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assetBundleVariant: diff --git a/Assets/Scripts/UI/Panel/PlayTool/TimeTurner.cs b/Assets/Scripts/UI/Panel/PlayTool/TimeTurner.cs new file mode 100644 index 000000000..260430db6 --- /dev/null +++ b/Assets/Scripts/UI/Panel/PlayTool/TimeTurner.cs @@ -0,0 +1,69 @@ +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(); + // 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().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}"); + } + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/UI/Panel/PlayTool/TimeTurner.cs.meta b/Assets/Scripts/UI/Panel/PlayTool/TimeTurner.cs.meta new file mode 100644 index 000000000..627abd33b --- /dev/null +++ b/Assets/Scripts/UI/Panel/PlayTool/TimeTurner.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: e7e5f2e6362ee0647b133fa6eb0b2bc3 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/UI/Panel/PlayToolPanel.cs b/Assets/Scripts/UI/Panel/PlayToolPanel.cs index 468c7b724..f3011f503 100644 --- a/Assets/Scripts/UI/Panel/PlayToolPanel.cs +++ b/Assets/Scripts/UI/Panel/PlayToolPanel.cs @@ -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(); _warningWindow = transform.Find("警告窗口").GetComponent(); _signBoard = transform.GetComponentInChildren(); + _timeTurner = transform.GetComponentInChildren(); } 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 感觉这个面板应该常驻 public void Show() diff --git a/Assets/Shader/Material/Glow.mat b/Assets/Shader/Material/Graph Test.mat similarity index 57% rename from Assets/Shader/Material/Glow.mat rename to Assets/Shader/Material/Graph Test.mat index 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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 - } - } -} \ No newline at end of file diff --git a/Assets/Shader/Shader/PhotoshopGlow_Mipmap.shader.meta 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