时间流转

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2026-02-08 21:48:16 +08:00
parent 7fedffa764
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29 changed files with 2746 additions and 817 deletions
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@@ -182,6 +182,13 @@ namespace AibisDream
panel.CloseSignBoard();
}
[YarnCommand("time_flows_on")]
public static IEnumerator TimeFlowsOn(string originState, string targetState)
{
var panel = UIManager.Instance.GetPanel<PlayToolPanel>();
return panel.TimeFlowsOn(originState, targetState);
}
#endregion
}
}
+8
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using UnityEngine;
using System.Collections;
using DG.Tweening;
using UnityEngine.UI;
namespace AibisDream.UI
{
public class TimeTurner : MonoBehaviour
{
[Header("索引")]
[SerializeField] private Animator targetAnimator;
[SerializeField] private Animator originAnimator;
[SerializeField] private CanvasGroup canvasGroup;
[Header("参数")]
[SerializeField] private float fadeTime = 2f;
[SerializeField] private float holdTime = 1f;
[SerializeField] private float inoutTime = 0.5f;
public IEnumerator TurnTimeTo(string originState, string targetState)
{
var originImage = originAnimator.GetComponent<Image>();
// 设置起始状态
float originParam = StateToParam(originState);
float targetParam = StateToParam(targetState);
targetAnimator.SetFloat("TimeState", targetParam);
originAnimator.SetFloat("TimeState", originParam);
canvasGroup.alpha = 0;
originImage.color = Color.white;
targetAnimator.gameObject.SetActive(true);
originAnimator.gameObject.SetActive(true);
// 淡入
yield return canvasGroup.DOFade(1, inoutTime).WaitForCompletion();;
// 等待静止时间
yield return new WaitForSeconds(holdTime);
// 淡出起始状态
yield return originAnimator.GetComponent<Image>().DOFade(0, fadeTime).WaitForCompletion();
// 等待静止时间
yield return new WaitForSeconds(holdTime);
// 淡出
yield return canvasGroup.DOFade(0, inoutTime).WaitForCompletion();
targetAnimator.gameObject.SetActive(false);
originAnimator.gameObject.SetActive(false);
}
private float StateToParam(string stateName)
{
switch (stateName.ToLower())
{
case "morning":
return 0;
case "day":
return 0.33f;
case "evening":
return 0.66f;
case "night":
return 1;
default:
throw new System.Exception($"Invalid state name: {stateName}");
}
}
}
}
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+13
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@@ -29,6 +29,7 @@ namespace AibisDream.UI
private ModalWindowProgressBar _window;
private ModalWindow _warningWindow;
private SignBoard _signBoard;
private TimeTurner _timeTurner;
#endregion
@@ -48,6 +49,7 @@ namespace AibisDream.UI
_redFlash = transform.Find("Red Flash").GetComponent<Image>();
_warningWindow = transform.Find("警告窗口").GetComponent<ModalWindow>();
_signBoard = transform.GetComponentInChildren<SignBoard>();
_timeTurner = transform.GetComponentInChildren<TimeTurner>();
}
public IEnumerator FadeInAsync(float duration = 1)
@@ -184,6 +186,17 @@ namespace AibisDream.UI
_showObjPanel.SetActive(false);
}
// ------------------------------- 时间流转 -------------------------------
public IEnumerator TimeFlowsOn(string originState, string targetState)
{
// 黑屏淡入
yield return _fadeImage.FadeInAsync(1);
// 时间流转
yield return _timeTurner.TurnTimeTo(originState, targetState);
// 黑屏淡出
yield return _fadeImage.FadeOutAsync(1);
}
#region
public void Show()
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@@ -39,23 +39,38 @@ Material:
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m_Ints: []
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- _EnableExternalAlpha: 0
- _OffsetScale: 1.5
- _Opacity: 0.269
- _Range: 0.806
- _ReadMask: 255
- _Size: 11.09
- _Spread: 0.727
- _Stencil: 0
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@@ -1,189 +0,0 @@
Shader "Custom/PhotoshopGlow_Mipmap"
{
Properties
{
[Header(General)]
[PerRendererData] _MainTex ("Sprite Texture", 2D) = "white" {}
_Color ("Tint", Color) = (1,1,1,1)
[Header(Glow Settings)]
[HDR] _GlowColor ("Glow Color", Color) = (0, 0.8, 1, 1)
_Opacity ("Opacity (不透明度)", Range(0, 1)) = 1.0
// 核心参数
_Size ("Size (大小/模糊度)", Range(0, 20)) = 5.0
_Spread ("Spread (扩展/硬度)", Range(0, 1)) = 0.2
_Range ("Range (等高线范围)", Range(0.1, 1.5)) = 0.6
// 性能微调:控制采样距离的倍率
_OffsetScale ("Blur Offset Scale", Float) = 1.5
// UI Mask 支持
[HideInInspector] _StencilComp ("Stencil Comparison", Float) = 8
[HideInInspector] _Stencil ("Stencil ID", Float) = 0
[HideInInspector] _StencilOp ("Stencil Operation", Float) = 0
[HideInInspector] _WriteMask ("Stencil Write Mask", Float) = 255
[HideInInspector] _ReadMask ("Stencil Read Mask", Float) = 255
[HideInInspector] _ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_ReadMask]
WriteMask [_WriteMask]
}
Cull Off
Lighting Off
ZWrite Off
Blend SrcAlpha OneMinusSrcAlpha
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 3.0 // 必须使用 Target 3.0+ 以支持 tex2Dlod
#include "UnityCG.cginc"
#include "UnityUI.cginc"
struct appdata_t
{
float4 vertex : POSITION;
float4 color : COLOR;
float2 texcoord : TEXCOORD0;
};
struct v2f
{
float4 vertex : SV_POSITION;
fixed4 color : COLOR;
float2 texcoord : TEXCOORD0;
float4 worldPosition : TEXCOORD1;
};
sampler2D _MainTex;
float4 _MainTex_ST;
float4 _MainTex_TexelSize; // xy = 1/size, zw = size
fixed4 _Color;
fixed4 _GlowColor;
float _Opacity;
float _Size;
float _Spread;
float _Range;
float _OffsetScale;
v2f vert(appdata_t IN)
{
v2f OUT;
OUT.worldPosition = IN.vertex;
OUT.vertex = UnityObjectToClipPos(OUT.worldPosition);
OUT.texcoord = TRANSFORM_TEX(IN.texcoord, _MainTex);
OUT.color = IN.color * _Color;
return OUT;
}
// --- 核心逻辑 ---
// 获取基于 Mipmap 的模糊 Alpha
float GetMipmapGlowAlpha(float2 uv)
{
// 1. 计算要使用的 Mipmap 层级
// _Size 越大,我们采样的层级越高 (图像越小越模糊)
// log2 是为了让线性参数对应层级的指数变化
float level = min(_Size * 0.5, 7.0);
// 2. 计算偏移量
// 随着层级升高,像素变大,我们需要更宽的采样距离来混合
// _MainTex_TexelSize.xy 是原始像素大小
// pow(2, level) 估算了当前层级的像素相对于原图放大了多少倍
float pixelScale = pow(2.0, level);
float2 offset = _MainTex_TexelSize.xy * pixelScale * _OffsetScale;
// 3. 5点采样法 (中心 + X型偏移)
// tex2Dlod 的第四个参数格式为 float4(uv.x, uv.y, 0, lod_level)
float a = 0;
// 中心点 (权重最高)
a += tex2Dlod(_MainTex, float4(uv, 0, level)).a * 0.4;
// 四个角 (用于抹平 Mipmap 的块状锯齿)
a += tex2Dlod(_MainTex, float4(uv + float2( offset.x, offset.y), 0, level)).a * 0.15;
a += tex2Dlod(_MainTex, float4(uv + float2(-offset.x, -offset.y), 0, level)).a * 0.15;
a += tex2Dlod(_MainTex, float4(uv + float2(-offset.x, offset.y), 0, level)).a * 0.15;
a += tex2Dlod(_MainTex, float4(uv + float2( offset.x, -offset.y), 0, level)).a * 0.15;
return a;
}
fixed4 frag(v2f IN) : SV_Target
{
// 1. 获取原图 (LOD 0)
fixed4 mainColor = tex2D(_MainTex, IN.texcoord) * IN.color;
// 2. 如果 Size 很小,直接跳过计算优化性能
float glowAlpha = 0;
if (_Size > 0.1)
{
glowAlpha = GetMipmapGlowAlpha(IN.texcoord);
}
else
{
glowAlpha = mainColor.a;
}
// 3. 应用 Spread (扩展/阈值增益)
// 算法:将 alpha 值推向 1.0
// 修正公式:Alpha / (1 - Spread)
float spreadFactor = max(1.0 - _Spread, 0.001);
glowAlpha = saturate(glowAlpha / spreadFactor);
// 4. 应用 Range (等高线/Gamma校正)
// 调整光晕的衰减曲线
float rangePower = 1.0 / max(_Range, 0.01);
glowAlpha = pow(glowAlpha, rangePower);
// 5. 应用全局不透明度
glowAlpha *= _Opacity;
// 6. 合成
// 逻辑:外发光应该位于原图下方
// 如果原图有像素,显示原图;原图透明处,显示发光
fixed4 glowOutput = _GlowColor;
glowOutput.a = glowAlpha;
fixed4 finalColor;
// 预乘混合逻辑:
// 最终RGB = 原图RGB + 发光RGB * (1 - 原图Alpha)
finalColor.rgb = mainColor.rgb * mainColor.a + glowOutput.rgb * glowOutput.a * (1.0 - mainColor.a);
// 最终Alpha = max(原图Alpha, 发光Alpha)
finalColor.a = max(mainColor.a, glowOutput.a);
// UI Mask 裁剪支持
#ifdef UNITY_UI_CLIP_RECT
finalColor.a *= UnityGet2DClipping(IN.worldPosition.xy, _ClipRect);
#endif
return finalColor;
}
ENDCG
}
}
}
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