From 6e939d2a723c45ab56da9dcdb003a1330e22862f Mon Sep 17 00:00:00 2001 From: bottlefish <781230111@qq.com> Date: Sat, 11 Jul 2026 01:07:54 +0800 Subject: [PATCH] =?UTF-8?q?feat(scene-mgmt):=20=E6=B7=BB=E5=8A=A0=E9=A3=8E?= =?UTF-8?q?=E7=AD=9D=E8=BF=9E=E7=BB=AD=E8=A1=A8=E7=8E=B0=E6=8C=87=E4=BB=A4?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- .../Scripts/Dialog System/BaseYarnCommand.cs | 50 ++ .../Scripts/SceneManagement/SpriteShowcase.cs | 525 ++++++++++++++---- 2 files changed, 473 insertions(+), 102 deletions(-) diff --git a/Assets/Scripts/Dialog System/BaseYarnCommand.cs b/Assets/Scripts/Dialog System/BaseYarnCommand.cs index 3ea567548..e8cbf2ba4 100644 --- a/Assets/Scripts/Dialog System/BaseYarnCommand.cs +++ b/Assets/Scripts/Dialog System/BaseYarnCommand.cs @@ -113,6 +113,56 @@ namespace AibisDream } } + [YarnCommand("kite_show")] + public static IEnumerator KiteShow(float height = 0, int wind = 0, float duration = 0.35f) + { + var showcase = SpriteShowcase.Instance; + if (showcase == null) yield break; + yield return showcase.ShowKite(height, wind, duration); + } + + [YarnCommand("kite_state")] + public static IEnumerator KiteState(float height, int wind, float duration = 0.9f, float leadDuration = 0.35f) + { + var showcase = SpriteShowcase.Instance; + if (showcase == null) yield break; + + showcase.SetKiteState(height, wind, duration); + if (leadDuration > 0f) + { + yield return new WaitForSeconds(Mathf.Min(leadDuration, duration)); + } + } + + [YarnCommand("kite_wind")] + public static void KiteWind(int wind, float turbulence = -1f) + { + var showcase = SpriteShowcase.Instance; + if (showcase == null) return; + showcase.SetKiteWind(wind, turbulence); + } + + [YarnCommand("kite_accent")] + public static IEnumerator KiteAccent(string profile, float leadDuration = 0.18f) + { + var showcase = SpriteShowcase.Instance; + if (showcase == null) yield break; + + showcase.PlayKiteAccent(profile); + if (leadDuration > 0f) + { + yield return new WaitForSeconds(leadDuration); + } + } + + [YarnCommand("kite_hide")] + public static IEnumerator KiteHide(float duration = 1) + { + var showcase = SpriteShowcase.Instance; + if (showcase == null) yield break; + yield return showcase.HideKite(duration); + } + [YarnCommand("hide_sprite")] public static IEnumerator HideSprite(float duration = 1) { diff --git a/Assets/Scripts/SceneManagement/SpriteShowcase.cs b/Assets/Scripts/SceneManagement/SpriteShowcase.cs index e13fb24c1..c19bc3faa 100644 --- a/Assets/Scripts/SceneManagement/SpriteShowcase.cs +++ b/Assets/Scripts/SceneManagement/SpriteShowcase.cs @@ -172,13 +172,9 @@ namespace AibisDream private static bool TryGetSplitMotionPicNames(string picName, out string basePicName, out string motionPicName) { var normalized = NormalizeDreamPicName(picName); - var isSplitMotionPic = !string.IsNullOrEmpty(normalized) - && (normalized.StartsWith("D2S风筝", StringComparison.Ordinal) - || normalized == "D2S轱辘") - && !normalized.EndsWith(KiteBaseSuffix, StringComparison.Ordinal) - && !normalized.EndsWith(KiteMotionSuffix, StringComparison.Ordinal); - if (isSplitMotionPic) + // 风筝图已改由风筝 Rig(ShowKite 等)连续驱动,分层底图+遮罩通路仅保留给轱辘特写 + if (normalized == "D2S轱辘") { basePicName = $"{normalized}{KiteBaseSuffix}"; motionPicName = $"{normalized}{KiteMotionSuffix}"; @@ -206,102 +202,26 @@ namespace AibisDream switch (profile) { - // 近景微风:位移/倾角更明显,多段不对称节奏模拟阵风 - case "kite_low_breeze": - seq.Append(tr.DOLocalMove(BaseOffset(0.32f, 0.21f), 2.8f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 6.4f), 2.8f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(-0.13f, 0.06f), 1.35f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -3.6f), 1.35f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.25f, 0.17f), 2.45f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4.8f), 2.45f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.06f, 0.12f), 0.95f).SetEase(Ease.OutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 1.2f), 0.95f).SetEase(Ease.OutSine)); - seq.SetLoops(-1, LoopType.Yoyo); - break; - - case "kite_mid_breeze": - seq.Append(tr.DOLocalMove(BaseOffset(0.3f, 0.19f), 2.35f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 6f), 2.35f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(-0.14f, 0.07f), 1.18f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -3.5f), 1.18f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.27f, 0.16f), 2.05f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4.8f), 2.05f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.02f, 0.1f), 0.82f).SetEase(Ease.OutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -0.8f), 0.82f).SetEase(Ease.OutSine)); - seq.SetLoops(-1, LoopType.Yoyo); - break; - - case "kite_far_breeze": - seq.Append(tr.DOLocalMove(BaseOffset(0.2f, 0.12f), 3.2f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4f), 3.2f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(-0.08f, 0.04f), 2.2f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -2.2f), 2.2f).SetEase(Ease.InOutSine)); - seq.SetLoops(-1, LoopType.Yoyo); - break; - - case "kite_tension": - seq.Append(tr.DOLocalMove(BaseOffset(0.48f, 0.15f), 0.92f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -9f), 0.92f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.1f, -0.13f), 0.58f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4.2f), 0.58f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.39f, 0.11f), 0.9f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -6.6f), 0.9f).SetEase(Ease.InOutSine)); - seq.SetLoops(-1, LoopType.Yoyo); - break; - - case "kite_drop": - seq.Append(tr.DOLocalMove(BaseOffset(0.1f, -0.34f), 1.55f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -5.5f), 1.55f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(-0.08f, -0.18f), 1.2f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 2.8f), 1.2f).SetEase(Ease.InOutSine)); - seq.SetLoops(-1, LoopType.Yoyo); - break; - - case "kite_breakaway": - seq.Append(tr.DOLocalMove(BaseOffset(0.58f, 0.2f), 0.58f).SetEase(Ease.OutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -12f), 0.58f).SetEase(Ease.OutSine)); - seq.Append(tr.DOShakePosition(0.28f, new Vector3(0.075f, 0.035f, 0f), 10, 78f, false, false) - .SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.14f, -0.16f), 0.46f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 5.8f), 0.46f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.5f, 0.16f), 0.66f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -9f), 0.66f).SetEase(Ease.InOutSine)); - seq.SetLoops(-1, LoopType.Yoyo); - break; - + // 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。 case "reel_tension": - seq.Append(tr.DOLocalMove(BaseOffset(0.14f, -0.18f), 0.5f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -3.8f), 0.5f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOShakePosition(0.22f, new Vector3(0.04f, 0.02f, 0f), 8, 82f, false, false) - .SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(-0.06f, -0.06f), 0.7f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 1.6f), 0.7f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.08f, -0.14f), 0.92f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -2.2f), 0.92f).SetEase(Ease.InOutSine)); - seq.SetLoops(-1, LoopType.Yoyo); - break; - - case "kite_lift": - seq.Append(tr.DOLocalMove(BaseOffset(0.28f, 0.34f), 0.68f).SetEase(Ease.OutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -6.4f), 0.68f).SetEase(Ease.OutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.16f, 0.22f), 0.78f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -3.2f), 0.78f).SetEase(Ease.InOutSine)); - break; - - case "kite_sink": - seq.Append(tr.DOLocalMove(BaseOffset(-0.14f, -0.34f), 0.76f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 5.2f), 0.76f).SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(-0.06f, -0.22f), 0.62f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 2.4f), 0.62f).SetEase(Ease.InOutSine)); - break; - - case "kite_taut": - seq.Append(tr.DOLocalMove(BaseOffset(0.4f, 0.08f), 0.42f).SetEase(Ease.OutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -8f), 0.42f).SetEase(Ease.OutSine)); - seq.Append(tr.DOShakePosition(0.24f, new Vector3(0.06f, 0.025f, 0f), 8, 76f, false, false) - .SetEase(Ease.InOutSine)); - seq.Append(tr.DOLocalMove(BaseOffset(0.24f, 0.03f), 0.62f).SetEase(Ease.InOutSine)); - seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -4.2f), 0.62f).SetEase(Ease.InOutSine)); + 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); break; default: @@ -332,6 +252,12 @@ namespace AibisDream yield return HideLargeObj(duration); } + // 互斥:风筝 Rig 正在显示时先隐藏 + if (IsKiteShowing) + { + yield return HideKite(Mathf.Min(duration, 0.25f)); + } + KillSmallTweenState(); ResetSmallTransform(); @@ -363,6 +289,12 @@ namespace AibisDream yield return HideLargeObj(duration); } + // 互斥:风筝 Rig 正在显示时先隐藏 + if (IsKiteShowing) + { + yield return HideKite(Mathf.Min(duration, 0.25f)); + } + var normalizedName = NormalizeDreamPicName(picName); var useSplitMotion = TryGetSplitMotionPicNames(picName, out var basePicName, out var motionPicName); var isSamePic = string.Equals(_currentSmallPicName, normalizedName, StringComparison.OrdinalIgnoreCase); @@ -422,6 +354,11 @@ namespace AibisDream yield return HideObj(0f); } + if (IsKiteShowing) + { + yield return HideKite(0f); + } + if (_largeSpriteRenderer == null) yield break; _largeSpriteRenderer.gameObject.SetActive(true); @@ -449,6 +386,12 @@ namespace AibisDream /// 协程 public IEnumerator HideObj(bool force, float duration = 1) { + // 风筝 Rig 视作小图的一种,hide_sprite 时一并隐藏 + if (IsKiteShowing) + { + yield return HideKite(duration); + } + // force=false 时检查状态,未显示则直接返回 if (!force && !IsSmallShowing) yield break; @@ -507,13 +450,391 @@ namespace AibisDream /// 协程 public IEnumerator HideAll(float duration = 1) { - if (IsSmallShowing) + if (IsSmallShowing || IsKiteShowing) yield return HideObj(duration); if (IsLargeShowing) yield return HideLargeObj(duration); } + #region 风筝 Rig + + // 风筝段落弃用切图(D2S风筝1/2/3),改为单张风筝图 + 三层 Transform 连续驱动: + // Kite Rig(高度补间:缩放+位移)→ Sway(常驻风况循环)→ Accent(一次性顿挫 + Renderer) + // 三层各持有独立 Tween,互不覆盖。白色底图挂在独立的静态 renderer 上,不随高度缩放。 + private const string KiteSpritePicName = "D2S风筝1_风筝层"; + private const string KiteBasePicName = "D2S风筝1_底图"; + private const float KiteMaxHeight = 13f; + /// 每升高 1 点高度,缩放乘以该系数。 + private const float KiteScalePerHeight = 0.84f; + /// 缩放下限:最远处的风筝也不小于该比例。 + private const float KiteMinScaleFactor = 0.12f; + /// 高度最大时风筝相对基准位置的漂移量(向上飘 + 少量横移)。 + private static readonly Vector3 KiteTopDrift = new Vector3(0.5f, 1.2f, 0f); + + private Transform _kiteRootPivot; + private Transform _kiteSwayPivot; + private SpriteRenderer _kiteRenderer; + private SpriteRenderer _kiteBaseRenderer; + private SpriteMask _kiteMask; + private DG.Tweening.Sequence _kiteHeightSequence; + 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; + private bool _kiteSpriteLoaded; + private bool _kiteBaseSpriteLoaded; + + private bool IsKiteShowing => _kiteRootPivot != null && _kiteRootPivot.gameObject.activeSelf; + + private void EnsureKiteRig() + { + if (_kiteRootPivot != null || _spriteRenderer == null) return; + + var root = new GameObject("Kite Rig"); + root.transform.SetParent(_spriteRenderer.transform.parent); + root.transform.localPosition = _smallBaseLocalPosition; + root.transform.localRotation = _smallBaseLocalRotation; + root.transform.localScale = _smallBaseLocalScale; + + var sway = new GameObject("Kite Sway"); + sway.transform.SetParent(root.transform, false); + + var accent = new GameObject("Kite Accent"); + accent.transform.SetParent(sway.transform, false); + + // 白色底图:独立静态节点,不随高度层缩放 + var baseObject = new GameObject("Kite Base"); + baseObject.transform.SetParent(_spriteRenderer.transform.parent); + baseObject.transform.localPosition = _smallBaseLocalPosition; + baseObject.transform.localRotation = _smallBaseLocalRotation; + baseObject.transform.localScale = _smallBaseLocalScale; + + // 遮罩:把风筝层限制在底图(天空)范围内,不会飘出画框 + var maskObject = new GameObject("Kite Mask"); + maskObject.transform.SetParent(_spriteRenderer.transform.parent); + maskObject.transform.localPosition = _smallBaseLocalPosition; + maskObject.transform.localRotation = _smallBaseLocalRotation; + maskObject.transform.localScale = _smallBaseLocalScale; + + _kiteRootPivot = root.transform; + _kiteSwayPivot = sway.transform; + _kiteRenderer = accent.AddComponent(); + CopySmallRendererSettings(_kiteRenderer, 1, SpriteMaskInteraction.VisibleInsideMask); + _kiteBaseRenderer = baseObject.AddComponent(); + CopySmallRendererSettings(_kiteBaseRenderer, 0, SpriteMaskInteraction.None); + _kiteMask = maskObject.AddComponent(); + _kiteMask.alphaCutoff = 0.01f; + _kiteMask.isCustomRangeActive = true; + _kiteMask.enabled = false; + + root.SetActive(false); + baseObject.SetActive(false); + _kiteRenderer.SetAlpha(0); + _kiteBaseRenderer.SetAlpha(0); + } + + private static float KiteScaleFactor(float height) => + Mathf.Max(Mathf.Pow(KiteScalePerHeight, height), KiteMinScaleFactor); + + private Vector3 KitePosition(float height) => + _smallBaseLocalPosition + KiteTopDrift * (height / KiteMaxHeight); + + private Vector3 KiteScale(float height) => _smallBaseLocalScale * KiteScaleFactor(height); + + /// 极高处降低不透明度,配合“几乎看不见”的文本。 + private static float KiteAlpha(float height) => + height <= 8f ? 1f : Mathf.Lerp(1f, 0.75f, (height - 8f) / (KiteMaxHeight - 8f)); + + private void KillKiteTweens() + { + _kiteHeightSequence?.Kill(); + _kiteHeightSequence = null; + _kiteSwaySequence?.Kill(); + _kiteSwaySequence = null; + _kiteAccentSequence?.Kill(); + _kiteAccentSequence = null; + _kiteFadeTween?.Kill(); + _kiteFadeTween = null; + _kiteBaseFadeTween?.Kill(); + _kiteBaseFadeTween = null; + } + + private void ApplyKiteStateImmediate(float height) + { + _kiteRootPivot.localPosition = KitePosition(height); + _kiteRootPivot.localRotation = _smallBaseLocalRotation; + _kiteRootPivot.localScale = KiteScale(height); + _kiteSwayPivot.localPosition = Vector3.zero; + _kiteSwayPivot.localRotation = Quaternion.identity; + _kiteRenderer.transform.localPosition = Vector3.zero; + _kiteRenderer.transform.localRotation = Quaternion.identity; + } + + /// + /// 显示风筝 Rig。已显示时等价于 (幂等)。 + /// + /// 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 + public IEnumerator ShowKite(float height, int wind, float duration = 0.35f) + { + if (IsLargeShowing) + { + yield return HideLargeObj(duration); + } + + if (IsSmallShowing) + { + yield return HideObj(Mathf.Min(duration, 0.25f)); + } + + EnsureKiteRig(); + if (_kiteRenderer == null) yield break; + + height = Mathf.Clamp(height, 0f, KiteMaxHeight); + + if (IsKiteShowing) + { + SetKiteState(height, wind, duration); + yield break; + } + + KillKiteTweens(); + ApplyKiteStateImmediate(height); + _kiteHeight = height; + _kiteRootPivot.gameObject.SetActive(true); + _kiteBaseRenderer.gameObject.SetActive(true); + + if (!_kiteSpriteLoaded) + { + yield return LoadDreamSpriteInto(_kiteRenderer, KiteSpritePicName); + _kiteSpriteLoaded = _kiteRenderer.sprite != null; + } + + if (!_kiteBaseSpriteLoaded) + { + yield return LoadDreamSpriteInto(_kiteBaseRenderer, KiteBasePicName); + _kiteBaseSpriteLoaded = _kiteBaseRenderer.sprite != null; + } + + if (_kiteBaseSpriteLoaded) + { + _kiteMask.sprite = _kiteBaseRenderer.sprite; + _kiteMask.frontSortingLayerID = _kiteRenderer.sortingLayerID; + _kiteMask.backSortingLayerID = _kiteRenderer.sortingLayerID; + _kiteMask.frontSortingOrder = _spriteRenderer.sortingOrder + 2; + _kiteMask.backSortingOrder = _spriteRenderer.sortingOrder; + _kiteMask.enabled = true; + } + + _kiteTurbulence = 0f; + PlayKiteSway(wind); + _kiteBaseFadeTween = _kiteBaseRenderer.DOFade(1f, duration); + _kiteFadeTween = _kiteRenderer.DOFade(KiteAlpha(height), duration); + yield return _kiteFadeTween.WaitForCompletion(); + } + + /// + /// 高度补间(每次选择的主反馈)+ 切换风况循环。 + /// + public void SetKiteState(float height, int wind, float duration = 0.9f) + { + if (!IsKiteShowing) return; + + height = Mathf.Clamp(height, 0f, KiteMaxHeight); + _kiteHeight = height; + + _kiteHeightSequence?.Kill(); + var seq = DOTween.Sequence(); + seq.Append(_kiteRootPivot.DOLocalMove(KitePosition(height), duration).SetEase(Ease.InOutSine)); + seq.Join(_kiteRootPivot.DOScale(KiteScale(height), duration).SetEase(Ease.InOutSine)); + _kiteHeightSequence = seq; + + _kiteFadeTween?.Kill(); + _kiteFadeTween = _kiteRenderer.DOFade(KiteAlpha(height), duration); + + PlayKiteSway(wind); + } + + /// 仅切换风况循环(选择前 telegraph 风向)。 + /// 风向:1 强 / 0 无 / -1 弱 + /// 乱度 0~1;负数或省略表示平稳。设定后粘滞,kite_state 沿用。 + public void SetKiteWind(int wind, float turbulence = -1f) + { + if (!IsKiteShowing) return; + _kiteTurbulence = turbulence >= 0f ? Mathf.Clamp01(turbulence) : 0f; + PlayKiteSway(wind); + } + + /// + /// 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。 + /// + 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) + { + // 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)); + } + else 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)); + } + 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)); + } + 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)); + } + + seq.SetLoops(-1, loopType); + _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)。 + /// + public void PlayKiteAccent(string profile) + { + if (!IsKiteShowing) return; + + _kiteAccentSequence?.Kill(); + _kiteAccentSequence = null; + + var tr = _kiteRenderer.transform; + // 位移在高度层的子空间里,随缩放自动变小,无需额外乘缩放系数 + var seq = DOTween.Sequence(); + + switch (NormalizeMotionProfile(profile)) + { + case "lift": + seq.Append(tr.DOLocalMove(new Vector3(0.14f, 0.3f, 0f), 0.35f).SetEase(Ease.OutQuad)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -6f), 0.35f).SetEase(Ease.OutQuad)); + break; + + case "sink": + seq.Append(tr.DOLocalMove(new Vector3(-0.06f, -0.28f, 0f), 0.4f).SetEase(Ease.OutSine)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 5f), 0.4f).SetEase(Ease.OutSine)); + break; + + // 绷紧:猛地被扯直,然后绷住缓慢微颤(小幅慢速拉锯,不是震动) + case "taut": + seq.Append(tr.DOLocalMove(new Vector3(0.3f, 0.06f, 0f), 0.2f).SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -9f), 0.2f).SetEase(Ease.OutCubic)); + seq.Append(tr.DOLocalMove(new Vector3(0.26f, 0.03f, 0f), 0.3f).SetEase(Ease.InOutSine)); + seq.Append(tr.DOLocalMove(new Vector3(0.31f, 0.07f, 0f), 0.26f).SetEase(Ease.InOutSine)); + seq.Append(tr.DOLocalMove(new Vector3(0.27f, 0.04f, 0f), 0.3f).SetEase(Ease.InOutSine)); + break; + + case "drop": + seq.Append(tr.DOLocalMove(new Vector3(0.04f, -0.42f, 0f), 0.55f).SetEase(Ease.InQuad)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 7f), 0.55f).SetEase(Ease.InQuad)); + 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)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -5f), 0.2f).SetEase(Ease.OutCubic)); + seq.Append(tr.DOLocalMove(new Vector3(-0.08f, 0.06f, 0f), 0.26f).SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4.5f), 0.26f).SetEase(Ease.InOutSine)); + seq.Append(tr.DOLocalMove(new Vector3(0.06f, 0.1f, 0f), 0.22f).SetEase(Ease.OutCubic)); + seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -3.5f), 0.22f).SetEase(Ease.OutCubic)); + break; + + default: + seq.Kill(); + return; + } + + // 回到原位,保证可与高度/风况补间叠加 + seq.Append(tr.DOLocalMove(Vector3.zero, 0.5f).SetEase(Ease.InOutSine)); + seq.Join(tr.DOLocalRotate(Vector3.zero, 0.5f).SetEase(Ease.InOutSine)); + _kiteAccentSequence = seq; + } + + /// + /// 隐藏风筝 Rig + /// + /// 淡出时长 + 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(); + } + + _kiteRootPivot.gameObject.SetActive(false); + _kiteBaseRenderer.gameObject.SetActive(false); + if (_kiteMask != null) + { + _kiteMask.enabled = false; + } + } + + #endregion + /// /// 淡入(异步协程版本) ///