From 467dbfdf84c7b6db038e50a0b07a7d3f9af15fa6 Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Sat, 11 Jul 2026 12:31:30 +0800 Subject: [PATCH] =?UTF-8?q?feat(scene-mgmt):=20=E4=BC=98=E5=8C=96=E9=A3=8E?= =?UTF-8?q?=E7=AD=9D=E4=B8=8E=E8=BD=B1=E8=BE=98=E4=BA=A4=E4=BA=92=E5=8A=A8?= =?UTF-8?q?=E6=95=88?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Co-authored-by: Cursor --- .../Scripts/SceneManagement/SpriteShowcase.cs | 360 +++++++++++++----- 1 file changed, 271 insertions(+), 89 deletions(-) diff --git a/Assets/Scripts/SceneManagement/SpriteShowcase.cs b/Assets/Scripts/SceneManagement/SpriteShowcase.cs index c19bc3faa..d387ca1c5 100644 --- a/Assets/Scripts/SceneManagement/SpriteShowcase.cs +++ b/Assets/Scripts/SceneManagement/SpriteShowcase.cs @@ -202,26 +202,12 @@ namespace AibisDream switch (profile) { - // 轱辘:持续拉扯里的几次失控顿挫。单向循环,避免 Yoyo 反放造成“被倒带”的怪感。 + // 轱辘:全力拉住——先被拽进受力姿态(只进一次),之后进入拔河式的角力拉锯。 + // 拉锯循环见 PlayReelHold。 case "reel_tension": - seq.Append(tr.DOLocalMove(BaseOffset(0.03f, -0.05f), 0.28f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -1.5f), 0.28f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.13f, -0.18f), 0.16f).SetEase(Ease.OutCubic)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -4.8f), 0.16f).SetEase(Ease.OutCubic)); - seq.Append(tr.DOLocalMove(BaseOffset(0.08f, -0.11f), 0.48f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -2.4f), 0.48f).SetEase(Ease.InOutSine)); - seq.AppendInterval(0.12f); - seq.Append(tr.DOLocalMove(BaseOffset(0.19f, -0.25f), 0.13f).SetEase(Ease.OutCubic)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -6.5f), 0.13f).SetEase(Ease.OutCubic)); - seq.Append(tr.DOLocalMove(BaseOffset(0.11f, -0.15f), 0.62f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -3.2f), 0.62f).SetEase(Ease.InOutSine)); - seq.AppendInterval(0.2f); - seq.Append(tr.DOLocalMove(BaseOffset(0.15f, -0.21f), 0.18f).SetEase(Ease.OutCubic)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -5.2f), 0.18f).SetEase(Ease.OutCubic)); - seq.Append(tr.DOLocalMove(BaseOffset(0.06f, -0.09f), 0.75f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -2f), 0.75f).SetEase(Ease.InOutSine)); - seq.AppendInterval(0.18f); - seq.SetLoops(-1, LoopType.Restart); + seq.Append(tr.DOLocalMove(BaseOffset(0.13f, -0.32f), 0.22f).SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -2.8f), 0.22f).SetEase(Ease.OutCubic)); + seq.OnComplete(() => PlayReelHold(tr)); break; default: @@ -232,6 +218,130 @@ namespace AibisDream _smallMotionSequence = seq; } + /// + /// 轱辘“拔河角力”常驻循环:一场正在输掉的拔河。 + /// strain 随回合递增(0→1):节奏越来越快、姿态被拽得越来越深、猛夺越来越频繁; + /// 往回挣不再是平滑回弹,而是“向下被拖住→抬回一点→又沉下去→再咬住”的三段拉锯。 + /// 每回合参数随机,OnComplete 续下一回合;用纵向位移和停顿表达强拉,避免机械抖动。 + /// + private void PlayReelHold(Transform tr, float strain = 0f) + { + _smallMotionSequence?.Kill(); + + // 姿态整体随 strain 加深;时长随 strain 收紧。旋转只做小角度,避免贴图边缘穿帮。 + var deepX = strain * 0.06f; + var deepY = strain * 0.14f; + var speed = Mathf.Lerp(1f, 0.62f, strain); + var rotBias = strain * 0.8f; + + var seq = DOTween.Sequence(); + + // 对面加力:被一点点拽深 + var strainDur = UnityEngine.Random.Range(0.35f, 0.6f) * speed; + seq.Append(tr.DOLocalMove( + BaseOffset(UnityEngine.Random.Range(0.17f, 0.23f) + deepX, + UnityEngine.Random.Range(-0.42f, -0.34f) - deepY), + strainDur) + .SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalRotate( + new Vector3(0f, 0f, UnityEngine.Random.Range(-3.6f, -2.4f) - rotBias), strainDur) + .SetEase(Ease.InOutSine)); + + // 猛夺一小截:概率与深度都随 strain 提升;夺完手上发麻—— + // 不是连续 shake,而是被向下拽住、短暂停顿,再勉强抬回一点。 + if (UnityEngine.Random.value < 0.55f + strain * 0.35f) + { + var yankDur = UnityEngine.Random.Range(0.1f, 0.16f) * speed; + seq.Append(tr.DOLocalMove( + BaseOffset(UnityEngine.Random.Range(0.25f, 0.34f) + deepX, + UnityEngine.Random.Range(-0.62f, -0.5f) - deepY), + yankDur) + .SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalRotate( + new Vector3(0f, 0f, UnityEngine.Random.Range(-4.8f, -3.4f) - rotBias), yankDur) + .SetEase(Ease.OutCubic)); + seq.AppendInterval(UnityEngine.Random.Range(0.05f, 0.11f) * speed); + var biteDur = UnityEngine.Random.Range(0.12f, 0.2f) * speed; + seq.Append(tr.DOLocalMove( + BaseOffset(UnityEngine.Random.Range(0.19f, 0.27f) + deepX, + UnityEngine.Random.Range(-0.48f, -0.4f) - deepY), + biteDur) + .SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalRotate( + new Vector3(0f, 0f, UnityEngine.Random.Range(-3.4f, -2.2f) - rotBias), biteDur) + .SetEase(Ease.OutCubic)); + } + + // 往回挣(一):咬牙拉回一点 + var recoverDur = UnityEngine.Random.Range(0.16f, 0.24f) * speed; + seq.Append(tr.DOLocalMove( + BaseOffset(UnityEngine.Random.Range(0.12f, 0.16f) + deepX, + UnityEngine.Random.Range(-0.32f, -0.26f) - deepY * 0.55f), + recoverDur) + .SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalRotate( + new Vector3(0f, 0f, UnityEngine.Random.Range(-2.3f, -1.3f) - rotBias * 0.7f), recoverDur) + .SetEase(Ease.OutCubic)); + // 滑走半截:手上又被抽走一段 + var slipDur = UnityEngine.Random.Range(0.09f, 0.15f) * speed; + seq.Append(tr.DOLocalMove( + BaseOffset(UnityEngine.Random.Range(0.2f, 0.27f) + deepX, + UnityEngine.Random.Range(-0.5f, -0.4f) - deepY), + slipDur) + .SetEase(Ease.OutQuad)); + seq.Join(tr.DOLocalRotate( + new Vector3(0f, 0f, UnityEngine.Random.Range(-4.1f, -2.8f) - rotBias), slipDur) + .SetEase(Ease.OutQuad)); + // 四成回合再快速地向下沉半口气又咬住,上下拉锯的小碎步。 + if (UnityEngine.Random.value < 0.45f) + { + var dipDur = UnityEngine.Random.Range(0.08f, 0.12f) * speed; + seq.Append(tr.DOLocalMove( + BaseOffset(UnityEngine.Random.Range(0.21f, 0.28f) + deepX, + UnityEngine.Random.Range(-0.56f, -0.47f) - deepY), + dipDur) + .SetEase(Ease.OutQuad)); + seq.Join(tr.DOLocalRotate( + new Vector3(0f, 0f, UnityEngine.Random.Range(-4.4f, -3f) - rotBias), dipDur) + .SetEase(Ease.OutQuad)); + var braceDur = UnityEngine.Random.Range(0.11f, 0.16f) * speed; + seq.Append(tr.DOLocalMove( + BaseOffset(UnityEngine.Random.Range(0.16f, 0.22f) + deepX, + UnityEngine.Random.Range(-0.4f, -0.33f) - deepY), + braceDur) + .SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalRotate( + new Vector3(0f, 0f, UnityEngine.Random.Range(-3f, -1.8f) - rotBias), braceDur) + .SetEase(Ease.OutCubic)); + } + // 往回挣(二):再咬住,但回不到最初的姿态 + var pullDur = UnityEngine.Random.Range(0.25f, 0.38f) * speed; + seq.Append(tr.DOLocalMove( + BaseOffset(UnityEngine.Random.Range(0.13f, 0.18f) + deepX, + UnityEngine.Random.Range(-0.35f, -0.28f) - deepY * 0.75f), + pullDur) + .SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalRotate( + new Vector3(0f, 0f, UnityEngine.Random.Range(-2.8f, -1.6f) - rotBias), pullDur) + .SetEase(Ease.InOutSine)); + // 偶尔结尾再沉一下,像手腕被拖住,不做高频震动。 + if (UnityEngine.Random.value < 0.35f) + { + var sagDur = UnityEngine.Random.Range(0.12f, 0.2f) * speed; + seq.Append(tr.DOLocalMove( + BaseOffset(UnityEngine.Random.Range(0.18f, 0.24f) + deepX, + UnityEngine.Random.Range(-0.46f, -0.38f) - deepY), + sagDur) + .SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalRotate( + new Vector3(0f, 0f, UnityEngine.Random.Range(-3.5f, -2.2f) - rotBias), sagDur) + .SetEase(Ease.InOutSine)); + } + + seq.OnComplete(() => PlayReelHold(tr, Mathf.Min(1f, strain + 0.22f))); + _smallMotionSequence = seq; + } + public void PlayCurrentMotion(string motionProfile) { if (_spriteRenderer == null || !IsSmallShowing) return; @@ -481,7 +591,6 @@ namespace AibisDream private DG.Tweening.Sequence _kiteSwaySequence; private DG.Tweening.Sequence _kiteAccentSequence; private Tween _kiteFadeTween; - private Tween _kiteBaseFadeTween; private float _kiteHeight; /// 当前乱度 0~1,由 kite_wind 显式设定;kite_state 沿用上次的值(粘滞)。 private float _kiteTurbulence; @@ -559,8 +668,6 @@ namespace AibisDream _kiteAccentSequence = null; _kiteFadeTween?.Kill(); _kiteFadeTween = null; - _kiteBaseFadeTween?.Kill(); - _kiteBaseFadeTween = null; } private void ApplyKiteStateImmediate(float height) @@ -579,7 +686,7 @@ namespace AibisDream /// /// 风筝高度(对应 Yarn 变量 $h) /// 风向(对应 Yarn 变量 $wind:1 强 / 0 无 / -1 弱) - /// 淡入时长 + /// 保留参数以兼容既有调用;出现不再淡入,仅用于互斥隐藏其它图 public IEnumerator ShowKite(float height, int wind, float duration = 0.35f) { if (IsLargeShowing) @@ -633,9 +740,9 @@ namespace AibisDream _kiteTurbulence = 0f; PlayKiteSway(wind); - _kiteBaseFadeTween = _kiteBaseRenderer.DOFade(1f, duration); - _kiteFadeTween = _kiteRenderer.DOFade(KiteAlpha(height), duration); - yield return _kiteFadeTween.WaitForCompletion(); + // 不做淡入:背景是硬切的,风筝单独 fade 反而突兀,直接以目标透明度出现 + _kiteBaseRenderer.SetAlpha(1f); + _kiteRenderer.SetAlpha(KiteAlpha(height)); } /// @@ -670,80 +777,150 @@ namespace AibisDream PlayKiteSway(wind); } + /// 屏幕可读性补偿:高度层缩小时适度放大局部位移(开方衰减),避免远处几乎不动。 + private float KiteSwayComp() => + Mathf.Clamp(1f / Mathf.Sqrt(KiteScaleFactor(_kiteHeight)), 1f, 3f); + /// /// 常驻风况循环。位移在高度层的子空间里会随缩放变小,用 comp 做部分补偿保证远处仍有可读的移动。 - /// 平稳(乱度 0):大而缓的漫游位移,自由自在地飘,绝不抖。 - /// 乱流(乱度 >0):一阵一阵——静一下,猛地被拽走一截(位移+旋转),慢慢荡回来,再来一阵。 + /// 平稳(乱度 0):沿 CatmullRom 曲线大而缓地漫游,绝不抖。 + /// 乱流(乱度 >0):转交 ,每一阵的方向、力度、间隔都随机。 /// private void PlayKiteSway(int wind) { _kiteSwaySequence?.Kill(); _kiteSwaySequence = null; - var tr = _kiteSwayPivot; - var storm = _kiteTurbulence; - // 屏幕可读性补偿:高度层缩小时适度放大局部位移(开方衰减),避免远处几乎不动 - var comp = Mathf.Clamp(1f / Mathf.Sqrt(KiteScaleFactor(_kiteHeight)), 1f, 2.2f); - var seq = DOTween.Sequence(); - var loopType = LoopType.Yoyo; - - if (wind > 0 && storm > 0.01f) + if (wind > 0 && _kiteTurbulence > 0.01f) { - // 乱流:先被阵风突然带走,再慢慢回撑;间隔不等,让“失控”读出来但不变成抖屏。 - loopType = LoopType.Restart; - var amp = comp * (0.95f + storm * 0.95f); - seq.AppendInterval(Mathf.Lerp(0.35f, 0.12f, storm)); - seq.Append(tr.DOLocalMove(new Vector3(0.46f, 0.08f, 0f) * amp, 0.22f).SetEase(Ease.OutCubic)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -13f - storm * 8f), 0.22f).SetEase(Ease.OutCubic)); - seq.Append(tr.DOLocalMove(new Vector3(0.2f, -0.08f, 0f) * amp, 0.95f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 5f + storm * 2f), 0.95f).SetEase(Ease.InOutSine)); - seq.AppendInterval(0.08f); - seq.Append(tr.DOLocalMove(new Vector3(-0.3f, 0.16f, 0f) * amp, 0.18f).SetEase(Ease.OutCubic)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 12f + storm * 7f), 0.18f).SetEase(Ease.OutCubic)); - seq.Append(tr.DOLocalMove(new Vector3(-0.04f, 0.02f, 0f) * amp, 0.72f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -2f), 0.72f).SetEase(Ease.InOutSine)); - seq.AppendInterval(Mathf.Lerp(0.28f, 0.08f, storm)); - seq.Append(tr.DOLocalMove(new Vector3(0.36f, 0.2f, 0f) * amp, 0.16f).SetEase(Ease.OutCubic)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -10f - storm * 5f), 0.16f).SetEase(Ease.OutCubic)); - seq.Append(tr.DOLocalMove(new Vector3(0.1f, 0.04f, 0f) * amp, 1.05f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 2f), 1.05f).SetEase(Ease.InOutSine)); + PlayKiteGust(); + return; } - else if (wind > 0) + + var tr = _kiteSwayPivot; + var comp = KiteSwayComp(); + // 幅度随高度补偿放大后,周期也同步拉长:漂移更明显,但速度不变快,保持轻松 + var drift = 1f + (comp - 1f) * 0.4f; + var seq = DOTween.Sequence(); + + if (wind > 0) { - // 稳定的风:顶着风侧倾,大幅度缓慢巡游(位移为主,平稳无抖) - seq.Append(tr.DOLocalMove(new Vector3(0.3f, 0.18f, 0f) * comp, 2.6f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -7f), 2.6f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(new Vector3(0.42f, 0.06f, 0f) * comp, 2.2f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -4f), 2.2f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(new Vector3(0.12f, 0.12f, 0f) * comp, 2.8f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -8.5f), 2.8f).SetEase(Ease.InOutSine)); + // 稳定的风:顶着风侧倾,沿弧线缓慢巡游(位移为主,平稳无抖) + var path = new[] + { + new Vector3(0.26f, 0.15f, 0f) * comp, + new Vector3(0.46f, 0.05f, 0f) * comp, + new Vector3(0.33f, 0.24f, 0f) * comp, + new Vector3(0.11f, 0.11f, 0f) * comp, + }; + var dur = 9.2f * drift; + seq.Append(tr.DOLocalPath(path, dur, PathType.CatmullRom).SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -7.5f), dur / 4f).SetEase(Ease.InOutSine) + .SetLoops(4, LoopType.Yoyo)); } else if (wind == 0) { - // 平稳无风:自由自在地漫游,大而缓的位移 - seq.Append(tr.DOLocalMove(new Vector3(0.26f, 0.14f, 0f) * comp, 3.2f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4f), 3.2f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(new Vector3(-0.2f, 0.24f, 0f) * comp, 3.6f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -4.5f), 3.6f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(new Vector3(-0.3f, 0.04f, 0f) * comp, 3f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 3f), 3f).SetEase(Ease.InOutSine)); + // 平稳无风:自由自在地沿曲线漫游,幅度加大、节奏放缓 + var path = new[] + { + new Vector3(0.3f, 0.16f, 0f) * comp, + new Vector3(0.08f, 0.36f, 0f) * comp, + new Vector3(-0.28f, 0.24f, 0f) * comp, + new Vector3(-0.38f, 0.03f, 0f) * comp, + }; + var dur = 12f * drift; + seq.Append(tr.DOLocalPath(path, dur, PathType.CatmullRom).SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4f), dur / 4f).SetEase(Ease.InOutSine) + .SetLoops(4, LoopType.Yoyo)); } else { - // 风弱:缓慢的下坠漂移 - seq.Append(tr.DOLocalMove(new Vector3(0.08f, -0.22f, 0f) * comp, 2.6f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 3.5f), 2.6f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(new Vector3(-0.14f, -0.1f, 0f) * comp, 2.2f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -2f), 2.2f).SetEase(Ease.InOutSine)); + // 风弱:沿弧线缓缓向下飘 + var path = new[] + { + new Vector3(0.12f, -0.14f, 0f) * comp, + new Vector3(0.03f, -0.28f, 0f) * comp, + new Vector3(-0.17f, -0.21f, 0f) * comp, + }; + var dur = 7.8f * drift; + seq.Append(tr.DOLocalPath(path, dur, PathType.CatmullRom).SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 3f), dur / 3f).SetEase(Ease.InOutSine) + .SetLoops(3, LoopType.Yoyo)); } - seq.SetLoops(-1, loopType); + seq.SetLoops(-1, LoopType.Yoyo); + _kiteSwaySequence = seq; + } + + /// + /// 单次阵风,播完通过 OnComplete 用一组新的随机参数接下一阵——节奏永不重复。 + /// 猛拽段 X 快、Y 慢半拍(不同时长+缓动),走出弧线而不是直线。 + /// 乱度越高越狂:间隔与荡回时间大幅压缩、拽得更快更斜, + /// 甩过头弹回之外,还有概率来不及回稳就被反向再抽一鞭。 + /// + private void PlayKiteGust() + { + if (!IsKiteShowing) return; + + _kiteSwaySequence?.Kill(); + + var tr = _kiteSwayPivot; + var storm = _kiteTurbulence; + var amp = KiteSwayComp() * (1f + storm * 1.15f); + // 高乱度整体提速:猛拽更快、几乎没有喘息 + var frantic = Mathf.Lerp(1f, 0.7f, storm); + + // 阵风方向:多数顺着主风向,偶尔反向兜一下;上下随机 + var side = UnityEngine.Random.value < 0.72f ? 1f : -1f; + var jerk = new Vector3( + UnityEngine.Random.Range(0.34f, 0.58f) * side, + UnityEngine.Random.Range(-0.1f, 0.3f), + 0f) * amp; + var jerkDur = UnityEngine.Random.Range(0.14f, 0.26f) * frantic; + var rot = (14f + storm * 18f) * UnityEngine.Random.Range(0.7f, 1.15f) * -side; + var settle = jerk * UnityEngine.Random.Range(0.15f, 0.4f); + var settleDur = UnityEngine.Random.Range(0.7f, 1.2f) * Mathf.Lerp(1f, 0.45f, storm); + var rest = Mathf.Lerp( + UnityEngine.Random.Range(0.35f, 0.75f), + UnityEngine.Random.Range(0.02f, 0.1f), + storm); + + var seq = DOTween.Sequence(); + seq.AppendInterval(rest); + // 猛地被拽走:X 快 Y 慢,轨迹成弧 + seq.Append(tr.DOLocalMoveX(jerk.x, jerkDur).SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalMoveY(jerk.y, jerkDur * UnityEngine.Random.Range(1.4f, 1.9f)).SetEase(Ease.OutSine)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, rot), jerkDur * 1.2f).SetEase(Ease.OutCubic)); + // 失控:甩过头再弹回来一下 + if (storm > 0.7f && UnityEngine.Random.value < 0.6f) + { + seq.Append(tr.DOLocalRotate(new Vector3(0f, 0f, -rot * 0.65f), 0.22f).SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalMoveX(jerk.x * 0.7f, 0.22f).SetEase(Ease.InOutSine)); + } + // 更失控:来不及回稳,就被反方向再抽一鞭 + if (storm > 0.6f && UnityEngine.Random.value < 0.5f) + { + var whipDur = UnityEngine.Random.Range(0.12f, 0.2f); + seq.Append(tr.DOLocalMoveX(-jerk.x * UnityEngine.Random.Range(0.5f, 0.9f), whipDur) + .SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalMoveY(UnityEngine.Random.Range(-0.16f, 0.2f) * amp, whipDur * 1.5f) + .SetEase(Ease.OutSine)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -rot * UnityEngine.Random.Range(0.7f, 1.1f)), whipDur * 1.3f) + .SetEase(Ease.OutCubic)); + } + // 荡回来(X/Y 不同步 → 回程也是弧线;高乱度下这一步也短促) + seq.Append(tr.DOLocalMoveX(settle.x, settleDur).SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalMoveY(settle.y, settleDur * UnityEngine.Random.Range(0.7f, 0.95f)).SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, rot * UnityEngine.Random.Range(-0.3f, 0.15f)), settleDur) + .SetEase(Ease.InOutSine)); + seq.OnComplete(PlayKiteGust); _kiteSwaySequence = seq; } /// /// 一次性顿挫动效,叠加在 Accent 层上,结束回到原位,不打断高度/风况补间。 - /// 支持:lift(上冲回落)/ sink(下坠沉降)/ taut(前扯抖动)/ drop(猛地下坠)/ flutter(原地挣扎扑腾)。 + /// 支持:lift(上冲回落)/ sink(下坠沉降)/ taut(前扯抖动)/ drop(猛地下坠)/ flutter(原地挣扎扑腾) + /// / wrench(侧面兜住猛甩,最强档)。 /// public void PlayKiteAccent(string profile) { @@ -782,6 +959,20 @@ namespace AibisDream seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 7f), 0.55f).SetEase(Ease.InQuad)); break; + // 侧面兜住(最强档,切轱辘前用):先被回带半拍蓄力,随即狠狠横甩出去, + // 挣了一下没挣回来,又被兜得更远、倾得更狠——位移远超其它档位 + case "wrench": + seq.Append(tr.DOLocalMove(new Vector3(-0.11f, 0.04f, 0f), 0.09f).SetEase(Ease.OutQuad)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4f), 0.09f).SetEase(Ease.OutQuad)); + seq.Append(tr.DOLocalMove(new Vector3(0.7f, 0.2f, 0f), 0.16f).SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -24f), 0.16f).SetEase(Ease.OutCubic)); + seq.Append(tr.DOLocalMove(new Vector3(0.45f, 0.09f, 0f), 0.2f).SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -10f), 0.2f).SetEase(Ease.InOutSine)); + seq.Append(tr.DOLocalMove(new Vector3(0.92f, 0.3f, 0f), 0.15f).SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -30f), 0.15f).SetEase(Ease.OutCubic)); + seq.AppendInterval(0.25f); + break; + // 挣扎:左右交替的几下小拉扯,力度递减 case "flutter": seq.Append(tr.DOLocalMove(new Vector3(0.1f, 0.14f, 0f), 0.2f).SetEase(Ease.OutCubic)); @@ -804,26 +995,17 @@ namespace AibisDream } /// - /// 隐藏风筝 Rig + /// 隐藏风筝 Rig。与显示一致不做淡出,直接消失(过渡由外层屏幕 fade 承担)。 /// - /// 淡出时长 + /// 保留参数以兼容既有调用,实际忽略 public IEnumerator HideKite(float duration = 1) { if (!IsKiteShowing) yield break; KillKiteTweens(); - if (duration <= 0f) - { - _kiteRenderer.SetAlpha(0); - _kiteBaseRenderer.SetAlpha(0); - } - else - { - _kiteBaseFadeTween = _kiteBaseRenderer.DOFade(0, duration); - _kiteFadeTween = _kiteRenderer.DOFade(0, duration); - yield return _kiteFadeTween.WaitForCompletion(); - } + _kiteRenderer.SetAlpha(0); + _kiteBaseRenderer.SetAlpha(0); _kiteRootPivot.gameObject.SetActive(false); _kiteBaseRenderer.gameObject.SetActive(false);