增加受击泛红效果
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using UnityEngine;
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using UnityEngine.UI;
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using IndianOceanAssets.Engine2_5D;
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namespace GameFramework
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{
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/// <summary>
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/// 受击泛红特效 —— 玩家受伤时屏幕四周闪烁红色暗角。
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///
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/// 挂载到场景中任意物体上(或由 GameHUD 自动创建)。
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/// 运行时自动创建全屏暗角遮罩,监听 HealthSystem.onPlayerDamaged 事件。
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/// </summary>
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public class DamageFlashOverlay : MonoBehaviour
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{
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[Header("特效参数")]
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[Tooltip("受击时暗角最大透明度(0~1)")]
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[SerializeField] private float flashAlpha = 0.8f;
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[Tooltip("闪烁淡出时间(秒)")]
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[SerializeField] private float fadeDuration = 0.4f;
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[Tooltip("暗角内圈半径(0~1,0=全屏幕红色,1=只有最边缘)")]
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[SerializeField] private float innerRadius = 0.8f;
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private Canvas _canvas;
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private Image _overlayImage;
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private float _currentAlpha;
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private bool _isFlashing;
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private void Start()
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{
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CreateOverlay();
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HealthSystem.onPlayerDamaged += OnPlayerDamaged;
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}
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private void OnDestroy()
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{
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HealthSystem.onPlayerDamaged -= OnPlayerDamaged;
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}
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private void Update()
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{
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if (!_isFlashing) return;
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// 淡出
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_currentAlpha -= Time.unscaledDeltaTime / fadeDuration;
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if (_currentAlpha <= 0f)
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{
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_currentAlpha = 0f;
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_isFlashing = false;
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_overlayImage.gameObject.SetActive(false);
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}
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_overlayImage.color = new Color(1f, 0f, 0f, _currentAlpha);
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}
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private void OnPlayerDamaged()
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{
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// 重置闪烁
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_currentAlpha = flashAlpha;
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_isFlashing = true;
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_overlayImage.gameObject.SetActive(true);
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_overlayImage.color = new Color(1f, 0f, 0f, _currentAlpha);
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}
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/// <summary>
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/// 创建全屏暗角遮罩(运行时生成暗角纹理)。
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/// </summary>
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private void CreateOverlay()
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{
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// 创建 Canvas
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var canvasObj = new GameObject("DamageFlashCanvas");
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_canvas = canvasObj.AddComponent<Canvas>();
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_canvas.renderMode = RenderMode.ScreenSpaceOverlay;
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_canvas.sortingOrder = 10000; // 在 HUD 之上
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canvasObj.AddComponent<CanvasScaler>();
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// 创建全屏 Image
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var imageObj = new GameObject("DamageFlashImage");
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imageObj.transform.SetParent(canvasObj.transform, false);
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var rect = imageObj.AddComponent<RectTransform>();
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rect.anchorMin = Vector2.zero;
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rect.anchorMax = Vector2.one;
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rect.sizeDelta = Vector2.zero;
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_overlayImage = imageObj.AddComponent<Image>();
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_overlayImage.sprite = CreateVignetteSprite();
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_overlayImage.type = Image.Type.Simple;
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_overlayImage.raycastTarget = false; // 不阻挡点击
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imageObj.SetActive(false); // 初始隐藏
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}
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/// <summary>
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/// 运行时生成暗角纹理(中心透明,边缘红色)。
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/// </summary>
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private Sprite CreateVignetteSprite()
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{
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int size = 256;
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var texture = new Texture2D(size, size, TextureFormat.RGBA32, false);
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var pixels = new Color[size * size];
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float center = size * 0.5f;
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float maxDist = center; // 最大距离(角到中心)
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for (int y = 0; y < size; y++)
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{
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for (int x = 0; x < size; x++)
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{
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// 计算到中心的归一化距离
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float dx = (x - center) / center;
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float dy = (y - center) / center;
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float dist = Mathf.Sqrt(dx * dx + dy * dy);
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// 暗角效果:内圈透明,外圈不透明
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float alpha;
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if (dist <= innerRadius)
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{
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alpha = 0f;
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}
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else
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{
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// 从内圈到边缘平滑过渡
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float t = (dist - innerRadius) / (1.414f - innerRadius); // 1.414 = sqrt(2)
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alpha = Mathf.SmoothStep(0f, 1f, t);
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}
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pixels[y * size + x] = new Color(1f, 0f, 0f, alpha);
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}
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}
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texture.SetPixels(pixels);
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texture.Apply();
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texture.filterMode = FilterMode.Bilinear;
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return Sprite.Create(texture, new Rect(0, 0, size, size), Vector2.one * 0.5f);
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}
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}
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}
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