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using UnityEngine;
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using UnityEngine.UI;
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using DG.Tweening;
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using TMPro;
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using RainbowArt.CleanFlatUI;
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using System.Collections.Generic;
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using AibisDream.Framework;
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using UnityEngine.EventSystems;
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public class ShockSystem : MonoBehaviour
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{
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[Header("References")]
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[SerializeField] private Transform shockDevice; // 电击器
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[SerializeField] private Transform operationPanel; // 操作面板
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[SerializeField] private SliderTransition powerSlider; // 力度滑块
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[SerializeField] private ProgressBarGridLinear progressBar; // 进度条
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[SerializeField] private Transform sliderBar; // 推杆的杆部分
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[SerializeField] private SpriteRenderer flashHeadSpriteRenderer; // 头部闪烁精灵渲染器
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[SerializeField] private SpriteRenderer flashBackgroundSpriteRenderer; // 背景闪烁精灵渲染器
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[SerializeField] private List<Sprite> flashHeadSprites; // 头部闪烁精灵列表
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[Header("Settings")]
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[SerializeField] private Vector3 shockDeviceTargetPos; // 电击器目标位置
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[SerializeField] private Vector3 operationPanelTargetPos; // 操作面板目标位置
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[SerializeField] private float moveDuration = 1f; // 移动动画时长
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[SerializeField] private float shockDelay = 0.5f; // 释放电击延迟
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[SerializeField] private float progressIncreaseSpeed = 1f; // 进度增加基础速度
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[SerializeField] private float maxSliderValue = 3f; // 滑块最大值
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[SerializeField] private float progressDecreaseDuration = 1f; // 进度下降持续时间
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[Header("Shock Effects")]
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[SerializeField] private float flashDuration = 0.1f; // 每次闪烁持续时间
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[SerializeField] private float flashInterval = 0.1f; // 闪烁间隔
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[SerializeField] private int flashCount = 3; // 闪烁次数
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[SerializeField] private float strength = 1f; // 震动强度
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[SerializeField] private int vibrate = 10; // 震动次数
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private bool isCharging = false;
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private float currentProgress = 0f;
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private Vector3 sliderBarStartScale;
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private Vector3 sliderBarEndScale = new Vector3(1.2f, 1.2f, 1.2f); // 推杆最大缩放
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private Slider baseSlider; // 基础Slider组件
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private Tweener progressTweener; // 用于存储进度条动画
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private Sequence flashSequence; // 用于存储闪烁动画序列
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private int currentFlashHeadIndex = 0; // 当前闪烁头部精灵索引
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private Tweener sliderReturnTweener; // 用于存储滑块回弹动画
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private void Start()
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{
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// 初始化推杆缩放
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sliderBarStartScale = sliderBar.localScale;
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// 获取基础Slider组件
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baseSlider = powerSlider.GetComponent<Slider>();
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if (baseSlider != null)
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{
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baseSlider.onValueChanged.AddListener(OnSliderValueChanged);
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// 添加EventTrigger组件
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EventTrigger trigger = baseSlider.gameObject.GetComponent<EventTrigger>();
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if (trigger == null)
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{
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trigger = baseSlider.gameObject.AddComponent<EventTrigger>();
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}
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// 添加结束拖拽事件
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EventTrigger.Entry entry = new EventTrigger.Entry();
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entry.eventID = EventTriggerType.EndDrag;
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entry.callback.AddListener((data) => { OnSliderEndDrag(); });
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trigger.triggers.Add(entry);
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}
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// 初始化闪烁精灵
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if (flashHeadSpriteRenderer != null)
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{
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flashHeadSpriteRenderer.gameObject.SetActive(false);
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Color color = flashHeadSpriteRenderer.color;
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color.a = 0;
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flashHeadSpriteRenderer.color = color;
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}
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if (flashBackgroundSpriteRenderer != null)
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{
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flashBackgroundSpriteRenderer.gameObject.SetActive(false);
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Color color = flashBackgroundSpriteRenderer.color;
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color.a = 0;
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color = Color.black;
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flashBackgroundSpriteRenderer.color = color;
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}
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InitializeShock();
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}
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public void InitializeShock()
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{
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// 移动电击器和操作面板到指定位置
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shockDevice.DOLocalMove(shockDeviceTargetPos, moveDuration);
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operationPanel.DOLocalMove(operationPanelTargetPos, moveDuration);
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}
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private void OnSliderValueChanged(float value)
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{
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// 如果滑块值大于0,取消回弹动画
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if (value > 0 && sliderReturnTweener != null)
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{
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sliderReturnTweener.Kill();
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sliderReturnTweener = null;
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}
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// 更新推杆的缩放
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// float t = value / maxSliderValue;
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// sliderBar.localScale = Vector3.Lerp(sliderBarStartScale, sliderBarEndScale, t);
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if (value > 0)
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{
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if (!isCharging)
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{
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isCharging = true;
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StartCharging();
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}
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}
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else
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{
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if (isCharging)
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{
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isCharging = false;
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// 只有在进度条满时才触发闪烁效果
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if (currentProgress >= progressBar.MaxValue)
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{
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PlayFlashEffect();
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}
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// 重置进度条
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ResetProgress();
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}
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}
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}
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private void OnSliderEndDrag()
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{
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// 如果滑块值大于0,开始回弹动画
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if (baseSlider.value > 0)
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{
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if (sliderReturnTweener != null)
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{
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sliderReturnTweener.Kill();
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}
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sliderReturnTweener = DOTween.To(
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() => baseSlider.value,
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x => baseSlider.value = x,
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0f,
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0.3f // 回弹动画持续时间
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).SetEase(Ease.OutQuad);
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}
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}
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private void ResetProgress()
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{
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// 开始进度条平滑下降
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if (progressTweener != null)
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{
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progressTweener.Kill();
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}
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float startProgress = currentProgress;
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progressTweener = DOTween.To(
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() => currentProgress,
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x =>
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{
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currentProgress = x;
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progressBar.CurrentValue = Mathf.FloorToInt(x);
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},
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0f,
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progressDecreaseDuration
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).SetEase(Ease.OutQuad);
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}
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private void StartCharging()
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{
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if (!isCharging) return;
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// 根据滑块值计算进度增加速度
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float currentValue = baseSlider.value;
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float speedMultiplier = 1f + (currentValue / maxSliderValue);
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currentProgress += progressIncreaseSpeed * speedMultiplier * Time.deltaTime;
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// 更新进度条
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int progressValue = Mathf.FloorToInt(currentProgress);
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progressBar.CurrentValue = progressValue;
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// 检查是否达到最大值
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if (currentProgress >= progressBar.MaxValue)
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{
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// 不再自动释放电击,等待玩家松开滑块
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return;
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}
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else
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{
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// 继续充电
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DOVirtual.DelayedCall(Time.deltaTime, StartCharging);
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}
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}
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private void PlayFlashEffect()
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{
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if (flashSequence != null)
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{
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flashSequence.Kill();
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}
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flashSequence = DOTween.Sequence();
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currentFlashHeadIndex = 0;
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// 激活精灵渲染器
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if (flashHeadSpriteRenderer != null)
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{
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flashHeadSpriteRenderer.gameObject.SetActive(true);
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flashHeadSpriteRenderer.color = new Color(1, 1, 1, 1); // 确保初始alpha为0
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}
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if (flashBackgroundSpriteRenderer != null)
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{
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flashBackgroundSpriteRenderer.gameObject.SetActive(true);
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flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 1); // 确保初始alpha为0
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}
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// // 首先整体淡入
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// if (flashHeadSpriteRenderer != null)
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// {
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// flashSequence.Join(flashHeadSpriteRenderer.DOFade(1f, flashDuration));
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// }
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// if (flashBackgroundSpriteRenderer != null)
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// {
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// flashSequence.Join(flashBackgroundSpriteRenderer.DOFade(1f, flashDuration));
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// }
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// flashHeadSpriteRenderer
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// 创建指定次数的闪烁
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for (int i = 0; i < flashCount; i++)
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{
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flashSequence.AppendCallback(() =>
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{
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// 设置背景颜色:第1、3张为黑,第2张为白
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StartCoroutine(CameraKit.Instance.ShakeCamera(flashDuration, strength, vibrate));
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if (currentFlashHeadIndex == 1)
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{
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flashBackgroundSpriteRenderer.color = Color.white;
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}
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else
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{
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flashBackgroundSpriteRenderer.color = Color.black;
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}
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// 切换头部图片
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if (flashHeadSprites.Count > 0)
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{
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flashHeadSpriteRenderer.sprite = flashHeadSprites[currentFlashHeadIndex];
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currentFlashHeadIndex = (currentFlashHeadIndex + 1) % flashHeadSprites.Count;
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}
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});
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flashSequence.AppendInterval(flashDuration);
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if (i < flashCount - 1)
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{
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flashSequence.AppendInterval(flashInterval);
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}
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}
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// 最后整体淡出
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if (flashHeadSpriteRenderer != null)
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{
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flashSequence.Append(flashHeadSpriteRenderer.DOFade(0f, flashDuration));
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}
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if (flashBackgroundSpriteRenderer != null)
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{
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flashSequence.Join(flashBackgroundSpriteRenderer.DOFade(0f, flashDuration));
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}
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// 闪烁结束后禁用所有精灵并重置状态
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flashSequence.OnComplete(() =>
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{
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if (flashHeadSpriteRenderer != null)
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{
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flashHeadSpriteRenderer.gameObject.SetActive(false);
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flashHeadSpriteRenderer.color = new Color(1, 1, 1, 0);
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flashHeadSpriteRenderer.sprite = flashHeadSprites[0];
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}
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if (flashBackgroundSpriteRenderer != null)
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{
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flashBackgroundSpriteRenderer.gameObject.SetActive(false);
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flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 0);
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}
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});
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}
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private void OnDestroy()
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{
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if (progressTweener != null)
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{
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progressTweener.Kill();
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}
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if (flashSequence != null)
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{
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flashSequence.Kill();
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}
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if (sliderReturnTweener != null)
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{
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sliderReturnTweener.Kill();
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}
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}
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}
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