This commit is contained in:
2025-05-23 22:57:35 +08:00
parent 75ba953134
commit aeca4b7ee6
4 changed files with 332 additions and 13 deletions
@@ -17,6 +17,7 @@ public class ShockSystem : MonoBehaviour
[SerializeField] private Transform sliderBar; // 推杆的杆部分
[SerializeField] private SpriteRenderer flashHeadSpriteRenderer; // 头部闪烁精灵渲染器
[SerializeField] private SpriteRenderer flashBackgroundSpriteRenderer; // 背景闪烁精灵渲染器
[SerializeField] private SpriteRenderer flashSpriteRenderer;
[SerializeField] private List<Sprite> flashHeadSprites; // 头部闪烁精灵列表
[Header("Settings")]
[SerializeField] private Vector3 shockDeviceTargetPos; // 电击器目标位置
@@ -33,21 +34,30 @@ public class ShockSystem : MonoBehaviour
[SerializeField] private int flashCount = 3; // 闪烁次数
[SerializeField] private float strength = 1f; // 震动强度
[SerializeField] private int vibrate = 10; // 震动次数
[SerializeField] private float minVibrateStrength = 0.05f; // 最小震动强度
[SerializeField] private float maxVibrateStrength = 0.2f; // 最大震动强度
[SerializeField] private float vibrateInterval = 0.1f; // 震动间隔
[SerializeField] private float deviceShakeAmount = 0.1f; // 电击器震动幅度
[SerializeField] private float deviceShakeSpeed = 10f; // 电击器震动速度
private bool isCharging = false;
private float currentProgress = 0f;
private Vector3 sliderBarStartScale;
private Vector3 sliderBarEndScale = new Vector3(1.2f, 1.2f, 1.2f); // 推杆最大缩放
private Slider baseSlider; // 基础Slider组件
private Tweener progressTweener; // 用于存储进度条动画
private Sequence flashSequence; // 用于存储闪烁动画序列
private int currentFlashHeadIndex = 0; // 当前闪烁头部精灵索引
private Tweener sliderReturnTweener; // 用于存储滑块回弹动画
private float lastVibrateTime = 0f; // 上次震动时间
private Vector3 deviceOriginalPos; // 电击器原始位置
private Tweener deviceShakeTweener; // 电击器震动动画
private void Start()
{
// 初始化推杆缩放
sliderBarStartScale = sliderBar.localScale;
// 保存电击器原始位置
if (shockDevice != null)
{
deviceOriginalPos = shockDevice.localPosition;
}
// 获取基础Slider组件
baseSlider = powerSlider.GetComponent<Slider>();
@@ -100,11 +110,31 @@ public class ShockSystem : MonoBehaviour
private void OnSliderValueChanged(float value)
{
if(value > 0)
{
sliderBar.localPosition = new Vector3(0, -89, 0);
}
else
{
sliderBar.localPosition = new Vector3(0, 80, 0);
// 停止电击器震动
if (deviceShakeTweener != null)
{
deviceShakeTweener.Kill();
deviceShakeTweener = null;
}
// 重置电击器位置
// if (shockDevice != null)
// {
// shockDevice.localPosition = deviceOriginalPos;
// }
}
// 如果滑块值大于0,取消回弹动画
if (value > 0 && sliderReturnTweener != null)
{
sliderReturnTweener.Kill();
sliderReturnTweener = null;
sliderBar.localPosition = new Vector3(0, -89, 0);
}
// 更新推杆的缩放
@@ -188,10 +218,46 @@ public class ShockSystem : MonoBehaviour
int progressValue = Mathf.FloorToInt(currentProgress);
progressBar.CurrentValue = progressValue;
// 计算震动强度
float progressRatio = Mathf.Min(currentProgress / progressBar.MaxValue, 1f);
float currentVibrateStrength = Mathf.Lerp(minVibrateStrength, maxVibrateStrength, progressRatio);
// 检查是否需要震动
if (Time.time - lastVibrateTime >= vibrateInterval)
{
// 相机震动
//StartCoroutine(CameraKit.Instance.ShakeCamera(vibrateInterval, currentVibrateStrength, vibrate));
// 电击器震动
if (shockDevice != null)
{
if (deviceShakeTweener != null)
{
deviceShakeTweener.Kill();
}
// 计算电击器震动幅度(随进度增加)
float currentShakeAmount = deviceShakeAmount * progressRatio;
// 创建电击器震动动画
deviceShakeTweener = shockDevice.DOShakePosition(
vibrateInterval,
currentShakeAmount,
vibrate,
deviceShakeSpeed,
false,
false
).SetEase(Ease.Linear);
}
lastVibrateTime = Time.time;
}
// 检查是否达到最大值
if (currentProgress >= progressBar.MaxValue)
{
// 不再自动释放电击,等待玩家松开滑块
// 继续充电和震动
DOVirtual.DelayedCall(Time.deltaTime, StartCharging);
return;
}
else
@@ -220,7 +286,7 @@ public class ShockSystem : MonoBehaviour
if (flashBackgroundSpriteRenderer != null)
{
flashBackgroundSpriteRenderer.gameObject.SetActive(true);
flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 1); // 确保初始alpha为0
flashBackgroundSpriteRenderer.color = new Color(0, 0, 0, 1f); // 确保初始alpha为0
}
// // 首先整体淡入
@@ -244,10 +310,12 @@ public class ShockSystem : MonoBehaviour
if (currentFlashHeadIndex == 1)
{
flashBackgroundSpriteRenderer.color = Color.white;
//flashSpriteRenderer.gameObject.SetActive(true);
}
else
{
flashBackgroundSpriteRenderer.color = Color.black;
//flashSpriteRenderer.gameObject.SetActive(false);
}
// 切换头部图片
@@ -308,5 +376,9 @@ public class ShockSystem : MonoBehaviour
{
sliderReturnTweener.Kill();
}
if (deviceShakeTweener != null)
{
deviceShakeTweener.Kill();
}
}
}