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- {r: 1, g: 1, b: 1, a: 0}
|
||||
- {r: 1, g: 1, b: 1, a: 0}
|
||||
m_Flicker:
|
||||
m_OverrideState: 0
|
||||
m_Value: 1
|
||||
--- !u!114 &8656806545366752051
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 3
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
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||||
m_PrefabAsset: {fileID: 0}
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||||
m_GameObject: {fileID: 0}
|
||||
m_Enabled: 1
|
||||
m_EditorHideFlags: 0
|
||||
m_Script: {fileID: 11500000, guid: f78702826206e0c478e7ba859ee1aa90, type: 3}
|
||||
m_Name: SharpenVol
|
||||
m_EditorClassIdentifier:
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||||
active: 1
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||||
m_Impact:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.141
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||||
m_Thikness:
|
||||
m_OverrideState: 1
|
||||
m_Value: 0.079
|
||||
m_Tint:
|
||||
m_OverrideState: 1
|
||||
m_Value: {r: 1, g: 1, b: 1, a: 1}
|
||||
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: d6e8f725db71d81419fb7058a8760f27
|
||||
NativeFormatImporter:
|
||||
externalObjects: {}
|
||||
mainObjectFileID: 11400000
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -25,6 +25,12 @@ namespace AibisDream.MiniGame.Language
|
||||
private Color propagationColor = new Color(1f, 0.59f, 0.2f, 1f);
|
||||
private float propagationLineThickness = 0.03f;
|
||||
|
||||
[Header("发光设置(Bloom)")]
|
||||
[SerializeField] private bool enableGlow = true;
|
||||
[SerializeField, Range(1f, 5f)] private float targetGlowIntensity = 2f; // 目标线发光强度
|
||||
[SerializeField, Range(1f, 3f)] private float nonTargetGlowIntensity = 1.2f; // 非目标线发光强度
|
||||
[SerializeField, Range(1f, 5f)] private float propagationGlowIntensity = 3f; // 传播效果发光强度
|
||||
|
||||
private List<CandidateParticle> candidateParticles;
|
||||
private List<EffectPropagation> effectPropagations;
|
||||
private CompletionPhase completionPhase;
|
||||
@@ -108,7 +114,7 @@ namespace AibisDream.MiniGame.Language
|
||||
if (distance < connectionDistance)
|
||||
{
|
||||
float alpha = Mathf.Lerp(0.7f, 0f, distance / connectionDistance) * fadeOutAlpha;
|
||||
Color lineColor = nonTargetConnectionColor;
|
||||
Color lineColor = ApplyGlow(nonTargetConnectionColor, nonTargetGlowIntensity);
|
||||
lineColor.a = alpha * nonTargetAlphaScale;
|
||||
|
||||
Draw.Line(p1.transform.position, p2.transform.position, lineColor);
|
||||
@@ -141,7 +147,7 @@ namespace AibisDream.MiniGame.Language
|
||||
if (distance < connectionDistance)
|
||||
{
|
||||
float alpha = Mathf.Lerp(1f, 0.4f, distance / connectionDistance);
|
||||
Color lineColor = targetConnectionColor;
|
||||
Color lineColor = ApplyGlow(targetConnectionColor, targetGlowIntensity);
|
||||
lineColor.a = alpha * targetAlphaScale;
|
||||
|
||||
Draw.Line(redParticles[i].transform.position, redParticles[j].transform.position, lineColor);
|
||||
@@ -163,8 +169,8 @@ namespace AibisDream.MiniGame.Language
|
||||
{
|
||||
if (info.source == null || info.particle == null) continue;
|
||||
|
||||
// 绘制连接线
|
||||
Color lineColor = propagationColor;
|
||||
// 绘制连接线(应用发光)
|
||||
Color lineColor = ApplyGlow(propagationColor, propagationGlowIntensity);
|
||||
lineColor.a = 0.3f;
|
||||
Draw.Line(info.source.transform.position, info.particle.transform.position, lineColor);
|
||||
|
||||
@@ -180,7 +186,8 @@ namespace AibisDream.MiniGame.Language
|
||||
float pulseSize = Mathf.Lerp(0.03f, 0.08f, info.pulseProgress);
|
||||
float pulseAlpha = Mathf.Lerp(1f, 0f, info.pulseProgress);
|
||||
|
||||
Color pulseColor = new Color(1f, 0.78f, 0.39f, pulseAlpha);
|
||||
// 脉冲光点使用更强的 HDR 发光
|
||||
Color pulseColor = ApplyGlow(new Color(1f, 0.78f, 0.39f, pulseAlpha), propagationGlowIntensity * 1.5f);
|
||||
Draw.Ring(pulsePos, pulseSize, pulseSize * 0.5f, pulseColor);
|
||||
|
||||
// 光晕
|
||||
@@ -200,7 +207,7 @@ namespace AibisDream.MiniGame.Language
|
||||
Vector3 direction = (info.particle.transform.position - info.source.transform.position).normalized;
|
||||
float angle = Mathf.Atan2(direction.y, direction.x);
|
||||
|
||||
Color arrowColor = new Color(1f, 0.78f, 0.39f, 0.8f);
|
||||
Color arrowColor = ApplyGlow(new Color(1f, 0.78f, 0.39f, 0.8f), propagationGlowIntensity);
|
||||
DrawArrow(arrowPos, angle, 0.1f, arrowColor);
|
||||
}
|
||||
}
|
||||
@@ -242,6 +249,34 @@ namespace AibisDream.MiniGame.Language
|
||||
nonTargetLineThickness = nonTargetThickness;
|
||||
propagationLineThickness = propThickness;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置发光参数
|
||||
/// </summary>
|
||||
public void SetGlowSettings(bool enabled, float targetIntensity, float nonTargetIntensity, float propagationIntensity)
|
||||
{
|
||||
enableGlow = enabled;
|
||||
targetGlowIntensity = Mathf.Clamp(targetIntensity, 1f, 5f);
|
||||
nonTargetGlowIntensity = Mathf.Clamp(nonTargetIntensity, 1f, 3f);
|
||||
propagationGlowIntensity = Mathf.Clamp(propagationIntensity, 1f, 5f);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 将颜色转换为 HDR 颜色以支持 Bloom 发光
|
||||
/// </summary>
|
||||
private Color ApplyGlow(Color baseColor, float intensity)
|
||||
{
|
||||
if (!enableGlow || intensity <= 1f)
|
||||
return baseColor;
|
||||
|
||||
// HDR 颜色:将 RGB 值乘以强度系数,保留 Alpha
|
||||
return new Color(
|
||||
baseColor.r * intensity,
|
||||
baseColor.g * intensity,
|
||||
baseColor.b * intensity,
|
||||
baseColor.a
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
@@ -59,37 +59,35 @@ namespace AibisDream.MiniGame.Language
|
||||
[SerializeField] private float repulsionForce = 2f;
|
||||
[SerializeField] private float attractionForce = 1.5f;
|
||||
|
||||
[Header("自动传播效果")]
|
||||
[SerializeField] private bool enableAutoPropagation = true; // 是否启用自动传播
|
||||
[SerializeField] private float autoPropagationInterval = 2f; // 自动传播间隔(秒)
|
||||
[SerializeField] private int autoPropagationCount = 1; // 每次自动触发的传播数量
|
||||
|
||||
[Header("传播效果参数")]
|
||||
[SerializeField] private float propagationDuration = 1f; // 传播效果持续时间
|
||||
[SerializeField] private float propagationDelay = 0.08f; // 传播延迟(每层之间的间隔)
|
||||
[SerializeField] private int maxPropagationNodes = 15; // 最大传播节点数量
|
||||
|
||||
[Header("颜色配置")]
|
||||
[SerializeField] private Color targetParticleColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子颜色(原红色)
|
||||
[SerializeField] private Color nonTargetParticleColor = new Color(0.2f, 0.78f, 1f, 1f); // 非目标粒子颜色(原蓝色)
|
||||
[SerializeField] private Color propagationColor = new Color(1f, 0.59f, 0.2f, 1f); // 传播效果颜色(橙色)
|
||||
[Header("颜色配置(用于粒子/字的颜色)")]
|
||||
[SerializeField] private Color targetParticleColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子颜色(红)
|
||||
[SerializeField] private Color nonTargetParticleColor = new Color(0.2f, 0.78f, 1f, 1f); // 非目标粒子颜色(蓝)
|
||||
[SerializeField] private Color floatingTextColor = new Color(0.7f, 0.78f, 1f, 1f); // 背景浮动文字颜色
|
||||
[SerializeField] private Color targetCalmColor = new Color(0.78f, 0.59f, 0.59f, 1f); // 目标粒子平静后颜色
|
||||
|
||||
[Header("连接线颜色(用于连线的颜色,与上面可分开调节)")]
|
||||
[SerializeField] private Color targetConnectionColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标连线颜色
|
||||
[SerializeField] private Color nonTargetConnectionColor = new Color(0.39f, 0.78f, 1f, 0.7f);// 非目标连线颜色
|
||||
|
||||
[Header("文字样式配置")]
|
||||
[SerializeField] private float targetParticleFontSize = 3.5f; // 目标粒子字体大小
|
||||
[SerializeField] private float nonTargetParticleFontSize = 2.5f; // 非目标粒子字体大小
|
||||
[SerializeField] private float floatingTextFontSize = 2f; // 背景浮动文字大小
|
||||
[SerializeField] private float targetParticleFontSize = 4.5f; // 目标粒子字体大小
|
||||
[SerializeField] private float nonTargetParticleFontSize = 3.7f; // 非目标粒子字体大小
|
||||
[SerializeField] private float floatingTextFontSize = 3f; // 背景浮动文字大小
|
||||
[SerializeField] private bool targetParticleBold = true; // 目标粒子是否加粗
|
||||
[SerializeField] private bool nonTargetParticleBold = false; // 非目标粒子是否加粗
|
||||
|
||||
[Header("连接线配置")]
|
||||
[SerializeField] private Color targetConnectionColor = new Color(1f, 0.39f, 0.39f, 1f); // 目标粒子连线颜色
|
||||
[SerializeField] private Color nonTargetConnectionColor = new Color(0.39f, 0.78f, 1f, 0.7f);// 非目标粒子连线颜色
|
||||
[SerializeField] private Color propagationLineColor = new Color(1f, 0.59f, 0.2f, 1f); // 传播线颜色
|
||||
[SerializeField] private float targetConnectionThickness = 0.04f; // 目标粒子连线粗细
|
||||
[SerializeField] private float nonTargetConnectionThickness = 0.02f; // 非目标粒子连线粗细
|
||||
[SerializeField] private float propagationLineThickness = 0.03f; // 传播线粗细
|
||||
[Header("连接线粗细")]
|
||||
[SerializeField] private float targetConnectionThickness = 0.04f; // 目标连线粗细
|
||||
[SerializeField] private float nonTargetConnectionThickness = 0.02f; // 非目标连线粗细
|
||||
|
||||
[Header("Bloom 发光效果")]
|
||||
[SerializeField] private bool enableBloomGlow = true; // 是否启用 Bloom 发光
|
||||
[SerializeField, Range(1f, 5f)] private float textGlowIntensity = 1.8f; // 文字发光强度
|
||||
[SerializeField, Range(1f, 5f)] private float targetTextGlowIntensity = 2.5f; // 目标粒子文字发光强度
|
||||
[SerializeField, Range(1f, 5f)] private float lineGlowIntensity = 2f; // 连接线发光强度
|
||||
[SerializeField, Range(1f, 5f)] private float targetLineGlowIntensity = 2.5f; // 目标连接线发光强度
|
||||
[SerializeField, Range(0f, 1f)] private float glowDilate = 0.3f; // 发光扩散
|
||||
[SerializeField, Range(0f, 1f)] private float glowSoftness = 0.5f; // 发光柔和度
|
||||
|
||||
[Header("目标 UI")]
|
||||
[SerializeField] private TMP_Text integrationProgressText;
|
||||
@@ -124,6 +122,10 @@ namespace AibisDream.MiniGame.Language
|
||||
[SerializeField] private float entranceCascadeStagger = 0.03f;
|
||||
[SerializeField] private float entranceSearchRadius = 2f;
|
||||
|
||||
[Header("渲染层设置")]
|
||||
[SerializeField] private string renderLayerName = "HuoshanScreen";
|
||||
private int renderLayer = 0;
|
||||
|
||||
[Header("调试/测试")]
|
||||
[SerializeField] private bool enableDebugShortcuts = true;
|
||||
[SerializeField] private KeyCode debugCompleteKey = KeyCode.F5;
|
||||
@@ -142,8 +144,8 @@ namespace AibisDream.MiniGame.Language
|
||||
private List<CandidateParticle> candidateParticles = new List<CandidateParticle>();
|
||||
private List<CandidateParticle> targetParticles = new List<CandidateParticle>(); // 目标粒子列表(原 redParticles)
|
||||
|
||||
// 效果系统
|
||||
private List<EffectPropagation> effectPropagations = new List<EffectPropagation>();
|
||||
// 效果系统(传播效果已移除,保留空列表供渲染器使用)
|
||||
private static readonly List<EffectPropagation> s_emptyPropagations = new List<EffectPropagation>();
|
||||
private Dictionary<string, bool> previousConnections = new Dictionary<string, bool>();
|
||||
private bool initializationComplete = false;
|
||||
private int initializationFrames = 0;
|
||||
@@ -184,8 +186,6 @@ namespace AibisDream.MiniGame.Language
|
||||
public int orderIndex;
|
||||
}
|
||||
|
||||
// 自动传播计时器
|
||||
private float autoPropagationTimer = 0f;
|
||||
private bool focusTweensCompleted = false;
|
||||
|
||||
// 边界
|
||||
@@ -194,6 +194,13 @@ namespace AibisDream.MiniGame.Language
|
||||
// 连接渲染(使用Shapes)
|
||||
private ConnectionRenderer connectionRenderer;
|
||||
|
||||
// 噪点叠加渲染器(复古显示器效果)
|
||||
private NoiseOverlayRenderer noiseOverlayRenderer;
|
||||
|
||||
[Header("复古显示器效果")]
|
||||
[SerializeField] private bool enableRetroEffect = true;
|
||||
[SerializeField, Range(0f, 1f)] private float retroEffectIntensity = 0.5f;
|
||||
|
||||
// 是否已经初始化
|
||||
private bool isInitialized = false;
|
||||
|
||||
@@ -298,18 +305,32 @@ namespace AibisDream.MiniGame.Language
|
||||
|
||||
private void InitializeCanvas()
|
||||
{
|
||||
// 获取渲染层索引
|
||||
renderLayer = LayerMask.NameToLayer(renderLayerName);
|
||||
if (renderLayer == -1)
|
||||
{
|
||||
Debug.LogWarning($"Layer '{renderLayerName}' not found, using default layer.");
|
||||
renderLayer = 0;
|
||||
}
|
||||
|
||||
// 如果没有指定canvas,创建一个
|
||||
if (worldCanvas == null)
|
||||
{
|
||||
GameObject canvasObj = new GameObject("Language Canvas");
|
||||
canvasObj.transform.SetParent(transform);
|
||||
canvasObj.transform.localPosition = Vector3.zero;
|
||||
canvasObj.layer = renderLayer;
|
||||
worldCanvas = canvasObj.AddComponent<Canvas>();
|
||||
worldCanvas.renderMode = RenderMode.WorldSpace;
|
||||
|
||||
RectTransform rectTransform = canvasObj.GetComponent<RectTransform>();
|
||||
rectTransform.sizeDelta = new Vector2(canvasSize, canvasSize);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 设置已有 Canvas 的 layer
|
||||
worldCanvas.gameObject.layer = renderLayer;
|
||||
}
|
||||
|
||||
// 确保 Canvas 配置正确
|
||||
if (worldCanvas != null)
|
||||
@@ -341,6 +362,14 @@ namespace AibisDream.MiniGame.Language
|
||||
particle.SetColor(floatingTextColor);
|
||||
particle.SetFontSize(floatingTextFontSize);
|
||||
particle.SetMovementBounds(movementBounds);
|
||||
|
||||
// 设置发光效果
|
||||
if (enableBloomGlow)
|
||||
{
|
||||
particle.SetGlowSettings(true, textGlowIntensity, floatingTextColor);
|
||||
particle.SetUnderlaySettings(glowDilate, glowSoftness);
|
||||
}
|
||||
|
||||
floatingParticles.Add(particle);
|
||||
}
|
||||
|
||||
@@ -351,9 +380,17 @@ namespace AibisDream.MiniGame.Language
|
||||
GameObject obj = CreateParticleObject(pos, $"CandidateParticle_{i}");
|
||||
CandidateParticle particle = obj.AddComponent<CandidateParticle>();
|
||||
particle.SetFont(chineseFontAsset);
|
||||
particle.SetColors(targetParticleColor, nonTargetParticleColor, propagationColor, targetCalmColor);
|
||||
particle.SetColors(targetParticleColor, nonTargetParticleColor, nonTargetParticleColor, targetCalmColor);
|
||||
particle.SetFontStyles(targetParticleFontSize, nonTargetParticleFontSize, targetParticleBold, nonTargetParticleBold);
|
||||
particle.SetMovementBounds(movementBounds);
|
||||
|
||||
// 设置发光效果(目标粒子和非目标粒子使用不同强度)
|
||||
if (enableBloomGlow)
|
||||
{
|
||||
particle.SetGlowSettings(true, textGlowIntensity, nonTargetParticleColor);
|
||||
particle.SetUnderlaySettings(glowDilate, glowSoftness);
|
||||
}
|
||||
|
||||
candidateParticles.Add(particle);
|
||||
}
|
||||
|
||||
@@ -364,6 +401,7 @@ namespace AibisDream.MiniGame.Language
|
||||
private GameObject CreateParticleObject(Vector3 position, string name)
|
||||
{
|
||||
GameObject obj = new GameObject(name);
|
||||
obj.layer = renderLayer;
|
||||
|
||||
// 添加 RectTransform(在 Canvas 下必需)
|
||||
RectTransform rectTransform = obj.AddComponent<RectTransform>();
|
||||
@@ -388,19 +426,46 @@ namespace AibisDream.MiniGame.Language
|
||||
GameObject connObj = new GameObject("ConnectionRenderer");
|
||||
connObj.transform.SetParent(transform);
|
||||
connObj.transform.localPosition = Vector3.zero;
|
||||
connObj.layer = renderLayer;
|
||||
connectionRenderer = connObj.AddComponent<ConnectionRenderer>();
|
||||
connectionRenderer.manager = this;
|
||||
connectionRenderer.connectionDistance = connectionDistance;
|
||||
connectionRenderer.SetConnectionStyles(
|
||||
targetConnectionColor,
|
||||
nonTargetConnectionColor,
|
||||
propagationLineColor,
|
||||
nonTargetConnectionColor,
|
||||
targetConnectionThickness,
|
||||
nonTargetConnectionThickness,
|
||||
propagationLineThickness
|
||||
nonTargetConnectionThickness
|
||||
);
|
||||
connectionRenderer.NonTargetAlphaScale = lineAlphaMultiplier;
|
||||
connectionRenderer.TargetAlphaScale = 1f;
|
||||
|
||||
// 设置连接线发光效果
|
||||
if (enableBloomGlow)
|
||||
{
|
||||
connectionRenderer.SetGlowSettings(
|
||||
true,
|
||||
targetLineGlowIntensity,
|
||||
lineGlowIntensity,
|
||||
lineGlowIntensity
|
||||
);
|
||||
}
|
||||
|
||||
// 噪点叠加渲染器(复古显示器效果)
|
||||
if (enableRetroEffect)
|
||||
{
|
||||
GameObject noiseObj = new GameObject("NoiseOverlayRenderer");
|
||||
noiseObj.transform.SetParent(transform);
|
||||
noiseObj.transform.localPosition = Vector3.zero;
|
||||
noiseObj.layer = renderLayer;
|
||||
noiseOverlayRenderer = noiseObj.AddComponent<NoiseOverlayRenderer>();
|
||||
|
||||
// 设置效果区域为 Canvas 区域
|
||||
Vector3 center = worldCanvas != null ? worldCanvas.transform.position : Vector3.zero;
|
||||
noiseOverlayRenderer.SetArea(center, new Vector2(canvasSize, canvasSize));
|
||||
noiseOverlayRenderer.SetIntensity(retroEffectIntensity);
|
||||
}
|
||||
}
|
||||
|
||||
private void SelectRedParticles()
|
||||
@@ -428,6 +493,12 @@ namespace AibisDream.MiniGame.Language
|
||||
particle.isRed = true;
|
||||
particle.originalIsRed = true;
|
||||
targetParticles.Add(particle);
|
||||
|
||||
// 为目标粒子设置更强的发光效果
|
||||
if (enableBloomGlow)
|
||||
{
|
||||
particle.SetGlowSettings(true, targetTextGlowIntensity, targetParticleColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -440,6 +511,12 @@ namespace AibisDream.MiniGame.Language
|
||||
shuffled[i].isRed = true;
|
||||
shuffled[i].originalIsRed = true;
|
||||
targetParticles.Add(shuffled[i]);
|
||||
|
||||
// 为目标粒子设置更强的发光效果
|
||||
if (enableBloomGlow)
|
||||
{
|
||||
shuffled[i].SetGlowSettings(true, targetTextGlowIntensity, targetParticleColor);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -476,12 +553,6 @@ namespace AibisDream.MiniGame.Language
|
||||
if (initializationComplete && !interferenceLogicSuspended)
|
||||
{
|
||||
DetectConnectionChanges();
|
||||
UpdateAutoPropagation();
|
||||
}
|
||||
|
||||
if (!interferenceLogicSuspended)
|
||||
{
|
||||
UpdateEffectPropagations();
|
||||
}
|
||||
|
||||
if (!isCompleted && CheckRedParticlesConnected())
|
||||
@@ -500,10 +571,6 @@ namespace AibisDream.MiniGame.Language
|
||||
ApplySeparationForces();
|
||||
}
|
||||
}
|
||||
else if (!interferenceLogicSuspended)
|
||||
{
|
||||
UpdateEffectPropagations();
|
||||
}
|
||||
|
||||
if (completionPhase == CompletionPhase.Focusing)
|
||||
{
|
||||
@@ -519,7 +586,7 @@ namespace AibisDream.MiniGame.Language
|
||||
{
|
||||
connectionRenderer.SetData(
|
||||
candidateParticles,
|
||||
effectPropagations,
|
||||
s_emptyPropagations,
|
||||
completionPhase,
|
||||
fadeOutAlpha
|
||||
);
|
||||
@@ -591,28 +658,6 @@ namespace AibisDream.MiniGame.Language
|
||||
{
|
||||
string key = $"{Mathf.Min(i, j)}-{Mathf.Max(i, j)}";
|
||||
currentConnections[key] = true;
|
||||
|
||||
// 检测新连接
|
||||
if (!previousConnections.ContainsKey(key))
|
||||
{
|
||||
var p1 = candidateParticles[i];
|
||||
var p2 = candidateParticles[j];
|
||||
|
||||
// 检查是否是红色粒子与蓝色粒子的新连接
|
||||
bool isRedToBlue = (p1.isRed && !p2.isRed && !p2.isOrange && p1.originalIsRed) ||
|
||||
(!p1.isRed && !p1.isOrange && p2.isRed && p2.originalIsRed);
|
||||
|
||||
if (isRedToBlue)
|
||||
{
|
||||
var redParticle = p1.isRed ? p1 : p2;
|
||||
var blueParticle = p1.isRed ? p2 : p1;
|
||||
|
||||
if (!blueParticle.isStatic && !blueParticle.hasEffect)
|
||||
{
|
||||
TriggerEffectPropagation(redParticle, blueParticle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -620,53 +665,6 @@ namespace AibisDream.MiniGame.Language
|
||||
previousConnections = currentConnections;
|
||||
}
|
||||
|
||||
private void TriggerEffectPropagation(CandidateParticle redParticle, CandidateParticle blueParticle)
|
||||
{
|
||||
effectPropagations.Add(new EffectPropagation(
|
||||
redParticle,
|
||||
propagationDuration,
|
||||
propagationDelay,
|
||||
maxPropagationNodes
|
||||
));
|
||||
}
|
||||
|
||||
private void UpdateEffectPropagations()
|
||||
{
|
||||
for (int i = effectPropagations.Count - 1; i >= 0; i--)
|
||||
{
|
||||
effectPropagations[i].Update(Time.deltaTime);
|
||||
|
||||
if (!effectPropagations[i].IsActive)
|
||||
{
|
||||
effectPropagations[i].Cleanup();
|
||||
effectPropagations.RemoveAt(i);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void UpdateAutoPropagation()
|
||||
{
|
||||
if (!enableAutoPropagation) return;
|
||||
if (targetParticles.Count == 0) return;
|
||||
|
||||
autoPropagationTimer += Time.deltaTime;
|
||||
|
||||
if (autoPropagationTimer >= autoPropagationInterval)
|
||||
{
|
||||
autoPropagationTimer = 0f;
|
||||
|
||||
// 随机选择目标粒子触发传播效果
|
||||
int triggerCount = Mathf.Min(autoPropagationCount, targetParticles.Count);
|
||||
var shuffledTargets = targetParticles.OrderBy(x => Random.value).Take(triggerCount).ToList();
|
||||
|
||||
foreach (var targetParticle in shuffledTargets)
|
||||
{
|
||||
// 触发传播效果(即使没有建立新连接)
|
||||
TriggerEffectPropagation(targetParticle, null);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private bool CheckRedParticlesConnected()
|
||||
{
|
||||
if (targetParticles.Count == 0) return false;
|
||||
@@ -717,8 +715,6 @@ namespace AibisDream.MiniGame.Language
|
||||
focusTimer = 0f;
|
||||
fadeOutAlpha = 1f;
|
||||
allowInput = false;
|
||||
effectPropagations.Clear();
|
||||
autoPropagationTimer = 0f;
|
||||
focusVisuals.Clear();
|
||||
finalTargetCharacters.Clear();
|
||||
finalTargetPositions.Clear();
|
||||
@@ -916,6 +912,7 @@ namespace AibisDream.MiniGame.Language
|
||||
};
|
||||
|
||||
GameObject ringObj = new GameObject("FocusRing");
|
||||
ringObj.layer = renderLayer;
|
||||
ringObj.transform.SetParent(particle.transform, false);
|
||||
visual.ringObject = ringObj;
|
||||
|
||||
@@ -935,6 +932,7 @@ namespace AibisDream.MiniGame.Language
|
||||
visual.ringDisc = disc;
|
||||
|
||||
GameObject labelObj = new GameObject("ProbabilityLabel");
|
||||
labelObj.layer = renderLayer;
|
||||
labelObj.transform.SetParent(particle.transform, false);
|
||||
RectTransform rectTransform = labelObj.AddComponent<RectTransform>();
|
||||
rectTransform.localPosition = new Vector3(0f, estimatedRadius + 0.55f, 0f);
|
||||
@@ -1186,11 +1184,9 @@ namespace AibisDream.MiniGame.Language
|
||||
focusVisuals.Clear();
|
||||
finalTargetCharacters.Clear();
|
||||
finalTargetPositions.Clear();
|
||||
effectPropagations.Clear();
|
||||
previousConnections.Clear();
|
||||
initializationComplete = false;
|
||||
initializationFrames = 0;
|
||||
autoPropagationTimer = 0f;
|
||||
focusTweensCompleted = false;
|
||||
interferenceLogicSuspended = false;
|
||||
SetStatusUIVisibility(true, 0f);
|
||||
|
||||
@@ -18,7 +18,7 @@ namespace AibisDream.MiniGame.Language
|
||||
public Vector2 velocity;
|
||||
public float alpha;
|
||||
public float baseAlpha = 1f;
|
||||
public float size = 3f;
|
||||
public float size = 4f;
|
||||
public float probability = 1f;
|
||||
public string currentChar;
|
||||
|
||||
@@ -26,6 +26,15 @@ namespace AibisDream.MiniGame.Language
|
||||
public bool isStatic = false;
|
||||
public bool isCalmed = false;
|
||||
|
||||
[Header("发光设置")]
|
||||
protected bool enableGlow = true;
|
||||
protected float glowIntensity = 1.5f; // HDR 发光强度
|
||||
protected float underlayOffsetX = 0f;
|
||||
protected float underlayOffsetY = 0f;
|
||||
protected float underlayDilate = 0.3f;
|
||||
protected float underlaySoftness = 0.5f;
|
||||
protected Color underlayColor = new Color(1f, 1f, 1f, 0.5f); // 底层发光颜色
|
||||
|
||||
protected float changeTimer;
|
||||
protected float changeInterval = 1f;
|
||||
protected Bounds movementBounds;
|
||||
@@ -46,6 +55,7 @@ namespace AibisDream.MiniGame.Language
|
||||
if (textMesh == null)
|
||||
{
|
||||
var textObj = new GameObject("Text");
|
||||
textObj.layer = gameObject.layer; // 继承父对象的 layer
|
||||
textObj.transform.SetParent(transform, false);
|
||||
|
||||
// 添加 RectTransform(在 Canvas 下必需)
|
||||
@@ -80,6 +90,7 @@ namespace AibisDream.MiniGame.Language
|
||||
if (glowSprite == null)
|
||||
{
|
||||
var glowObj = new GameObject("Glow");
|
||||
glowObj.layer = gameObject.layer; // 继承父对象的 layer
|
||||
glowObj.transform.SetParent(transform);
|
||||
glowObj.transform.localPosition = Vector3.zero;
|
||||
glowObj.transform.localScale = Vector3.one * 0.5f;
|
||||
@@ -210,6 +221,56 @@ namespace AibisDream.MiniGame.Language
|
||||
Color color = textMesh.color;
|
||||
color.a = alpha; // alpha 已经是 0-1 范围
|
||||
textMesh.color = color;
|
||||
|
||||
// 应用 HDR 发光效果
|
||||
if (enableGlow && glowIntensity > 1f)
|
||||
{
|
||||
ApplyHDRGlow();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 应用 HDR 发光效果(配合 Bloom 后处理)
|
||||
/// </summary>
|
||||
protected void ApplyHDRGlow()
|
||||
{
|
||||
if (textMesh == null || textMesh.fontMaterial == null)
|
||||
return;
|
||||
|
||||
// 使用 TMP 材质的 Underlay 功能来实现发光效果
|
||||
// 这需要材质支持 Underlay(大多数 TMP shader 都支持)
|
||||
Material mat = textMesh.fontMaterial;
|
||||
|
||||
// 启用 Underlay
|
||||
if (mat.HasProperty(ShaderUtilities.ID_UnderlayOffsetX))
|
||||
{
|
||||
mat.SetFloat(ShaderUtilities.ID_UnderlayOffsetX, underlayOffsetX);
|
||||
mat.SetFloat(ShaderUtilities.ID_UnderlayOffsetY, underlayOffsetY);
|
||||
mat.SetFloat(ShaderUtilities.ID_UnderlayDilate, underlayDilate);
|
||||
mat.SetFloat(ShaderUtilities.ID_UnderlaySoftness, underlaySoftness);
|
||||
|
||||
// 设置底层颜色为 HDR 颜色
|
||||
Color hdrUnderlayColor = new Color(
|
||||
underlayColor.r * glowIntensity,
|
||||
underlayColor.g * glowIntensity,
|
||||
underlayColor.b * glowIntensity,
|
||||
underlayColor.a * alpha
|
||||
);
|
||||
mat.SetColor(ShaderUtilities.ID_UnderlayColor, hdrUnderlayColor);
|
||||
}
|
||||
|
||||
// 也可以让主文字颜色使用 HDR
|
||||
if (mat.HasProperty(ShaderUtilities.ID_FaceColor))
|
||||
{
|
||||
Color baseColor = textMesh.color;
|
||||
Color hdrFaceColor = new Color(
|
||||
baseColor.r * glowIntensity,
|
||||
baseColor.g * glowIntensity,
|
||||
baseColor.b * glowIntensity,
|
||||
baseColor.a
|
||||
);
|
||||
mat.SetColor(ShaderUtilities.ID_FaceColor, hdrFaceColor);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -227,6 +288,30 @@ namespace AibisDream.MiniGame.Language
|
||||
SetupFont();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置发光效果参数
|
||||
/// </summary>
|
||||
/// <param name="enabled">是否启用发光</param>
|
||||
/// <param name="intensity">HDR 发光强度(大于1会被 Bloom 捕捉)</param>
|
||||
/// <param name="glowColor">发光底层颜色</param>
|
||||
public void SetGlowSettings(bool enabled, float intensity, Color glowColor)
|
||||
{
|
||||
enableGlow = enabled;
|
||||
glowIntensity = Mathf.Max(1f, intensity);
|
||||
underlayColor = glowColor;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 设置发光底层参数(更精细控制)
|
||||
/// </summary>
|
||||
public void SetUnderlaySettings(float dilate, float softness, float offsetX = 0f, float offsetY = 0f)
|
||||
{
|
||||
underlayDilate = Mathf.Clamp(dilate, 0f, 1f);
|
||||
underlaySoftness = Mathf.Clamp(softness, 0f, 1f);
|
||||
underlayOffsetX = offsetX;
|
||||
underlayOffsetY = offsetY;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 内部方法:设置字体
|
||||
/// </summary>
|
||||
|
||||
@@ -15,6 +15,7 @@ TagManager:
|
||||
- UIcamera
|
||||
- ViewCamera
|
||||
- MainUI
|
||||
- Selectable
|
||||
layers:
|
||||
- Default
|
||||
- TransparentFX
|
||||
@@ -31,7 +32,7 @@ TagManager:
|
||||
- MemoryScreen
|
||||
- CG
|
||||
- BlockPuzzle
|
||||
-
|
||||
- HuoshanScreen
|
||||
-
|
||||
-
|
||||
-
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
File diff suppressed because it is too large
Load Diff
Reference in New Issue
Block a user