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aibis-dream/Assets/Scripts/MiniGame/Peipei/Eye/EyeVisualSettings.cs
T

117 lines
4.7 KiB
C#

using System;
using UnityEngine;
namespace AibisDream
{
/// <summary>
/// Central tuning for Peipei eye-module visuals. Edit on EyeManager (EyeSystem).
/// </summary>
[Serializable]
public class EyeVisualSettings
{
[Header("Color Reveal")]
[Tooltip("Unfocused / gray state (0 = gray, 1 = full color).")]
[Range(0f, 1f)] public float colorRevealMin;
[Tooltip("Focused / imagined color state.")]
[Range(0f, 1f)] public float colorRevealMax = 1f;
[Header("Presentation Speed")]
[Tooltip("Eye/UF 演出整体倍速(等待、Tween、眨眼、关联 SFX pitch)。2.5 = 快 2.5 倍。")]
[Min(0.01f)] public float presentationSpeed = 2.5f;
[Header("Transition Duration (seconds)")]
public float imagineColorDuration = 1f;
public float cannotImagineDuration = 1f;
public float eyeDisorderDuration = 2f;
public float canSeeColorDuration = 1f;
public float targetSwitchDuration = 1f;
[Header("Blur")]
[Tooltip("Blur when unfocused or module idle.")]
[Range(0f, 1f)] public float idleBlurAmount = 1f;
[Tooltip("Blur when focused and sharp.")]
[Range(0f, 1f)] public float focusedBlurAmount;
[Tooltip("Shader _BlurSize when blur is active.")]
[Range(0f, 0.02f)] public float blurSize = 0.008f;
[Header("Color Sweep (shader)")]
[Tooltip("Width of the directional color sweep during ColorIn/FadeOut.")]
[Range(0.001f, 1f)] public float revealWidth = 0.18f;
[Tooltip("Sweep direction in radians (0 = left-to-right).")]
[Range(0f, 6.28318f)] public float revealRotation;
[Range(0f, 1f)] public float revealNoise = 0.08f;
[Header("Color Sweep (ColorIn / FadeOut)")]
[Tooltip("Light RGB fringe during color sweep; 0 = sweep only.")]
[Range(0f, 1f)] public float colorSweepChromaPeak = 0.35f;
[Tooltip("Sweep duration fraction to ramp chroma fringe to peak.")]
[Range(0.1f, 0.6f)] public float colorSweepChromaRamp = 0.4f;
[HideInInspector] public float imagineGlitchPeak = 0.35f;
[HideInInspector] public float imagineGlitchRamp = 0.4f;
[HideInInspector] public float colorPulseDistortion = 0.06f;
[Header("Focus Settle (BlurOut)")]
[Tooltip("Mid-phase micro-defocus added on top of focused blur.")]
[Range(0f, 0.5f)] public float focusSettleDefocusBump = 0.12f;
[Tooltip("Single BlurOut timing split (focus | micro-defocus | refocus). Sum = 1; total seconds unchanged.")]
public Vector3 focusSettlePhaseRatios = new(0.5f, 0.22f, 0.28f);
[Header("Wrong Color (Eye Disorder)")]
public Color wrongColor = new(1f, 0.16f, 0.08f, 1f);
[Header("HSV")]
[Range(0f, 2f)] public float hsvSaturation = 1f;
[Header("Glitch / Memory Wave")]
public float glitchInDuration = 1f;
public float roundWaveInDuration = 2f;
public float roundWaveOutDuration = 0.5f;
public float glitchOutDuration = 0.5f;
[Header("Viewport Overlay (no post-processing)")]
public bool enableViewportOverlay = true;
[Tooltip("Horizontal half-size of the resting sight almond (left/right darkness).")]
[Range(0.22f, 0.58f)] public float eyeWidth = 0.46f;
[Tooltip("Vertical half-size of the resting sight almond (top/bottom darkness).")]
[Range(0.15f, 0.72f)] public float eyeHeight = 0.28f;
[Tooltip("Softness of the elliptical sight boundary.")]
[Range(0.001f, 0.2f)] public float edgeSoftness = 0.022f;
[Tooltip("Deprecated: unused. Blink only on imagine FadeIn.")]
public bool autoBlink;
[HideInInspector] public Vector2 autoBlinkInterval = new(8f, 15f);
public float blinkCloseDuration = 0.09f;
public float blinkOpenDuration = 0.14f;
[Header("Imagine Blink (EyeEffect_FadeIn only)")]
[HideInInspector] public float focusEffectAtBlinkOpen = 0.85f;
[Tooltip("想象:两次眨眼之间的间隔(秒)。")]
public float imagineBlinkGap = 0.04f;
[Tooltip("想象:第二次眨眼开眼到该进度时触发上色。")]
[Range(0f, 1f)] public float imagineEffectAtBlinkOpen = 1f;
public float GetDurationForState(EyeSystem.EyeColorState state) => state switch
{
EyeSystem.EyeColorState.CanImagineColor => imagineColorDuration,
EyeSystem.EyeColorState.CannotImagineColor => cannotImagineDuration,
EyeSystem.EyeColorState.EyeDisorder => eyeDisorderDuration,
EyeSystem.EyeColorState.CanSeeColor => canSeeColorDuration,
_ => imagineColorDuration
};
}
}