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unity/Assets/Light/scripts/SceneInteraction.cs
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using UnityEngine;
|
||||
using System.Collections;
|
||||
|
||||
namespace IndianOceanAssets.Engine2_5D
|
||||
{
|
||||
/// <summary>
|
||||
/// 场景交互点 —— 玩家走到指定物体附近,按 Q 触发过场。
|
||||
/// 触发后主角的光圈逐渐扩大,最终点亮整个场景(PPT式过渡)。
|
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///
|
||||
/// 挂载位置:场景中的交互物件(如祭坛、机关、特殊NPC等)
|
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/// 需要:物体上有 Collider + 勾选 IsTrigger
|
||||
/// 玩家需要 Tag = "Player"
|
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/// </summary>
|
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public class SceneInteraction : MonoBehaviour
|
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{
|
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[Header("交互设置")]
|
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[SerializeField] private KeyCode interactKey = KeyCode.Q;
|
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[Tooltip("玩家进入此范围才能交互")]
|
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[SerializeField] private float interactionRadius = 3f;
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|
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[Header("过场参数")]
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[Tooltip("光圈扩大的持续时间(秒),类似PPT过场")]
|
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[SerializeField] private float transitionDuration = 5f;
|
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|
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[Tooltip("最终光圈半径(要覆盖整个场景的话设大一点)")]
|
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[SerializeField] private float finalLightRadius = 60f;
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|
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[Tooltip("最终全局最小亮度(0.6=全场景可见但偏暗, 1.0=全亮)")]
|
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[SerializeField, Range(0f, 1f)] private float finalMinBrightness = 0.7f;
|
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|
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[Header("引用")]
|
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[Tooltip("玩家的 LightSource 组件(必须已挂载)")]
|
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[SerializeField] private LightSource playerLightSource;
|
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|
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|
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|
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|
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|
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|
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|
||||
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|
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|
||||
private Transform _player;
|
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|
||||
private void Start()
|
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{
|
||||
// 自动查找玩家
|
||||
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|
||||
if (playerObj != null)
|
||||
{
|
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|
||||
if (playerLightSource == null)
|
||||
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|
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|
||||
|
||||
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|
||||
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|
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}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
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|
||||
|
||||
// 检测玩家是否在范围内
|
||||
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|
||||
{
|
||||
float dist = Vector3.Distance(transform.position, _player.position);
|
||||
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|
||||
}
|
||||
|
||||
// 显示/隐藏交互提示
|
||||
if (interactionPrompt != null)
|
||||
interactionPrompt.SetActive(_playerInRange);
|
||||
|
||||
// 检测 Q 键
|
||||
if (_playerInRange && Input.GetKeyDown(interactKey))
|
||||
{
|
||||
StartCoroutine(ExpandLightTransition());
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 过场协程:光圈逐渐扩大 + 全局亮度提升
|
||||
/// </summary>
|
||||
private IEnumerator ExpandLightTransition()
|
||||
{
|
||||
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|
||||
|
||||
// 隐藏交互提示
|
||||
if (interactionPrompt != null)
|
||||
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|
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|
||||
// 播放音效
|
||||
if (interactionSFX != null)
|
||||
interactionSFX.Play();
|
||||
|
||||
// 记录初始值
|
||||
float startRadius = playerLightSource != null ? playerLightSource.Radius : 5f;
|
||||
float startBrightness = LightMaskSystem.Instance != null ? 0f : 0f;
|
||||
|
||||
float elapsed = 0f;
|
||||
|
||||
// 过程:平滑插值扩大
|
||||
while (elapsed < transitionDuration)
|
||||
{
|
||||
elapsed += Time.deltaTime;
|
||||
float t = elapsed / transitionDuration;
|
||||
|
||||
// SmoothStep 插值(开始和结束都柔和)
|
||||
float smoothT = t * t * (3f - 2f * t);
|
||||
|
||||
// 扩大玩家光圈半径
|
||||
if (playerLightSource != null)
|
||||
playerLightSource.SetRadius(Mathf.Lerp(startRadius, finalLightRadius, smoothT));
|
||||
|
||||
// 提升全局最小亮度(让黑暗区域也逐渐可见)
|
||||
if (LightMaskSystem.Instance != null)
|
||||
LightMaskSystem.Instance.SetMinBrightness(Mathf.Lerp(startBrightness, finalMinBrightness, smoothT));
|
||||
|
||||
yield return null;
|
||||
}
|
||||
|
||||
// 确保最终值
|
||||
if (playerLightSource != null)
|
||||
playerLightSource.SetRadius(finalLightRadius);
|
||||
|
||||
if (LightMaskSystem.Instance != null)
|
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LightMaskSystem.Instance.SetMinBrightness(finalMinBrightness);
|
||||
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