using System; using UnityEngine; namespace AibisDream { /// /// Central tuning for Peipei eye-module visuals. Edit on EyeManager (EyeSystem). /// [Serializable] public class EyeVisualSettings { [Header("Color Reveal")] [Tooltip("Unfocused / gray state (0 = gray, 1 = full color).")] [Range(0f, 1f)] public float colorRevealMin; [Tooltip("Focused / imagined color state.")] [Range(0f, 1f)] public float colorRevealMax = 1f; [Header("Transition Duration (seconds)")] public float imagineColorDuration = 1f; public float cannotImagineDuration = 1f; public float eyeDisorderDuration = 2f; public float canSeeColorDuration = 1f; public float targetSwitchDuration = 1f; [Header("Blur")] [Tooltip("Blur when unfocused or module idle.")] [Range(0f, 1f)] public float idleBlurAmount = 1f; [Tooltip("Blur when focused and sharp.")] [Range(0f, 1f)] public float focusedBlurAmount; [Tooltip("Shader _BlurSize when blur is active.")] [Range(0f, 0.02f)] public float blurSize = 0.008f; [Header("Color Sweep (shader)")] [Tooltip("Width of the directional color sweep during ColorIn/FadeOut.")] [Range(0.001f, 1f)] public float revealWidth = 0.18f; [Tooltip("Sweep direction in radians (0 = left-to-right).")] [Range(0f, 6.28318f)] public float revealRotation; [Range(0f, 1f)] public float revealNoise = 0.08f; [Header("Distortion Pulse")] [Tooltip("Peak _DistortAmount during ColorIn / FadeOut.")] [Range(0f, 0.08f)] public float colorPulseDistortion = 0.035f; [Header("Wrong Color (Eye Disorder)")] public Color wrongColor = new(1f, 0.16f, 0.08f, 1f); [Header("HSV")] [Range(0f, 2f)] public float hsvSaturation = 1f; [Header("Glitch / Memory Wave")] public float glitchInDuration = 1f; public float roundWaveInDuration = 2f; public float roundWaveOutDuration = 0.5f; public float glitchOutDuration = 0.5f; public float GetDurationForState(EyeSystem.EyeColorState state) => state switch { EyeSystem.EyeColorState.CanImagineColor => imagineColorDuration, EyeSystem.EyeColorState.CannotImagineColor => cannotImagineDuration, EyeSystem.EyeColorState.EyeDisorder => eyeDisorderDuration, EyeSystem.EyeColorState.CanSeeColor => canSeeColorDuration, _ => imagineColorDuration }; } }