1066 lines
47 KiB
C#
1066 lines
47 KiB
C#
using System;
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using System.Collections;
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using AibisDream.Framework;
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using AibisDream.Kit;
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using AibisDream.Utility;
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using DG.Tweening;
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using UnityEngine;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace AibisDream
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{
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public class SpriteShowcase : Singleton<SpriteShowcase>
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{
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/// <summary>Addressable Key 模板,与 Scene_Dream 中梦境图 Address 一致。</summary>
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private const string DreamSpritePath = "Sprite/梦境/{0}.png";
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private const string KiteBaseSuffix = "_底图";
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private const string KiteMotionSuffix = "_风筝层";
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[SerializeField] private SpriteRenderer _spriteRenderer;
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[SerializeField] private SpriteRenderer _backgroundSpriteRenderer;
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[SerializeField] private SpriteRenderer _largeSpriteRenderer;
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private SpriteRenderer _smallMotionRenderer;
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private SpriteMask _smallMotionMask;
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private DG.Tweening.Sequence _smallMotionSequence;
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private Vector3 _smallBaseLocalPosition;
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private Quaternion _smallBaseLocalRotation;
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private Vector3 _smallBaseLocalScale;
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private Vector3 _smallMotionBaseOffset;
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private string _currentSmallPicName;
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// 通过 activeSelf 判断当前状态
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private bool IsSmallShowing => _spriteRenderer.gameObject.activeSelf;
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private bool IsLargeShowing => _largeSpriteRenderer != null && _largeSpriteRenderer.gameObject.activeSelf;
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public override void OnSingletonInit()
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{
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CaptureSmallBaseTransform();
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// 初始状态:隐藏
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_spriteRenderer.gameObject.SetActive(false);
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_spriteRenderer.SetAlpha(0);
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// 大图初始状态:隐藏
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if (_largeSpriteRenderer != null)
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{
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_largeSpriteRenderer.gameObject.SetActive(false);
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_largeSpriteRenderer.SetAlpha(0);
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}
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}
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private void CaptureSmallBaseTransform()
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{
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if (_spriteRenderer == null) return;
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var tr = _spriteRenderer.transform;
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_smallBaseLocalPosition = tr.localPosition;
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_smallBaseLocalRotation = tr.localRotation;
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_smallBaseLocalScale = tr.localScale;
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}
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private static string NormalizeDreamPicName(string picName)
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{
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if (string.IsNullOrEmpty(picName)) return picName;
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return picName.EndsWith(".png", StringComparison.OrdinalIgnoreCase)
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? picName.Substring(0, picName.Length - 4)
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: picName;
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}
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private IEnumerator LoadDreamSpriteInto(SpriteRenderer target, string picName)
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{
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var key = string.Format(DreamSpritePath, NormalizeDreamPicName(picName));
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var handle = ResourceSystem.LoadAsync<Sprite>(key);
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yield return handle;
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if (handle.Status == AsyncOperationStatus.Succeeded && handle.Result != null)
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target.sprite = handle.Result;
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else
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Debug.LogError($"[SpriteShowcase] Failed to load sprite: {key}");
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}
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private void EnsureSmallMotionRenderer()
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{
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if (_smallMotionRenderer != null || _spriteRenderer == null) return;
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var motionObject = new GameObject($"{_spriteRenderer.name} Motion");
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motionObject.transform.SetParent(_spriteRenderer.transform.parent);
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_smallMotionRenderer = motionObject.AddComponent<SpriteRenderer>();
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CopySmallRendererSettings(_smallMotionRenderer, 1, SpriteMaskInteraction.VisibleInsideMask);
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_smallMotionRenderer.gameObject.SetActive(false);
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_smallMotionRenderer.SetAlpha(0);
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}
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private void CopySmallRendererSettings(SpriteRenderer target, int sortingOrderOffset, SpriteMaskInteraction maskInteraction)
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{
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if (target == null || _spriteRenderer == null) return;
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target.sharedMaterial = _spriteRenderer.sharedMaterial;
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target.sortingLayerID = _spriteRenderer.sortingLayerID;
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target.sortingOrder = _spriteRenderer.sortingOrder + sortingOrderOffset;
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target.drawMode = _spriteRenderer.drawMode;
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target.size = _spriteRenderer.size;
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target.flipX = _spriteRenderer.flipX;
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target.flipY = _spriteRenderer.flipY;
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target.maskInteraction = maskInteraction;
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}
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private void EnsureSmallMotionMask()
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{
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if (_smallMotionMask != null || _spriteRenderer == null) return;
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var maskObject = new GameObject($"{_spriteRenderer.name} Motion Mask");
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maskObject.transform.SetParent(_spriteRenderer.transform.parent);
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_smallMotionMask = maskObject.AddComponent<SpriteMask>();
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_smallMotionMask.alphaCutoff = 0.01f;
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_smallMotionMask.isCustomRangeActive = true;
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_smallMotionMask.enabled = false;
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}
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private void ConfigureSmallMotionMask()
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{
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EnsureSmallMotionMask();
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if (_smallMotionMask == null) return;
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_smallMotionMask.sprite = _spriteRenderer.sprite;
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_smallMotionMask.frontSortingLayerID = _spriteRenderer.sortingLayerID;
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_smallMotionMask.backSortingLayerID = _spriteRenderer.sortingLayerID;
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_smallMotionMask.frontSortingOrder = _spriteRenderer.sortingOrder + 2;
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_smallMotionMask.backSortingOrder = _spriteRenderer.sortingOrder;
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var maskTr = _smallMotionMask.transform;
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maskTr.localPosition = _smallBaseLocalPosition;
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maskTr.localRotation = _smallBaseLocalRotation;
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maskTr.localScale = _smallBaseLocalScale;
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_smallMotionMask.enabled = true;
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}
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private void KillSmallTweenState()
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{
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_smallMotionSequence?.Kill();
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_smallMotionSequence = null;
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}
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private void ResetSmallTransform(bool resetMotionLayer = true)
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{
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if (_spriteRenderer == null) return;
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var tr = _spriteRenderer.transform;
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tr.localPosition = _smallBaseLocalPosition;
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tr.localRotation = _smallBaseLocalRotation;
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tr.localScale = _smallBaseLocalScale;
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if (!resetMotionLayer || _smallMotionRenderer == null) return;
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var motionTr = _smallMotionRenderer.transform;
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motionTr.localPosition = _smallBaseLocalPosition + _smallMotionBaseOffset;
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motionTr.localRotation = _smallBaseLocalRotation;
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motionTr.localScale = _smallBaseLocalScale;
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}
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private static string NormalizeMotionProfile(string motionProfile)
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{
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return string.IsNullOrEmpty(motionProfile)
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? string.Empty
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: motionProfile.Trim().ToLowerInvariant();
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}
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private Vector3 BaseOffset(float x, float y)
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{
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return _smallBaseLocalPosition + _smallMotionBaseOffset + new Vector3(x, y, 0f);
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}
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private static bool TryGetSplitMotionPicNames(string picName, out string basePicName, out string motionPicName)
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{
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var normalized = NormalizeDreamPicName(picName);
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// 风筝图已改由风筝 Rig(ShowKite 等)连续驱动,分层底图+遮罩通路仅保留给轱辘特写
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if (normalized == "D2S轱辘")
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{
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basePicName = $"{normalized}{KiteBaseSuffix}";
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motionPicName = $"{normalized}{KiteMotionSuffix}";
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return true;
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}
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basePicName = picName;
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motionPicName = null;
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return false;
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}
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private void PlaySmallMotion(string motionProfile)
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{
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_smallMotionSequence?.Kill();
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_smallMotionSequence = null;
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var profile = NormalizeMotionProfile(motionProfile);
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if (string.IsNullOrEmpty(profile) || profile == "none") return;
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var target = _smallMotionRenderer != null && _smallMotionRenderer.gameObject.activeSelf
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? _smallMotionRenderer
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: _spriteRenderer;
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var tr = target.transform;
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var seq = DOTween.Sequence();
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switch (profile)
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{
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// 轱辘:全力拉住——先被拽进受力姿态(只进一次),之后进入拔河式的角力拉锯。
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// 拉锯循环见 PlayReelHold。
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case "reel_tension":
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seq.Append(tr.DOLocalMove(BaseOffset(0.13f, -0.32f), 0.22f).SetEase(Ease.OutCubic));
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seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -2.8f), 0.22f).SetEase(Ease.OutCubic));
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seq.OnComplete(() => PlayReelHold(tr));
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break;
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default:
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seq.Kill();
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return;
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}
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_smallMotionSequence = seq;
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}
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/// <summary>
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/// 轱辘“拔河角力”常驻循环:一场正在输掉的拔河。
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/// strain 随回合递增(0→1):节奏越来越快、姿态被拽得越来越深、猛夺越来越频繁;
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/// 往回挣不再是平滑回弹,而是“向下被拖住→抬回一点→又沉下去→再咬住”的三段拉锯。
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/// 每回合参数随机,OnComplete 续下一回合;用纵向位移和停顿表达强拉,避免机械抖动。
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/// </summary>
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private void PlayReelHold(Transform tr, float strain = 0f)
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{
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_smallMotionSequence?.Kill();
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// 姿态整体随 strain 加深;时长随 strain 收紧。旋转只做小角度,避免贴图边缘穿帮。
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var deepX = strain * 0.06f;
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var deepY = strain * 0.14f;
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var speed = Mathf.Lerp(1f, 0.62f, strain);
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var rotBias = strain * 0.8f;
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var seq = DOTween.Sequence();
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// 对面加力:被一点点拽深
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var strainDur = UnityEngine.Random.Range(0.35f, 0.6f) * speed;
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seq.Append(tr.DOLocalMove(
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BaseOffset(UnityEngine.Random.Range(0.17f, 0.23f) + deepX,
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UnityEngine.Random.Range(-0.42f, -0.34f) - deepY),
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strainDur)
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.SetEase(Ease.InOutSine));
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seq.Join(tr.DOLocalRotate(
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new Vector3(0f, 0f, UnityEngine.Random.Range(-3.6f, -2.4f) - rotBias), strainDur)
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.SetEase(Ease.InOutSine));
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// 猛夺一小截:概率与深度都随 strain 提升;夺完手上发麻——
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// 不是连续 shake,而是被向下拽住、短暂停顿,再勉强抬回一点。
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if (UnityEngine.Random.value < 0.55f + strain * 0.35f)
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{
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var yankDur = UnityEngine.Random.Range(0.1f, 0.16f) * speed;
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seq.Append(tr.DOLocalMove(
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BaseOffset(UnityEngine.Random.Range(0.25f, 0.34f) + deepX,
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UnityEngine.Random.Range(-0.62f, -0.5f) - deepY),
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yankDur)
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.SetEase(Ease.OutCubic));
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seq.Join(tr.DOLocalRotate(
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new Vector3(0f, 0f, UnityEngine.Random.Range(-4.8f, -3.4f) - rotBias), yankDur)
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.SetEase(Ease.OutCubic));
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seq.AppendInterval(UnityEngine.Random.Range(0.05f, 0.11f) * speed);
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var biteDur = UnityEngine.Random.Range(0.12f, 0.2f) * speed;
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seq.Append(tr.DOLocalMove(
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BaseOffset(UnityEngine.Random.Range(0.19f, 0.27f) + deepX,
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UnityEngine.Random.Range(-0.48f, -0.4f) - deepY),
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biteDur)
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.SetEase(Ease.OutCubic));
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seq.Join(tr.DOLocalRotate(
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new Vector3(0f, 0f, UnityEngine.Random.Range(-3.4f, -2.2f) - rotBias), biteDur)
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.SetEase(Ease.OutCubic));
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}
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// 往回挣(一):咬牙拉回一点
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var recoverDur = UnityEngine.Random.Range(0.16f, 0.24f) * speed;
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seq.Append(tr.DOLocalMove(
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BaseOffset(UnityEngine.Random.Range(0.12f, 0.16f) + deepX,
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UnityEngine.Random.Range(-0.32f, -0.26f) - deepY * 0.55f),
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recoverDur)
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.SetEase(Ease.OutCubic));
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seq.Join(tr.DOLocalRotate(
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new Vector3(0f, 0f, UnityEngine.Random.Range(-2.3f, -1.3f) - rotBias * 0.7f), recoverDur)
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.SetEase(Ease.OutCubic));
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// 滑走半截:手上又被抽走一段
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var slipDur = UnityEngine.Random.Range(0.09f, 0.15f) * speed;
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seq.Append(tr.DOLocalMove(
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BaseOffset(UnityEngine.Random.Range(0.2f, 0.27f) + deepX,
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UnityEngine.Random.Range(-0.5f, -0.4f) - deepY),
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slipDur)
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.SetEase(Ease.OutQuad));
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seq.Join(tr.DOLocalRotate(
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new Vector3(0f, 0f, UnityEngine.Random.Range(-4.1f, -2.8f) - rotBias), slipDur)
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.SetEase(Ease.OutQuad));
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// 四成回合再快速地向下沉半口气又咬住,上下拉锯的小碎步。
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if (UnityEngine.Random.value < 0.45f)
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{
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var dipDur = UnityEngine.Random.Range(0.08f, 0.12f) * speed;
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seq.Append(tr.DOLocalMove(
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BaseOffset(UnityEngine.Random.Range(0.21f, 0.28f) + deepX,
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UnityEngine.Random.Range(-0.56f, -0.47f) - deepY),
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dipDur)
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.SetEase(Ease.OutQuad));
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seq.Join(tr.DOLocalRotate(
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new Vector3(0f, 0f, UnityEngine.Random.Range(-4.4f, -3f) - rotBias), dipDur)
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.SetEase(Ease.OutQuad));
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var braceDur = UnityEngine.Random.Range(0.11f, 0.16f) * speed;
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seq.Append(tr.DOLocalMove(
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BaseOffset(UnityEngine.Random.Range(0.16f, 0.22f) + deepX,
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UnityEngine.Random.Range(-0.4f, -0.33f) - deepY),
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braceDur)
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.SetEase(Ease.OutCubic));
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seq.Join(tr.DOLocalRotate(
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new Vector3(0f, 0f, UnityEngine.Random.Range(-3f, -1.8f) - rotBias), braceDur)
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.SetEase(Ease.OutCubic));
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}
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// 往回挣(二):再咬住,但回不到最初的姿态
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var pullDur = UnityEngine.Random.Range(0.25f, 0.38f) * speed;
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seq.Append(tr.DOLocalMove(
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BaseOffset(UnityEngine.Random.Range(0.13f, 0.18f) + deepX,
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UnityEngine.Random.Range(-0.35f, -0.28f) - deepY * 0.75f),
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pullDur)
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.SetEase(Ease.InOutSine));
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seq.Join(tr.DOLocalRotate(
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new Vector3(0f, 0f, UnityEngine.Random.Range(-2.8f, -1.6f) - rotBias), pullDur)
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.SetEase(Ease.InOutSine));
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// 偶尔结尾再沉一下,像手腕被拖住,不做高频震动。
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if (UnityEngine.Random.value < 0.35f)
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{
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var sagDur = UnityEngine.Random.Range(0.12f, 0.2f) * speed;
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seq.Append(tr.DOLocalMove(
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BaseOffset(UnityEngine.Random.Range(0.18f, 0.24f) + deepX,
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UnityEngine.Random.Range(-0.46f, -0.38f) - deepY),
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sagDur)
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.SetEase(Ease.InOutSine));
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seq.Join(tr.DOLocalRotate(
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new Vector3(0f, 0f, UnityEngine.Random.Range(-3.5f, -2.2f) - rotBias), sagDur)
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.SetEase(Ease.InOutSine));
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}
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seq.OnComplete(() => PlayReelHold(tr, Mathf.Min(1f, strain + 0.22f)));
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_smallMotionSequence = seq;
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}
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public void PlayCurrentMotion(string motionProfile)
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{
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if (_spriteRenderer == null || !IsSmallShowing) return;
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PlaySmallMotion(motionProfile);
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}
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/// <summary>
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/// 显示物体(小图)
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/// </summary>
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/// <param name="picName">图片名(无扩展名,与 Yarn 中一致;Addressable Key 由 <see cref="DreamSpritePath"/> 拼接)</param>
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/// <param name="duration">淡入时长</param>
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/// <returns>协程</returns>
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public IEnumerator ShowObj(string picName, float duration = 1)
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{
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// 互斥:如果大图正在显示,先隐藏
|
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if (IsLargeShowing)
|
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{
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yield return HideLargeObj(duration);
|
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}
|
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|
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// 互斥:风筝 Rig 正在显示时先隐藏
|
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if (IsKiteShowing)
|
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{
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yield return HideKite(Mathf.Min(duration, 0.25f));
|
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}
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|
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KillSmallTweenState();
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ResetSmallTransform();
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|
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if (_smallMotionRenderer != null)
|
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{
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_smallMotionRenderer.gameObject.SetActive(false);
|
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_smallMotionRenderer.SetAlpha(0);
|
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_smallMotionRenderer.maskInteraction = SpriteMaskInteraction.None;
|
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}
|
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|
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if (_smallMotionMask != null)
|
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{
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_smallMotionMask.enabled = false;
|
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}
|
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_spriteRenderer.gameObject.SetActive(true);
|
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yield return LoadDreamSpriteInto(_spriteRenderer, picName);
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_currentSmallPicName = NormalizeDreamPicName(picName);
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yield return _spriteRenderer.DOFade(1, duration).WaitForCompletion();
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}
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public IEnumerator ShowObjWithMotion(string picName, string motionProfile, float duration)
|
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{
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// 互斥:如果大图正在显示,先隐藏
|
||
if (IsLargeShowing)
|
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{
|
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yield return HideLargeObj(duration);
|
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}
|
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|
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// 互斥:风筝 Rig 正在显示时先隐藏
|
||
if (IsKiteShowing)
|
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{
|
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yield return HideKite(Mathf.Min(duration, 0.25f));
|
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}
|
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|
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var normalizedName = NormalizeDreamPicName(picName);
|
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var useSplitMotion = TryGetSplitMotionPicNames(picName, out var basePicName, out var motionPicName);
|
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var isSamePic = string.Equals(_currentSmallPicName, normalizedName, StringComparison.OrdinalIgnoreCase);
|
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_smallMotionBaseOffset = normalizedName == "D2S轱辘" ? new Vector3(0f, -0.32f, 0f) : Vector3.zero;
|
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|
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KillSmallTweenState();
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ResetSmallTransform(resetMotionLayer: !isSamePic);
|
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_spriteRenderer.gameObject.SetActive(true);
|
||
|
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if (!isSamePic || _spriteRenderer.sprite == null)
|
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{
|
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yield return LoadDreamSpriteInto(_spriteRenderer, useSplitMotion ? basePicName : picName);
|
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_currentSmallPicName = normalizedName;
|
||
}
|
||
_spriteRenderer.SetAlpha(1f);
|
||
|
||
if (useSplitMotion)
|
||
{
|
||
EnsureSmallMotionRenderer();
|
||
_smallMotionRenderer.gameObject.SetActive(true);
|
||
CopySmallRendererSettings(_smallMotionRenderer, 1, SpriteMaskInteraction.VisibleInsideMask);
|
||
ConfigureSmallMotionMask();
|
||
ResetSmallTransform(resetMotionLayer: !isSamePic);
|
||
if (!isSamePic || _smallMotionRenderer.sprite == null)
|
||
{
|
||
yield return LoadDreamSpriteInto(_smallMotionRenderer, motionPicName);
|
||
}
|
||
_smallMotionRenderer.SetAlpha(1f);
|
||
}
|
||
else if (_smallMotionRenderer != null)
|
||
{
|
||
_smallMotionRenderer.gameObject.SetActive(false);
|
||
_smallMotionRenderer.SetAlpha(0);
|
||
_smallMotionRenderer.maskInteraction = SpriteMaskInteraction.None;
|
||
|
||
if (_smallMotionMask != null)
|
||
{
|
||
_smallMotionMask.enabled = false;
|
||
}
|
||
}
|
||
|
||
PlaySmallMotion(motionProfile);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 显示大图
|
||
/// </summary>
|
||
/// <param name="picName">图片名(无扩展名,与 Yarn 中一致;Addressable Key 由 <see cref="DreamSpritePath"/> 拼接)</param>
|
||
/// <param name="duration">淡入时长</param>
|
||
/// <returns>协程</returns>
|
||
public IEnumerator ShowLargeObj(string picName, float duration = 1)
|
||
{
|
||
// 互斥:小图立刻关掉,避免风筝层与底图不同步淡出造成的怪 fade
|
||
if (IsSmallShowing)
|
||
{
|
||
yield return HideObj(0f);
|
||
}
|
||
|
||
if (IsKiteShowing)
|
||
{
|
||
yield return HideKite(0f);
|
||
}
|
||
|
||
if (_largeSpriteRenderer == null) yield break;
|
||
|
||
_largeSpriteRenderer.gameObject.SetActive(true);
|
||
|
||
yield return LoadDreamSpriteInto(_largeSpriteRenderer, picName);
|
||
|
||
yield return _largeSpriteRenderer.DOFade(1, duration).WaitForCompletion();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 隐藏物体(小图)
|
||
/// </summary>
|
||
/// <param name="duration">淡出时长</param>
|
||
/// <returns>协程</returns>
|
||
public IEnumerator HideObj(float duration = 1)
|
||
{
|
||
yield return HideObj(force: false, duration);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 隐藏物体(小图)
|
||
/// </summary>
|
||
/// <param name="force">是否强制隐藏</param>
|
||
/// <param name="duration">淡出时长</param>
|
||
/// <returns>协程</returns>
|
||
public IEnumerator HideObj(bool force, float duration = 1)
|
||
{
|
||
// 风筝 Rig 视作小图的一种,hide_sprite 时一并隐藏
|
||
if (IsKiteShowing)
|
||
{
|
||
yield return HideKite(duration);
|
||
}
|
||
|
||
// force=false 时检查状态,未显示则直接返回
|
||
if (!force && !IsSmallShowing) yield break;
|
||
|
||
KillSmallTweenState();
|
||
ResetSmallTransform();
|
||
|
||
var motionActive = _smallMotionRenderer != null && _smallMotionRenderer.gameObject.activeSelf;
|
||
if (duration <= 0f)
|
||
{
|
||
_spriteRenderer.SetAlpha(0);
|
||
if (motionActive)
|
||
_smallMotionRenderer.SetAlpha(0);
|
||
}
|
||
else
|
||
{
|
||
var fade = _spriteRenderer.DOFade(0, duration);
|
||
if (motionActive)
|
||
_smallMotionRenderer.DOFade(0, duration);
|
||
yield return fade.WaitForCompletion();
|
||
}
|
||
|
||
_spriteRenderer.gameObject.SetActive(false);
|
||
_currentSmallPicName = null;
|
||
|
||
if (_smallMotionRenderer != null)
|
||
{
|
||
_smallMotionRenderer.gameObject.SetActive(false);
|
||
_smallMotionRenderer.SetAlpha(0);
|
||
_smallMotionRenderer.maskInteraction = SpriteMaskInteraction.None;
|
||
}
|
||
|
||
if (_smallMotionMask != null)
|
||
{
|
||
_smallMotionMask.enabled = false;
|
||
}
|
||
}
|
||
|
||
/// <summary>
|
||
/// 隐藏大图
|
||
/// </summary>
|
||
/// <param name="force">是否强制隐藏</param>
|
||
/// <param name="duration">淡出时长</param>
|
||
/// <returns>协程</returns>
|
||
public IEnumerator HideLargeObj(float duration = 1)
|
||
{
|
||
if (_largeSpriteRenderer == null) yield break;
|
||
|
||
yield return _largeSpriteRenderer.DOFade(0, duration).WaitForCompletion();
|
||
_largeSpriteRenderer.gameObject.SetActive(false);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 隐藏所有(小图和大图)
|
||
/// </summary>
|
||
/// <param name="duration">淡出时长</param>
|
||
/// <returns>协程</returns>
|
||
public IEnumerator HideAll(float duration = 1)
|
||
{
|
||
if (IsSmallShowing || IsKiteShowing)
|
||
yield return HideObj(duration);
|
||
|
||
if (IsLargeShowing)
|
||
yield return HideLargeObj(duration);
|
||
}
|
||
|
||
#region 风筝 Rig
|
||
|
||
// 风筝段落弃用切图(D2S风筝1/2/3),改为单张风筝图 + 三层 Transform 连续驱动:
|
||
// Kite Rig(高度补间:缩放+位移)→ Sway(常驻风况循环)→ Accent(一次性顿挫 + Renderer)
|
||
// 三层各持有独立 Tween,互不覆盖。白色底图挂在独立的静态 renderer 上,不随高度缩放。
|
||
private const string KiteSpritePicName = "D2S风筝1_风筝层";
|
||
private const string KiteBasePicName = "D2S风筝1_底图";
|
||
private const float KiteMaxHeight = 13f;
|
||
/// <summary>每升高 1 点高度,缩放乘以该系数。</summary>
|
||
private const float KiteScalePerHeight = 0.84f;
|
||
/// <summary>缩放下限:最远处的风筝也不小于该比例。</summary>
|
||
private const float KiteMinScaleFactor = 0.12f;
|
||
/// <summary>高度最大时风筝相对基准位置的漂移量(向上飘 + 少量横移)。</summary>
|
||
private static readonly Vector3 KiteTopDrift = new Vector3(0.5f, 1.2f, 0f);
|
||
|
||
private Transform _kiteRootPivot;
|
||
private Transform _kiteSwayPivot;
|
||
private SpriteRenderer _kiteRenderer;
|
||
private SpriteRenderer _kiteBaseRenderer;
|
||
private SpriteMask _kiteMask;
|
||
private DG.Tweening.Sequence _kiteHeightSequence;
|
||
private DG.Tweening.Sequence _kiteSwaySequence;
|
||
private DG.Tweening.Sequence _kiteAccentSequence;
|
||
private Tween _kiteFadeTween;
|
||
private float _kiteHeight;
|
||
/// <summary>当前乱度 0~1,由 kite_wind 显式设定;kite_state 沿用上次的值(粘滞)。</summary>
|
||
private float _kiteTurbulence;
|
||
private bool _kiteSpriteLoaded;
|
||
private bool _kiteBaseSpriteLoaded;
|
||
|
||
private bool IsKiteShowing => _kiteRootPivot != null && _kiteRootPivot.gameObject.activeSelf;
|
||
|
||
private void EnsureKiteRig()
|
||
{
|
||
if (_kiteRootPivot != null || _spriteRenderer == null) return;
|
||
|
||
var root = new GameObject("Kite Rig");
|
||
root.transform.SetParent(_spriteRenderer.transform.parent);
|
||
root.transform.localPosition = _smallBaseLocalPosition;
|
||
root.transform.localRotation = _smallBaseLocalRotation;
|
||
root.transform.localScale = _smallBaseLocalScale;
|
||
|
||
var sway = new GameObject("Kite Sway");
|
||
sway.transform.SetParent(root.transform, false);
|
||
|
||
var accent = new GameObject("Kite Accent");
|
||
accent.transform.SetParent(sway.transform, false);
|
||
|
||
// 白色底图:独立静态节点,不随高度层缩放
|
||
var baseObject = new GameObject("Kite Base");
|
||
baseObject.transform.SetParent(_spriteRenderer.transform.parent);
|
||
baseObject.transform.localPosition = _smallBaseLocalPosition;
|
||
baseObject.transform.localRotation = _smallBaseLocalRotation;
|
||
baseObject.transform.localScale = _smallBaseLocalScale;
|
||
|
||
// 遮罩:把风筝层限制在底图(天空)范围内,不会飘出画框
|
||
var maskObject = new GameObject("Kite Mask");
|
||
maskObject.transform.SetParent(_spriteRenderer.transform.parent);
|
||
maskObject.transform.localPosition = _smallBaseLocalPosition;
|
||
maskObject.transform.localRotation = _smallBaseLocalRotation;
|
||
maskObject.transform.localScale = _smallBaseLocalScale;
|
||
|
||
_kiteRootPivot = root.transform;
|
||
_kiteSwayPivot = sway.transform;
|
||
_kiteRenderer = accent.AddComponent<SpriteRenderer>();
|
||
CopySmallRendererSettings(_kiteRenderer, 1, SpriteMaskInteraction.VisibleInsideMask);
|
||
_kiteBaseRenderer = baseObject.AddComponent<SpriteRenderer>();
|
||
CopySmallRendererSettings(_kiteBaseRenderer, 0, SpriteMaskInteraction.None);
|
||
_kiteMask = maskObject.AddComponent<SpriteMask>();
|
||
_kiteMask.alphaCutoff = 0.01f;
|
||
_kiteMask.isCustomRangeActive = true;
|
||
_kiteMask.enabled = false;
|
||
|
||
root.SetActive(false);
|
||
baseObject.SetActive(false);
|
||
_kiteRenderer.SetAlpha(0);
|
||
_kiteBaseRenderer.SetAlpha(0);
|
||
}
|
||
|
||
private static float KiteScaleFactor(float height) =>
|
||
Mathf.Max(Mathf.Pow(KiteScalePerHeight, height), KiteMinScaleFactor);
|
||
|
||
private Vector3 KitePosition(float height) =>
|
||
_smallBaseLocalPosition + KiteTopDrift * (height / KiteMaxHeight);
|
||
|
||
private Vector3 KiteScale(float height) => _smallBaseLocalScale * KiteScaleFactor(height);
|
||
|
||
/// <summary>极高处降低不透明度,配合“几乎看不见”的文本。</summary>
|
||
private static float KiteAlpha(float height) =>
|
||
height <= 8f ? 1f : Mathf.Lerp(1f, 0.75f, (height - 8f) / (KiteMaxHeight - 8f));
|
||
|
||
private void KillKiteTweens()
|
||
{
|
||
_kiteHeightSequence?.Kill();
|
||
_kiteHeightSequence = null;
|
||
_kiteSwaySequence?.Kill();
|
||
_kiteSwaySequence = null;
|
||
_kiteAccentSequence?.Kill();
|
||
_kiteAccentSequence = null;
|
||
_kiteFadeTween?.Kill();
|
||
_kiteFadeTween = null;
|
||
}
|
||
|
||
private void ApplyKiteStateImmediate(float height)
|
||
{
|
||
_kiteRootPivot.localPosition = KitePosition(height);
|
||
_kiteRootPivot.localRotation = _smallBaseLocalRotation;
|
||
_kiteRootPivot.localScale = KiteScale(height);
|
||
_kiteSwayPivot.localPosition = Vector3.zero;
|
||
_kiteSwayPivot.localRotation = Quaternion.identity;
|
||
_kiteRenderer.transform.localPosition = Vector3.zero;
|
||
_kiteRenderer.transform.localRotation = Quaternion.identity;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 显示风筝 Rig。已显示时等价于 <see cref="SetKiteState"/>(幂等)。
|
||
/// </summary>
|
||
/// <param name="height">风筝高度(对应 Yarn 变量 $h)</param>
|
||
/// <param name="wind">风向(对应 Yarn 变量 $wind:1 强 / 0 无 / -1 弱)</param>
|
||
/// <param name="duration">保留参数以兼容既有调用;出现不再淡入,仅用于互斥隐藏其它图</param>
|
||
public IEnumerator ShowKite(float height, int wind, float duration = 0.35f)
|
||
{
|
||
if (IsLargeShowing)
|
||
{
|
||
yield return HideLargeObj(duration);
|
||
}
|
||
|
||
if (IsSmallShowing)
|
||
{
|
||
yield return HideObj(Mathf.Min(duration, 0.25f));
|
||
}
|
||
|
||
EnsureKiteRig();
|
||
if (_kiteRenderer == null) yield break;
|
||
|
||
height = Mathf.Clamp(height, 0f, KiteMaxHeight);
|
||
|
||
if (IsKiteShowing)
|
||
{
|
||
SetKiteState(height, wind, duration);
|
||
yield break;
|
||
}
|
||
|
||
KillKiteTweens();
|
||
ApplyKiteStateImmediate(height);
|
||
_kiteHeight = height;
|
||
_kiteRootPivot.gameObject.SetActive(true);
|
||
_kiteBaseRenderer.gameObject.SetActive(true);
|
||
|
||
if (!_kiteSpriteLoaded)
|
||
{
|
||
yield return LoadDreamSpriteInto(_kiteRenderer, KiteSpritePicName);
|
||
_kiteSpriteLoaded = _kiteRenderer.sprite != null;
|
||
}
|
||
|
||
if (!_kiteBaseSpriteLoaded)
|
||
{
|
||
yield return LoadDreamSpriteInto(_kiteBaseRenderer, KiteBasePicName);
|
||
_kiteBaseSpriteLoaded = _kiteBaseRenderer.sprite != null;
|
||
}
|
||
|
||
if (_kiteBaseSpriteLoaded)
|
||
{
|
||
_kiteMask.sprite = _kiteBaseRenderer.sprite;
|
||
_kiteMask.frontSortingLayerID = _kiteRenderer.sortingLayerID;
|
||
_kiteMask.backSortingLayerID = _kiteRenderer.sortingLayerID;
|
||
_kiteMask.frontSortingOrder = _spriteRenderer.sortingOrder + 2;
|
||
_kiteMask.backSortingOrder = _spriteRenderer.sortingOrder;
|
||
_kiteMask.enabled = true;
|
||
}
|
||
|
||
_kiteTurbulence = 0f;
|
||
PlayKiteSway(wind);
|
||
// 不做淡入:背景是硬切的,风筝单独 fade 反而突兀,直接以目标透明度出现
|
||
_kiteBaseRenderer.SetAlpha(1f);
|
||
_kiteRenderer.SetAlpha(KiteAlpha(height));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 高度补间(每次选择的主反馈)+ 切换风况循环。
|
||
/// </summary>
|
||
public void SetKiteState(float height, int wind, float duration = 0.9f)
|
||
{
|
||
if (!IsKiteShowing) return;
|
||
|
||
height = Mathf.Clamp(height, 0f, KiteMaxHeight);
|
||
_kiteHeight = height;
|
||
|
||
_kiteHeightSequence?.Kill();
|
||
var seq = DOTween.Sequence();
|
||
seq.Append(_kiteRootPivot.DOLocalMove(KitePosition(height), duration).SetEase(Ease.InOutSine));
|
||
seq.Join(_kiteRootPivot.DOScale(KiteScale(height), duration).SetEase(Ease.InOutSine));
|
||
_kiteHeightSequence = seq;
|
||
|
||
_kiteFadeTween?.Kill();
|
||
_kiteFadeTween = _kiteRenderer.DOFade(KiteAlpha(height), duration);
|
||
|
||
PlayKiteSway(wind);
|
||
}
|
||
|
||
/// <summary>仅切换风况循环(选择前 telegraph 风向)。</summary>
|
||
/// <param name="wind">风向:1 强 / 0 无 / -1 弱</param>
|
||
/// <param name="turbulence">乱度 0~1;负数或省略表示平稳。设定后粘滞,kite_state 沿用。</param>
|
||
public void SetKiteWind(int wind, float turbulence = -1f)
|
||
{
|
||
if (!IsKiteShowing) return;
|
||
_kiteTurbulence = turbulence >= 0f ? Mathf.Clamp01(turbulence) : 0f;
|
||
PlayKiteSway(wind);
|
||
}
|
||
|
||
/// <summary>屏幕可读性补偿:高度层缩小时适度放大局部位移(开方衰减),避免远处几乎不动。</summary>
|
||
private float KiteSwayComp() =>
|
||
Mathf.Clamp(1f / Mathf.Sqrt(KiteScaleFactor(_kiteHeight)), 1f, 3f);
|
||
|
||
/// <summary>
|
||
/// 常驻风况循环。位移在高度层的子空间里会随缩放变小,用 comp 做部分补偿保证远处仍有可读的移动。
|
||
/// 平稳(乱度 0):沿 CatmullRom 曲线大而缓地漫游,绝不抖。
|
||
/// 乱流(乱度 >0):转交 <see cref="PlayKiteGust"/>,每一阵的方向、力度、间隔都随机。
|
||
/// </summary>
|
||
private void PlayKiteSway(int wind)
|
||
{
|
||
_kiteSwaySequence?.Kill();
|
||
_kiteSwaySequence = null;
|
||
|
||
if (wind > 0 && _kiteTurbulence > 0.01f)
|
||
{
|
||
PlayKiteGust();
|
||
return;
|
||
}
|
||
|
||
var tr = _kiteSwayPivot;
|
||
var comp = KiteSwayComp();
|
||
// 幅度随高度补偿放大后,周期也同步拉长:漂移更明显,但速度不变快,保持轻松
|
||
var drift = 1f + (comp - 1f) * 0.4f;
|
||
var seq = DOTween.Sequence();
|
||
|
||
if (wind > 0)
|
||
{
|
||
// 稳定的风:顶着风侧倾,沿弧线缓慢巡游(位移为主,平稳无抖)
|
||
var path = new[]
|
||
{
|
||
new Vector3(0.26f, 0.15f, 0f) * comp,
|
||
new Vector3(0.46f, 0.05f, 0f) * comp,
|
||
new Vector3(0.33f, 0.24f, 0f) * comp,
|
||
new Vector3(0.11f, 0.11f, 0f) * comp,
|
||
};
|
||
var dur = 9.2f * drift;
|
||
seq.Append(tr.DOLocalPath(path, dur, PathType.CatmullRom).SetEase(Ease.InOutSine));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -7.5f), dur / 4f).SetEase(Ease.InOutSine)
|
||
.SetLoops(4, LoopType.Yoyo));
|
||
}
|
||
else if (wind == 0)
|
||
{
|
||
// 平稳无风:自由自在地沿曲线漫游,幅度加大、节奏放缓
|
||
var path = new[]
|
||
{
|
||
new Vector3(0.3f, 0.16f, 0f) * comp,
|
||
new Vector3(0.08f, 0.36f, 0f) * comp,
|
||
new Vector3(-0.28f, 0.24f, 0f) * comp,
|
||
new Vector3(-0.38f, 0.03f, 0f) * comp,
|
||
};
|
||
var dur = 12f * drift;
|
||
seq.Append(tr.DOLocalPath(path, dur, PathType.CatmullRom).SetEase(Ease.InOutSine));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4f), dur / 4f).SetEase(Ease.InOutSine)
|
||
.SetLoops(4, LoopType.Yoyo));
|
||
}
|
||
else
|
||
{
|
||
// 风弱:沿弧线缓缓向下飘
|
||
var path = new[]
|
||
{
|
||
new Vector3(0.12f, -0.14f, 0f) * comp,
|
||
new Vector3(0.03f, -0.28f, 0f) * comp,
|
||
new Vector3(-0.17f, -0.21f, 0f) * comp,
|
||
};
|
||
var dur = 7.8f * drift;
|
||
seq.Append(tr.DOLocalPath(path, dur, PathType.CatmullRom).SetEase(Ease.InOutSine));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 3f), dur / 3f).SetEase(Ease.InOutSine)
|
||
.SetLoops(3, LoopType.Yoyo));
|
||
}
|
||
|
||
seq.SetLoops(-1, LoopType.Yoyo);
|
||
_kiteSwaySequence = seq;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 单次阵风,播完通过 OnComplete 用一组新的随机参数接下一阵——节奏永不重复。
|
||
/// 猛拽段 X 快、Y 慢半拍(不同时长+缓动),走出弧线而不是直线。
|
||
/// 乱度越高越狂:间隔与荡回时间大幅压缩、拽得更快更斜,
|
||
/// 甩过头弹回之外,还有概率来不及回稳就被反向再抽一鞭。
|
||
/// </summary>
|
||
private void PlayKiteGust()
|
||
{
|
||
if (!IsKiteShowing) return;
|
||
|
||
_kiteSwaySequence?.Kill();
|
||
|
||
var tr = _kiteSwayPivot;
|
||
var storm = _kiteTurbulence;
|
||
var amp = KiteSwayComp() * (1f + storm * 1.15f);
|
||
// 高乱度整体提速:猛拽更快、几乎没有喘息
|
||
var frantic = Mathf.Lerp(1f, 0.7f, storm);
|
||
|
||
// 阵风方向:多数顺着主风向,偶尔反向兜一下;上下随机
|
||
var side = UnityEngine.Random.value < 0.72f ? 1f : -1f;
|
||
var jerk = new Vector3(
|
||
UnityEngine.Random.Range(0.34f, 0.58f) * side,
|
||
UnityEngine.Random.Range(-0.1f, 0.3f),
|
||
0f) * amp;
|
||
var jerkDur = UnityEngine.Random.Range(0.14f, 0.26f) * frantic;
|
||
var rot = (14f + storm * 18f) * UnityEngine.Random.Range(0.7f, 1.15f) * -side;
|
||
var settle = jerk * UnityEngine.Random.Range(0.15f, 0.4f);
|
||
var settleDur = UnityEngine.Random.Range(0.7f, 1.2f) * Mathf.Lerp(1f, 0.45f, storm);
|
||
var rest = Mathf.Lerp(
|
||
UnityEngine.Random.Range(0.35f, 0.75f),
|
||
UnityEngine.Random.Range(0.02f, 0.1f),
|
||
storm);
|
||
|
||
var seq = DOTween.Sequence();
|
||
seq.AppendInterval(rest);
|
||
// 猛地被拽走:X 快 Y 慢,轨迹成弧
|
||
seq.Append(tr.DOLocalMoveX(jerk.x, jerkDur).SetEase(Ease.OutCubic));
|
||
seq.Join(tr.DOLocalMoveY(jerk.y, jerkDur * UnityEngine.Random.Range(1.4f, 1.9f)).SetEase(Ease.OutSine));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, rot), jerkDur * 1.2f).SetEase(Ease.OutCubic));
|
||
// 失控:甩过头再弹回来一下
|
||
if (storm > 0.7f && UnityEngine.Random.value < 0.6f)
|
||
{
|
||
seq.Append(tr.DOLocalRotate(new Vector3(0f, 0f, -rot * 0.65f), 0.22f).SetEase(Ease.InOutSine));
|
||
seq.Join(tr.DOLocalMoveX(jerk.x * 0.7f, 0.22f).SetEase(Ease.InOutSine));
|
||
}
|
||
// 更失控:来不及回稳,就被反方向再抽一鞭
|
||
if (storm > 0.6f && UnityEngine.Random.value < 0.5f)
|
||
{
|
||
var whipDur = UnityEngine.Random.Range(0.12f, 0.2f);
|
||
seq.Append(tr.DOLocalMoveX(-jerk.x * UnityEngine.Random.Range(0.5f, 0.9f), whipDur)
|
||
.SetEase(Ease.OutCubic));
|
||
seq.Join(tr.DOLocalMoveY(UnityEngine.Random.Range(-0.16f, 0.2f) * amp, whipDur * 1.5f)
|
||
.SetEase(Ease.OutSine));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -rot * UnityEngine.Random.Range(0.7f, 1.1f)), whipDur * 1.3f)
|
||
.SetEase(Ease.OutCubic));
|
||
}
|
||
// 荡回来(X/Y 不同步 → 回程也是弧线;高乱度下这一步也短促)
|
||
seq.Append(tr.DOLocalMoveX(settle.x, settleDur).SetEase(Ease.InOutSine));
|
||
seq.Join(tr.DOLocalMoveY(settle.y, settleDur * UnityEngine.Random.Range(0.7f, 0.95f)).SetEase(Ease.InOutSine));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, rot * UnityEngine.Random.Range(-0.3f, 0.15f)), settleDur)
|
||
.SetEase(Ease.InOutSine));
|
||
seq.OnComplete(PlayKiteGust);
|
||
_kiteSwaySequence = seq;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 一次性顿挫动效,叠加在 Accent 层上,结束回到原位,不打断高度/风况补间。
|
||
/// 支持:lift(上冲回落)/ sink(下坠沉降)/ taut(前扯抖动)/ drop(猛地下坠)/ flutter(原地挣扎扑腾)
|
||
/// / wrench(侧面兜住猛甩,最强档)。
|
||
/// </summary>
|
||
public void PlayKiteAccent(string profile)
|
||
{
|
||
if (!IsKiteShowing) return;
|
||
|
||
_kiteAccentSequence?.Kill();
|
||
_kiteAccentSequence = null;
|
||
|
||
var tr = _kiteRenderer.transform;
|
||
// 位移在高度层的子空间里,随缩放自动变小,无需额外乘缩放系数
|
||
var seq = DOTween.Sequence();
|
||
|
||
switch (NormalizeMotionProfile(profile))
|
||
{
|
||
case "lift":
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.14f, 0.3f, 0f), 0.35f).SetEase(Ease.OutQuad));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -6f), 0.35f).SetEase(Ease.OutQuad));
|
||
break;
|
||
|
||
case "sink":
|
||
seq.Append(tr.DOLocalMove(new Vector3(-0.06f, -0.28f, 0f), 0.4f).SetEase(Ease.OutSine));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 5f), 0.4f).SetEase(Ease.OutSine));
|
||
break;
|
||
|
||
// 绷紧:猛地被扯直,然后绷住缓慢微颤(小幅慢速拉锯,不是震动)
|
||
case "taut":
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.3f, 0.06f, 0f), 0.2f).SetEase(Ease.OutCubic));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -9f), 0.2f).SetEase(Ease.OutCubic));
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.26f, 0.03f, 0f), 0.3f).SetEase(Ease.InOutSine));
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.31f, 0.07f, 0f), 0.26f).SetEase(Ease.InOutSine));
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.27f, 0.04f, 0f), 0.3f).SetEase(Ease.InOutSine));
|
||
break;
|
||
|
||
case "drop":
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.04f, -0.42f, 0f), 0.55f).SetEase(Ease.InQuad));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 7f), 0.55f).SetEase(Ease.InQuad));
|
||
break;
|
||
|
||
// 侧面兜住(最强档,切轱辘前用):先被回带半拍蓄力,随即狠狠横甩出去,
|
||
// 挣了一下没挣回来,又被兜得更远、倾得更狠——位移远超其它档位
|
||
case "wrench":
|
||
seq.Append(tr.DOLocalMove(new Vector3(-0.11f, 0.04f, 0f), 0.09f).SetEase(Ease.OutQuad));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4f), 0.09f).SetEase(Ease.OutQuad));
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.7f, 0.2f, 0f), 0.16f).SetEase(Ease.OutCubic));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -24f), 0.16f).SetEase(Ease.OutCubic));
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.45f, 0.09f, 0f), 0.2f).SetEase(Ease.InOutSine));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -10f), 0.2f).SetEase(Ease.InOutSine));
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.92f, 0.3f, 0f), 0.15f).SetEase(Ease.OutCubic));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -30f), 0.15f).SetEase(Ease.OutCubic));
|
||
seq.AppendInterval(0.25f);
|
||
break;
|
||
|
||
// 挣扎:左右交替的几下小拉扯,力度递减
|
||
case "flutter":
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.1f, 0.14f, 0f), 0.2f).SetEase(Ease.OutCubic));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -5f), 0.2f).SetEase(Ease.OutCubic));
|
||
seq.Append(tr.DOLocalMove(new Vector3(-0.08f, 0.06f, 0f), 0.26f).SetEase(Ease.InOutSine));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, 4.5f), 0.26f).SetEase(Ease.InOutSine));
|
||
seq.Append(tr.DOLocalMove(new Vector3(0.06f, 0.1f, 0f), 0.22f).SetEase(Ease.OutCubic));
|
||
seq.Join(tr.DOLocalRotate(new Vector3(0f, 0f, -3.5f), 0.22f).SetEase(Ease.OutCubic));
|
||
break;
|
||
|
||
default:
|
||
seq.Kill();
|
||
return;
|
||
}
|
||
|
||
// 回到原位,保证可与高度/风况补间叠加
|
||
seq.Append(tr.DOLocalMove(Vector3.zero, 0.5f).SetEase(Ease.InOutSine));
|
||
seq.Join(tr.DOLocalRotate(Vector3.zero, 0.5f).SetEase(Ease.InOutSine));
|
||
_kiteAccentSequence = seq;
|
||
}
|
||
|
||
/// <summary>
|
||
/// 隐藏风筝 Rig。与显示一致不做淡出,直接消失(过渡由外层屏幕 fade 承担)。
|
||
/// </summary>
|
||
/// <param name="duration">保留参数以兼容既有调用,实际忽略</param>
|
||
public IEnumerator HideKite(float duration = 1)
|
||
{
|
||
if (!IsKiteShowing) yield break;
|
||
|
||
KillKiteTweens();
|
||
|
||
_kiteRenderer.SetAlpha(0);
|
||
_kiteBaseRenderer.SetAlpha(0);
|
||
|
||
_kiteRootPivot.gameObject.SetActive(false);
|
||
_kiteBaseRenderer.gameObject.SetActive(false);
|
||
if (_kiteMask != null)
|
||
{
|
||
_kiteMask.enabled = false;
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
/// <summary>
|
||
/// 淡入(异步协程版本)
|
||
/// </summary>
|
||
/// <param name="duration">淡入时长</param>
|
||
/// <returns>协程</returns>
|
||
public IEnumerator FadeInAsync(float duration = 1)
|
||
{
|
||
if (_backgroundSpriteRenderer == null) yield break;
|
||
|
||
_backgroundSpriteRenderer.gameObject.SetActive(true);
|
||
yield return _backgroundSpriteRenderer.DOFade(1, duration).WaitForCompletion();
|
||
}
|
||
|
||
/// <summary>
|
||
/// 淡出(异步协程版本)
|
||
/// </summary>
|
||
/// <param name="duration">淡出时长</param>
|
||
/// <returns>协程</returns>
|
||
public IEnumerator FadeOutAsync(float duration = 1)
|
||
{
|
||
if (_backgroundSpriteRenderer == null) yield break;
|
||
|
||
_backgroundSpriteRenderer.gameObject.SetActive(true);
|
||
yield return _backgroundSpriteRenderer.DOFade(0, duration).WaitForCompletion();
|
||
_backgroundSpriteRenderer.gameObject.SetActive(false);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 淡入(同步版本,启动协程)
|
||
/// </summary>
|
||
/// <param name="duration">淡入时长</param>
|
||
public void FadeInSync(float duration = 1)
|
||
{
|
||
StartCoroutine(FadeInAsync(duration));
|
||
}
|
||
|
||
/// <summary>
|
||
/// 淡出(同步版本,启动协程)
|
||
/// </summary>
|
||
/// <param name="duration">淡出时长</param>
|
||
public void FadeOutSync(float duration = 1)
|
||
{
|
||
StartCoroutine(FadeOutAsync(duration));
|
||
}
|
||
}
|
||
}
|