialog>>
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<<jump ScreenEffect>>
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->黑屏过渡
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<<fadeIn ScreenEffect 1 1>>
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<<hide_dialog>>
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<<jump ScreenEffect>>
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->震动屏幕
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<<shakeScreen ScreenEffect>>
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<<hide_dialog>>
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<<jump ScreenEffect>>
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->闪红
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<<flashRed ScreenEffect 0.2>>
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<<hide_dialog>>
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<<jump ScreenEffect>>
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===
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@@ -2,15 +2,22 @@ using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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using Yarn.Unity;
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using UnityEngine.Rendering;
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using UnityEngine.Rendering.Universal;
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using System.Collections;
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{
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public Image redFlashPanel; // 红色闪烁面板
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public float shakeDuration = 1.0f; // 震屏持续时间
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public float shakeIntensity = 0.1f; // 震屏强度
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public Image redFlashPanel; // 红色闪烁面板
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private float shakeDuration = 0.5f; // 震屏持续时间
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private float shakeIntensity = 0.04f; // 震屏强度
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public Volume saturation;
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private ColorAdjustments colorAdjustments;
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private Vector3 originalCameraPosition;
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@@ -32,41 +39,61 @@ public class ScreenEffectManager : MonoBehaviour
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{
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// 保存初始相机位置
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originalCameraPosition = Camera.main.transform.localPosition;
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// 获取 ColorAdjustments 设置
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if (saturation.profile.TryGet(out colorAdjustments))
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{
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Debug.Log("ColorAdjustments is available.");
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}
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else
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{
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Debug.LogError("ColorAdjustments settings not found in PostProcessProfile.");
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}
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}
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// 震屏效果
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[YarnCommand("shakeScreen")]
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public void ShakeScreen()
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public IEnumerator ShakeScreen()
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{
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Camera.main.transform.DOPunchPosition(Vector3.one * shakeIntensity, shakeDuration, 10, 1);
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yield return Camera.main.transform.DOPunchPosition(new Vector3(1, 0, 0) * shakeIntensity, shakeDuration, 8, 1f).WaitForCompletion();
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}
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// 黑屏淡入淡出效果
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[YarnCommand("fadeIn")]
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public void FadeBlackout(bool enable, float duration)
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public IEnumerator FadeIn(float waitTime, float duration)
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{
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if (enable)
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blackoutPanel.gameObject.SetActive(true);
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Sequence fadeInSequence = DOTween.Sequence();
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fadeInSequence.Append(blackoutPanel.DOFade(1f, duration));
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fadeInSequence.AppendInterval(waitTime);
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fadeInSequence.Append(blackoutPanel.DOFade(0f, duration).OnComplete(() =>
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{
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blackoutPanel.gameObject.SetActive(true);
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blackoutPanel.DOFade(1, duration).OnComplete(() => blackoutPanel.gameObject.SetActive(true));
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}
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else
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{
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blackoutPanel.DOFade(0, duration).OnComplete(() => blackoutPanel.gameObject.SetActive(false));
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}
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blackoutPanel.gameObject.SetActive(false);
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}));
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yield return fadeInSequence.WaitForCompletion();
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}
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// 红色闪烁效果
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[YarnCommand("flashRed")]
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public void FlashRed(float duration)
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public IEnumerator FlashRed(float duration)
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{
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redFlashPanel.gameObject.SetActive(true);
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redFlashPanel.DOFade(1, duration / 2).OnComplete(() =>
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yield return redFlashPanel.DOFade(1, duration / 2).WaitForCompletion();
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yield return redFlashPanel.DOFade(0, duration / 2).OnComplete(() =>
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{
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redFlashPanel.DOFade(0, duration / 2).OnComplete(() =>
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{
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redFlashPanel.gameObject.SetActive(false);
|
||||
});
|
||||
});
|
||||
redFlashPanel.gameObject.SetActive(false);
|
||||
}).WaitForCompletion();
|
||||
}
|
||||
|
||||
// 动态调整饱和度
|
||||
[YarnCommand("Set_Saturation")]
|
||||
public IEnumerator TweenSaturation(float targetSaturation, float duration)
|
||||
{
|
||||
if (colorAdjustments != null)
|
||||
{
|
||||
yield return DOTween.To(() => colorAdjustments.saturation.value, // 获取当前饱和度值
|
||||
x => colorAdjustments.saturation.value = x, // 设置新的饱和度值
|
||||
targetSaturation, // 目标饱和度值
|
||||
duration).WaitForCompletion(); // 过渡持续时间
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -14,8 +14,8 @@ TagManager:
|
||||
-
|
||||
- Water
|
||||
- UI
|
||||
-
|
||||
-
|
||||
- Post
|
||||
- ViewPost
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
Reference in New Issue
Block a user