657 lines
25 KiB
C#
657 lines
25 KiB
C#
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using DG.Tweening;
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using Yarn.Unity;
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using AibisDream.Framework;
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using AibisDream.Kit;
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using UnityEngine.Rendering;
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using UnityEngine.UI;
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using AibisDream.Kit;
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using UnityEngine.ResourceManagement.AsyncOperations;
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namespace AibisDream.FixSystem
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{
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public class MemoryProcess : MonoBehaviour
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{
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private const string MemorySpritePath = "Sprite/Memory/{0}.png";
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private const float FadeMaterialStartValue = -15f;
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private const float DefaultFadeDuration = 1f;
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private const float SearchStartDelay = 1f;
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private const float ProjectorMoveDuration = 2f;
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private const float MaxClarityDistortion = 0.58f;
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private const float MaxFrequencyBlur = 0.6f;
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private const float MinPixelDensity = 18f;
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private const float MaxPixelDensity = 96f;
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private const string DirectionalDistortionFadeProperty = "_DirectionalDistortionFade";
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private static readonly int EnablePixelateId = Shader.PropertyToID("_EnablePixelate");
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private static readonly int FrequencyTuningId = Shader.PropertyToID("_FrequencyTuning");
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private static readonly int ClarityTuningId = Shader.PropertyToID("_ClarityTuning");
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private static readonly int DirectionalDistortionFadeId = Shader.PropertyToID(DirectionalDistortionFadeProperty);
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private static readonly int PixelateFadeId = Shader.PropertyToID("_PixelateFade");
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private static readonly int PixelatePixelDensityId = Shader.PropertyToID("_PixelatePixelDensity");
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private static readonly int EnableGaussianBlurId = Shader.PropertyToID("_EnableGaussianBlur");
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private static readonly int GaussianBlurFadeId = Shader.PropertyToID("_GaussianBlurFade");
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private static readonly int GaussianBlurOffsetId = Shader.PropertyToID("_GaussianBlurOffset");
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private static readonly int EnableUvDistortId = Shader.PropertyToID("_EnableUVDistort");
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private static readonly int UvDistortFadeId = Shader.PropertyToID("_UVDistortFade");
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private static readonly int MemoryGrayscaleId = Shader.PropertyToID("_MemoryGrayscale");
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private static readonly int MemoryContrastId = Shader.PropertyToID("_MemoryContrast");
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[SerializeField] private GameObject memoryView;
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[SerializeField] private GameObject projector;
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[SerializeField] private SpriteRenderer memoryFinishedSpriteRenderer; // 用于显示记忆处理结束的表现
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[SerializeField] private SpriteRenderer memoryFinishedImageNoColor; // 用于显示记忆处理结束的表现
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[SerializeField] private Volume mainEffect;
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[SerializeField] private Volume memoryClarityVolume;
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[SerializeField] private Volume memoryFrequencyVolume;
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[SerializeField] private Volume memoryProcessVolume;
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[SerializeField] private MemorySlider frequencySlider; // 频率调节滑动条
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[SerializeField] private MemorySlider claritySlider; // 清晰度调节滑动条
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[SerializeField] private bool useSpriteShaderTuning = true;
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[SerializeField] private CanvasGroup playBackground;
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[SerializeField] private GameObject memoryGroup;
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private bool isProcessing = false; // 新增变量来追踪是否正在处理记忆
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private bool isPlayingFaderSound = false; // 追踪音效是否正在播放
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private PunchTape _activePunchTape;
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[SerializeField] private MemoryPunchTapeSlot punchTapeSlot;
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[SerializeField] private Material fadeMaterial;
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private Material runtimeMemoryMaterial;
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private Material runtimeNoColorMemoryMaterial;
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private readonly List<RenderTexture> runtimeRenderTextures = new();
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public void OpenMemoryView()
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{
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memoryGroup.SetActive(true);
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memoryView.gameObject.SetActive(true);
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EnsureMemoryRenderTargets();
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StartCoroutine(PrimeMemoryRenderTargets());
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}
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public IEnumerator DropMemoryProjector()
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{
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DG.Tweening.Sequence zoomInSequence = DOTween.Sequence();
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zoomInSequence.Append(projector.transform.DOLocalMoveY(-5, ProjectorMoveDuration).SetEase(Ease.OutElastic, 0.5f));
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yield return zoomInSequence.WaitForCompletion();
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}
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public void PullMemoryProjector()
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{
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DG.Tweening.Sequence zoomOutSequence = DOTween.Sequence();
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zoomOutSequence.Append(projector.transform.DOLocalMoveY(0, ProjectorMoveDuration).SetEase(Ease.OutElastic, 0.5f));
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}
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public void CloseMemoryView()
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{
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memoryView.gameObject.SetActive(false);
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memoryGroup.SetActive(false);
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}
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public void OnEnter()
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{
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OpenMemoryView();
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PrepareMemoryView();
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}
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public void OnShow()
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{
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Debug.Log("memoryView showed.");
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PrepareMemoryView();
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}
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private void PrepareMemoryView()
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{
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EnsurePunchTapeSlotReference();
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PunchTapeManager.Instance.OpenFavoritesPanel();
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playBackground.gameObject.SetActive(false);
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playBackground.alpha = 0;
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}
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public void OnExit()
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{
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// 停止拉条音频
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if (isPlayingFaderSound)
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{
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AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
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isPlayingFaderSound = false;
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}
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PunchTapeManager.Instance.CloseFavoritesPanel();
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CloseMemoryView();
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// 离开视图时的逻辑
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Debug.Log("MemoryView exited.");
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if (frequencySlider != null)
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{
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frequencySlider.SetInteractable(false);
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frequencySlider.LockSlider();
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}
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if (claritySlider != null)
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{
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claritySlider.SetInteractable(false);
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claritySlider.LockSlider();
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}
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}
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private void Awake()
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{
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InitSystem();
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}
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private void EnsurePunchTapeSlotReference()
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{
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if (punchTapeSlot != null) return;
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punchTapeSlot = MemoryPunchTapeSlot.ActiveInstance;
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if (punchTapeSlot == null)
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{
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Debug.LogWarning(
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"[MemoryProcess] 未配置 MemoryPunchTapeSlot:请在 Inspector 将 punchTapeSlot 赋值为场景中的插槽,或确保存在 MemoryPunchTapeSlot。",
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this);
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}
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}
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private void InitSystem()
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{
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FixSystemCenter.SystemDic.Register(this);
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if (memoryGroup != null)
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memoryGroup.SetActive(false);
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}
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private void Start()
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{
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PrepareRuntimeMemoryMaterial();
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frequencySlider.OnFound += CheckAllFound;
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claritySlider.OnFound += CheckAllFound;
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Init();
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}
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private void OnDestroy()
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{
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if (runtimeMemoryMaterial != null)
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Destroy(runtimeMemoryMaterial);
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if (runtimeNoColorMemoryMaterial != null)
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Destroy(runtimeNoColorMemoryMaterial);
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foreach (var renderTexture in runtimeRenderTextures)
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{
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if (renderTexture == null)
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continue;
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renderTexture.Release();
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Destroy(renderTexture);
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}
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runtimeRenderTextures.Clear();
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}
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private void EnsureMemoryRenderTargets()
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{
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if (memoryGroup == null || memoryView == null)
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return;
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var cameras = memoryGroup.GetComponentsInChildren<Camera>(true);
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foreach (var renderCamera in cameras)
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{
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if (renderCamera == null || renderCamera.targetTexture == null)
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continue;
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renderCamera.allowHDR = false;
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renderCamera.allowMSAA = false;
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var originalTexture = renderCamera.targetTexture;
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var targetTexture = originalTexture;
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if (ShouldReplaceRenderTexture(originalTexture))
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{
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targetTexture = CreateCompatibleRenderTexture(originalTexture);
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renderCamera.targetTexture = targetTexture;
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RebindMemoryRawImages(originalTexture, targetTexture);
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}
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if (!targetTexture.IsCreated())
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{
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targetTexture.Create();
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}
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}
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}
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private static bool ShouldReplaceRenderTexture(RenderTexture renderTexture)
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{
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if (renderTexture == null)
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return true;
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if (!SystemInfo.SupportsRenderTextureFormat(renderTexture.format))
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return true;
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var maxSize = Mathf.Min(SystemInfo.maxTextureSize, 2048);
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return renderTexture.width > maxSize || renderTexture.height > maxSize;
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}
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private RenderTexture CreateCompatibleRenderTexture(RenderTexture source)
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{
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var maxSize = Mathf.Min(SystemInfo.maxTextureSize, 2048);
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var sourceWidth = source != null ? source.width : Screen.width;
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var sourceHeight = source != null ? source.height : Screen.height;
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var scale = Mathf.Min(1f, maxSize / (float)Mathf.Max(sourceWidth, sourceHeight));
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var width = Mathf.Max(1, Mathf.RoundToInt(sourceWidth * scale));
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var height = Mathf.Max(1, Mathf.RoundToInt(sourceHeight * scale));
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var renderTexture = new RenderTexture(width, height, 24, RenderTextureFormat.ARGB32)
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{
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name = source != null ? $"{source.name}_RuntimeCompatible" : "Memory_RuntimeCompatible",
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antiAliasing = 1,
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useMipMap = false,
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autoGenerateMips = false
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};
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renderTexture.Create();
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runtimeRenderTextures.Add(renderTexture);
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return renderTexture;
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}
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private void RebindMemoryRawImages(Texture oldTexture, Texture newTexture)
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{
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var rawImages = memoryView.GetComponentsInChildren<RawImage>(true);
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foreach (var rawImage in rawImages)
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{
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if (rawImage != null && rawImage.texture == oldTexture)
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{
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rawImage.texture = newTexture;
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}
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}
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}
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private IEnumerator PrimeMemoryRenderTargets()
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{
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yield return null;
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ForceRenderMemoryTargets();
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yield return new WaitForEndOfFrame();
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ForceRenderMemoryTargets();
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}
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private void ForceRenderMemoryTargets()
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{
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if (memoryGroup == null || !memoryGroup.activeInHierarchy)
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return;
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var cameras = memoryGroup.GetComponentsInChildren<Camera>(true);
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foreach (var renderCamera in cameras)
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{
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if (renderCamera != null && renderCamera.enabled && renderCamera.targetTexture != null)
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{
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renderCamera.Render();
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}
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}
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}
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private void CheckAllFound()
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{
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if (frequencySlider.IsFound && claritySlider.IsFound)
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OnSearchComplete();
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}
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private float GetRandomNumber()
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{
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// 随机决定选择哪个区间
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if (UnityEngine.Random.value < 0.5f) // 50% 概率选择第一个区间
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{
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return UnityEngine.Random.Range(0.5f, 2f);
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}
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else // 50% 概率选择第二个区间
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{
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return UnityEngine.Random.Range(4f, 5.5f);
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}
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}
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private void OnSearchComplete()
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{
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Debug.Log("Memory search completed.");
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frequencySlider.SetInteractable(false);
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claritySlider.SetInteractable(false);
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// 停止拉条音频
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if (isPlayingFaderSound)
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{
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AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
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isPlayingFaderSound = false;
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}
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AudioManager.Instance.SetSfxParam("event:/Amb/amb_mem_tuning", "is_mem_tuning", 0);
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StartCoroutine(PlayMemory());
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}
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public void TweenWeight(Volume postProcessingVolume, float targetWeight, float duration)
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{
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if (postProcessingVolume == null)
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return;
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// 动态调整权重
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DOTween.To(() => postProcessingVolume.weight, x => postProcessingVolume.weight = x, targetWeight, duration);
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}
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public void Init()
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{
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isProcessing = false;
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// 停止拉条音频
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if (isPlayingFaderSound)
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{
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AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
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isPlayingFaderSound = false;
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}
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if (frequencySlider != null)
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{
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frequencySlider.OnTuningChanged -= ApplyFrequencyTuning;
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frequencySlider.Init(memoryFrequencyVolume);
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frequencySlider.SetVolumeOutputEnabled(!useSpriteShaderTuning);
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frequencySlider.OnTuningChanged += ApplyFrequencyTuning;
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}
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if (claritySlider != null)
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{
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claritySlider.OnTuningChanged -= ApplyClarityTuning;
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claritySlider.Init(memoryClarityVolume);
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claritySlider.SetVolumeOutputEnabled(!useSpriteShaderTuning);
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claritySlider.OnTuningChanged += ApplyClarityTuning;
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}
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ResetPresentationState();
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}
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/// <summary>
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/// 单条记忆播放结束后的复位:不调用 <see cref="MemorySlider.Init"/>(避免再次锁条并触发打开 Timeline),
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/// 仅禁用拖动;完整 <see cref="MemorySlider.LockSlider"/> 仅在退出 <see cref="MemoryCue"/> 时 <see cref="OnExit"/> 执行。
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/// </summary>
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private void ResetAfterMemoryFinished()
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{
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isProcessing = false;
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if (isPlayingFaderSound)
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{
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AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
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isPlayingFaderSound = false;
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}
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if (frequencySlider != null)
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frequencySlider.SetInteractable(false);
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if (claritySlider != null)
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claritySlider.SetInteractable(false);
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ResetPresentationState();
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}
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private void ResetPresentationState()
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{
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if (fadeMaterial != null)
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SetFloatIfExists(DirectionalDistortionFadeId, FadeMaterialStartValue);
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ResetSpriteTuning();
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memoryFinishedSpriteRenderer.color = Color.black;
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SetVolumeWeight(memoryProcessVolume, 0f);
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_activePunchTape = null;
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playBackground.gameObject.SetActive(false);
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playBackground.alpha = 0;
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}
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[YarnCommand("MemoryFinished")]
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public IEnumerator MemoryFinished()
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{
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yield return playBackground.DOFade(0f, DefaultFadeDuration).WaitForCompletion();
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playBackground.gameObject.SetActive(false);
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PunchTapeManager.Instance.OpenFavoritesPanel();
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ResetAfterMemoryFinished();
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EnsurePunchTapeSlotReference();
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if (punchTapeSlot != null && punchTapeSlot.punchTape != null)
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{
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punchTapeSlot.punchTape.used = true;
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punchTapeSlot.ReleaseSlot();
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}
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}
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[YarnCommand("ColorFadeOut")]
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public IEnumerator ColorFadeOut()
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{
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if (fadeMaterial == null) yield break;
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SetFloatIfExists(DirectionalDistortionFadeId, FadeMaterialStartValue);
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DG.Tweening.Sequence sequence = DOTween.Sequence();
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AppendMaterialFloatTween(sequence, fadeMaterial, 0f, DirectionalDistortionFadeProperty, 3f);
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if (runtimeNoColorMemoryMaterial != null && runtimeNoColorMemoryMaterial != fadeMaterial)
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AppendMaterialFloatTween(sequence, runtimeNoColorMemoryMaterial, 0f, DirectionalDistortionFadeProperty, 3f);
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Tween tween = sequence;
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yield return tween.WaitForCompletion();
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}
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[YarnCommand("PlayMemory")]
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public IEnumerator PlayMemory(bool useYarn = false, string memName = "")
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{
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memoryFinishedSpriteRenderer.color = Color.white;
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PunchTapeManager.Instance.CloseFavoritesPanel();
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if (useYarn)
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{
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if (fadeMaterial != null)
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SetFloatIfExists(DirectionalDistortionFadeId, FadeMaterialStartValue);
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var memoryKey = string.Format(MemorySpritePath, memName);
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var memoryHandle = ResourceSystem.LoadAsync<Sprite>(memoryKey);
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yield return memoryHandle;
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Sprite memSprite = memoryHandle.Status == AsyncOperationStatus.Succeeded ? memoryHandle.Result : null;
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memoryFinishedSpriteRenderer.sprite = memSprite;
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memoryFinishedImageNoColor.sprite = memSprite;
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if (memSprite == null)
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{
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Debug.LogError("Memory not found: " + memoryKey);
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}
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}
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else
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{
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EnsurePunchTapeSlotReference();
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if (punchTapeSlot == null || punchTapeSlot.punchTape == null)
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{
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Debug.LogError("[MemoryProcess] PlayMemory:未配置插槽或打孔带数据缺失。", this);
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yield break;
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}
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}
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playBackground.gameObject.SetActive(true);
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playBackground.alpha = 0;
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AudioManager.Instance.PlaySfx("event:/ActionFB/mem_play");
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yield return playBackground.DOFade(1f, DefaultFadeDuration).WaitForCompletion();
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if (!useYarn)
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{
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DialogController.Instance.StartDialogNode(
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LocalizationKit.GetL10NParamKey(punchTapeSlot.punchTape.ClueName));
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}
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}
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public IEnumerator SearchMemory(PunchTape punchTape, bool isSkipDialogue = false)
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{
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if (isPlayingFaderSound)
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{
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AudioManager.Instance.StopSfx("event:/ActionFB/mem_fader");
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isPlayingFaderSound = false;
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}
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frequencySlider.TargetValue = GetRandomNumber();
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claritySlider.TargetValue = GetRandomNumber();
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PunchTapeManager.Instance.CloseFavoritesPanel();
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if (punchTape == null)
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{
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Debug.Log("no punchTape");
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yield break;
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}
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_activePunchTape = punchTape;
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if (isProcessing)
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{
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Debug.LogWarning("Already processing a memory. Please wait until the process is finished.");
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yield break;
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}
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var searchMemoryKey = string.Format(MemorySpritePath, _activePunchTape.MemoryIndex);
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var searchMemoryHandle = ResourceSystem.LoadAsync<Sprite>(searchMemoryKey);
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yield return searchMemoryHandle;
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Sprite memorySprite = searchMemoryHandle.Status == AsyncOperationStatus.Succeeded
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? searchMemoryHandle.Result
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: null;
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memoryFinishedSpriteRenderer.sprite = memorySprite;
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memoryFinishedImageNoColor.sprite = memorySprite;
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if (memorySprite == null)
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{
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Debug.LogError("Memory not found: " + searchMemoryKey);
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}
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SetVolumeWeight(memoryProcessVolume, 1f);
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AudioManager.Instance.PlaySfx("event:/Scriptal/mem_load");
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yield return new WaitForSeconds(SearchStartDelay);
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AudioManager.Instance.SetSfxParam("event:/Amb/amb_mem_tuning", "is_mem_tuning", 1);
|
|
|
|
memoryFinishedSpriteRenderer.color = Color.white;
|
|
SetVolumeWeight(memoryProcessVolume, 0f);
|
|
isProcessing = true;
|
|
frequencySlider.PrepareForSearch();
|
|
claritySlider.PrepareForSearch();
|
|
bool freqUnlocked = false;
|
|
bool clarityUnlocked = false;
|
|
frequencySlider.UnlockSlider(() => freqUnlocked = true);
|
|
claritySlider.UnlockSlider(() => clarityUnlocked = true);
|
|
yield return new WaitUntil(() => freqUnlocked && clarityUnlocked);
|
|
frequencySlider.SetInteractable(true);
|
|
claritySlider.SetInteractable(true);
|
|
}
|
|
|
|
private void ApplyFrequencyTuning(float strength)
|
|
{
|
|
if (!useSpriteShaderTuning || fadeMaterial == null)
|
|
return;
|
|
|
|
bool active = strength > 0.001f;
|
|
SetFloatIfExists(FrequencyTuningId, strength);
|
|
SetFloatIfExists(EnablePixelateId, active ? 1f : 0f);
|
|
SetFloatIfExists(PixelateFadeId, strength);
|
|
SetFloatIfExists(PixelatePixelDensityId, Mathf.Lerp(MaxPixelDensity, MinPixelDensity, strength));
|
|
SetFloatIfExists(EnableGaussianBlurId, active ? 1f : 0f);
|
|
SetFloatIfExists(GaussianBlurFadeId, strength * MaxFrequencyBlur);
|
|
SetFloatIfExists(GaussianBlurOffsetId, Mathf.Lerp(0.05f, 0.35f, strength));
|
|
}
|
|
|
|
private void ApplyClarityTuning(float strength)
|
|
{
|
|
if (!useSpriteShaderTuning || fadeMaterial == null)
|
|
return;
|
|
|
|
bool active = strength > 0.001f;
|
|
SetFloatIfExists(ClarityTuningId, strength);
|
|
SetFloatIfExists(EnableUvDistortId, active ? 1f : 0f);
|
|
SetFloatIfExists(UvDistortFadeId, strength * MaxClarityDistortion);
|
|
}
|
|
|
|
private void ResetSpriteTuning()
|
|
{
|
|
if (!useSpriteShaderTuning || fadeMaterial == null)
|
|
return;
|
|
|
|
ApplyFrequencyTuning(0f);
|
|
ApplyClarityTuning(0f);
|
|
}
|
|
|
|
private void SetFloatIfExists(int propertyId, float value)
|
|
{
|
|
SetFloatIfExists(fadeMaterial, propertyId, value);
|
|
if (runtimeNoColorMemoryMaterial != null && runtimeNoColorMemoryMaterial != fadeMaterial)
|
|
SetFloatIfExists(runtimeNoColorMemoryMaterial, propertyId, value);
|
|
}
|
|
|
|
private static void SetVolumeWeight(Volume volume, float weight)
|
|
{
|
|
if (volume != null)
|
|
volume.weight = weight;
|
|
}
|
|
|
|
private static void SetFloatIfExists(Material material, int propertyId, float value)
|
|
{
|
|
if (material != null && material.HasProperty(propertyId))
|
|
material.SetFloat(propertyId, value);
|
|
}
|
|
|
|
private static void AppendMaterialFloatTween(
|
|
DG.Tweening.Sequence sequence,
|
|
Material material,
|
|
float target,
|
|
string property,
|
|
float duration)
|
|
{
|
|
if (sequence != null && material != null && material.HasProperty(property))
|
|
sequence.Join(material.DOFloat(target, property, duration));
|
|
}
|
|
|
|
private void PrepareRuntimeMemoryMaterial()
|
|
{
|
|
if (!useSpriteShaderTuning || memoryFinishedSpriteRenderer == null || fadeMaterial == null)
|
|
return;
|
|
|
|
var shader = fadeMaterial.shader;
|
|
if (shader == null || shader.name != "AibisDream/MemoryTuningSprite")
|
|
shader = Shader.Find("AibisDream/MemoryTuningSprite");
|
|
if (shader == null)
|
|
{
|
|
Debug.LogWarning("[MemoryProcess] 未找到 AibisDream/MemoryTuningSprite,调频将回退到当前材质表现。", this);
|
|
return;
|
|
}
|
|
|
|
runtimeMemoryMaterial = CreateRuntimeMemoryMaterial(fadeMaterial, shader, "Color", 0f, 1f);
|
|
memoryFinishedSpriteRenderer.sharedMaterial = runtimeMemoryMaterial;
|
|
fadeMaterial = runtimeMemoryMaterial;
|
|
|
|
if (memoryFinishedImageNoColor != null && memoryFinishedImageNoColor.sharedMaterial != null)
|
|
{
|
|
runtimeNoColorMemoryMaterial = CreateRuntimeMemoryMaterial(
|
|
memoryFinishedImageNoColor.sharedMaterial,
|
|
shader,
|
|
"NoColor",
|
|
1f,
|
|
1.8f);
|
|
memoryFinishedImageNoColor.sharedMaterial = runtimeNoColorMemoryMaterial;
|
|
}
|
|
|
|
ResetSpriteTuning();
|
|
}
|
|
|
|
private static Material CreateRuntimeMemoryMaterial(
|
|
Material source,
|
|
Shader shader,
|
|
string suffix,
|
|
float grayscale,
|
|
float contrast)
|
|
{
|
|
var material = new Material(source)
|
|
{
|
|
shader = shader,
|
|
name = $"{source.name}_RuntimeMemoryTuning_{suffix}"
|
|
};
|
|
SetFloatIfExists(material, MemoryGrayscaleId, grayscale);
|
|
SetFloatIfExists(material, MemoryContrastId, contrast);
|
|
return material;
|
|
}
|
|
|
|
|
|
public bool IsProcessing()
|
|
{
|
|
return isProcessing;
|
|
}
|
|
}
|
|
}
|