using System;
using UnityEngine;
using GameFramework;
namespace IndianOceanAssets.Engine2_5D
{
///
/// 回声系统 v2 —— 描边波纹版。
/// 按 E 键从玩家位置释放扩散波纹,波纹扫过的精灵(非光源物体)
/// 会显示外描边(默认白色,可自定义),维持一段时间后整体消散。
///
/// 与 v1 的区别:
/// - 不再在黑暗遮罩上画光波(那样会漏出地板)
/// - 改为通过全局 shader 参数控制精灵描边 shader (SpriteEchoOutline)
/// - 时间模型:扩散 → 维持(sustainTime) → 消散(fadeTime)
///
/// 挂载位置:玩家物体上(或跟随玩家的空物体)
/// 依赖:场景中需要有用 SpriteEchoOutline shader 的描边精灵
/// (由 EchoOutlineManager 自动生成)
///
public class EchoSystem : MonoBehaviour
{
///
/// 按 E 释放回声(摇铃)时触发,参数为释放时的玩家世界位置。
/// 敌人聆听系统等可订阅此事件。
///
public static event Action OnEchoReleased;
[Header("按键")]
[SerializeField] private KeyCode echoKey = KeyCode.E;
[Header("扩散参数")]
[Tooltip("波纹扩散速度(世界单位/秒)")]
[SerializeField] private float expandSpeed = 15f;
[Tooltip("最大扩散半径(到达后进入维持阶段)")]
[SerializeField] private float maxRadius = 30f;
[Tooltip("波纹前沿柔和宽度(精灵被扫到时的过渡宽度,越大越柔)")]
[SerializeField] private float ringWidth = 1.5f;
[Header("时间模型")]
[Tooltip("扩散到最大半径后,描边维持的时间(秒)")]
[SerializeField] private float sustainTime = 4f;
[Tooltip("维持结束后,描边消散的时间(秒)")]
[SerializeField] private float fadeTime = 1.5f;
[Header("描边外观")]
[Tooltip("描边颜色(默认白色,可自定义)")]
[SerializeField] private Color outlineColor = Color.white;
[Header("红圈视觉")]
[Tooltip("红圈颜色")]
[SerializeField] private Color ringColor = new Color(1f, 0.15f, 0.1f, 1f);
[Tooltip("红圈宽度(世界单位)")]
[SerializeField] private float ringVisualWidth = 2.5f;
[Tooltip("红圈离地高度(避免Z-fighting)")]
[SerializeField] private float ringYOffset = 0.1f;
[Tooltip("红圈渐隐总时间(秒)。从释放瞬间开始线性渐隐,到 0 后隐藏。默认 4 秒")]
[SerializeField] private float ringFadeTime = 4f;
[Tooltip("红圈扩散速度(世界单位/秒),独立于波纹扩散速度")]
[SerializeField] private float ringExpandSpeed = 15f;
[Header("Shader 引用")]
[Tooltip("直接拖入 Assets/Light/shaders/EchoRing.shader。\n"
+ "用序列化字段引用而不是 Shader.Find,确保打包时构建管线能静态识别,"
+ "不会被 shader stripping 剔除(否则运行时会 fallback 成粉色错误着色器)。\n"
+ "留空时仍会尝试 Shader.Find 兜底,但需要把该 shader 加入 "
+ "GraphicsSettings 的 Always Included Shaders 列表。")]
[SerializeField] private Shader ringShader;
[Header("冷却")]
[Tooltip("回声冷却时间(秒)")]
[SerializeField] private float cooldown = 3f;
// 红圈视觉
private GameObject _ringVisual;
private Material _ringMaterial;
// 全局 shader 属性 ID(通过 Shader.SetGlobalX 设置,所有描边精灵共享)
private static readonly int EchoCenterID = Shader.PropertyToID("_EchoCenter");
private static readonly int EchoRadiusID = Shader.PropertyToID("_EchoRadius");
private static readonly int EchoWidthID = Shader.PropertyToID("_EchoWidth");
private static readonly int EchoOutlineIntensityID = Shader.PropertyToID("_EchoOutlineIntensity");
private static readonly int EchoOutlineColorID = Shader.PropertyToID("_EchoOutlineColor");
private static readonly int EchoRingAlphaID = Shader.PropertyToID("_EchoRingAlpha");
private static readonly int EchoRingRadiusID = Shader.PropertyToID("_EchoRingRadius");
private enum State { Idle, Expanding, Sustaining, Fading }
private State _state = State.Idle;
private float _radius;
private float _intensity;
private float _stateTimer;
private Vector2 _center;
private float _lastEchoTime = -999f;
private float _ringAlpha = 0f;
private float _ringRadius = 0f;
private void Start()
{
// 初始化:描边关闭
Shader.SetGlobalFloat(EchoOutlineIntensityID, 0f);
Shader.SetGlobalColor(EchoOutlineColorID, outlineColor);
Shader.SetGlobalFloat(EchoWidthID, ringWidth);
Shader.SetGlobalFloat(EchoRingAlphaID, 0f);
CreateRingVisual();
}
///
/// 创建红圈视觉:一个平铺在地面上的 Quad,使用 EchoRing shader。
/// shader 通过全局 _EchoCenter / _EchoRadius 自动计算圆环位置,
/// 无需每帧更新 Mesh —— 只需在释放时移动 Quad 到回声中心即可。
///
private void CreateRingVisual()
{
_ringVisual = GameObject.CreatePrimitive(PrimitiveType.Quad);
_ringVisual.name = "EchoRing_Visual";
// 移除不需要的碰撞体
var col = _ringVisual.GetComponent();
if (col != null) Destroy(col);
// 平铺在地面:绕 X 轴旋转 90°
_ringVisual.transform.rotation = Quaternion.Euler(90f, 0f, 0f);
// 缩放:覆盖 maxRadius * 2 的范围
float size = maxRadius * 2f;
_ringVisual.transform.localScale = new Vector3(size, size, 1f);
// 不挂载到玩家下——回声中心固定,不跟随玩家移动
// 创建材质(运行时)
// 优先使用序列化字段引用的 shader(构建管线可静态识别,不会被剔除);
// 字段为空时再尝试 Shader.Find 兜底(必须同时把 shader 加入 GraphicsSettings
// 的 Always Included Shaders,否则打包后 Find 会返回 null → 粉色错误着色器)。
var shader = ringShader != null ? ringShader : Shader.Find("IndianOcean/EchoRing");
if (shader != null)
{
_ringMaterial = new Material(shader);
_ringMaterial.SetColor("_RingColor", ringColor);
_ringMaterial.SetFloat("_RingWidth", ringVisualWidth);
// 确保渲染在黑暗遮罩之上(黑暗遮罩 sortingOrder=9999, renderQueue=3100)
_ringMaterial.renderQueue = 3250;
var renderer = _ringVisual.GetComponent();
renderer.sortingOrder = 10001;
renderer.material = _ringMaterial;
}
else
{
Debug.LogError(
"[EchoSystem] 找不到 IndianOcean/EchoRing shader!红圈将不会渲染。\n"
+ "修复方法(二选一):\n"
+ " 1) 把 Assets/Light/shaders/EchoRing.shader 拖到本组件的 Ring Shader 字段;\n"
+ " 2) Edit → Project Settings → Graphics → Always Included Shaders "
+ "里添加该 shader,然后重新打包。");
}
_ringVisual.SetActive(false);
}
private void Update()
{
// 触发:CD 好即可释放,无需等状态机结束(StartEcho 会重置所有状态)
if (Input.GetKeyDown(echoKey) && Time.time > _lastEchoTime + cooldown)
{
StartEcho();
}
// 状态机
switch (_state)
{
case State.Expanding: UpdateExpanding(); break;
case State.Sustaining: UpdateSustaining(); break;
case State.Fading: UpdateFading(); break;
}
// 每帧推送全局参数
Shader.SetGlobalVector(EchoCenterID, new Vector4(_center.x, _center.y, 0f, 0f));
Shader.SetGlobalFloat(EchoRadiusID, _radius);
Shader.SetGlobalFloat(EchoWidthID, ringWidth);
Shader.SetGlobalFloat(EchoOutlineIntensityID, _intensity);
Shader.SetGlobalColor(EchoOutlineColorID, outlineColor);
// 红圈独立渐隐与扩散
UpdateRingAlpha();
UpdateRingRadius();
Shader.SetGlobalFloat(EchoRingAlphaID, _ringAlpha);
Shader.SetGlobalFloat(EchoRingRadiusID, _ringRadius);
}
private void StartEcho()
{
_state = State.Expanding;
_radius = 0f;
_ringRadius = 0f;
_intensity = 1f;
_stateTimer = 0f;
_lastEchoTime = Time.time;
// 播放摇铃音效
if (AudioManager.Instance != null)
AudioManager.Instance.PlaySFXFromResources("SFX/Bell", 0.9f);
// 记录释放时刻的玩家位置(回声中心固定,不跟随移动)
Vector3 p = transform.position;
_center = new Vector2(p.x, p.z);
// 显示红圈:移动到回声中心位置
if (_ringVisual != null)
{
_ringVisual.transform.position = new Vector3(p.x, ringYOffset, p.z);
_ringVisual.SetActive(true);
}
// 通知订阅者(敌人聆听等)
OnEchoReleased?.Invoke(p);
}
private void UpdateExpanding()
{
_radius += expandSpeed * Time.deltaTime;
if (_radius >= maxRadius)
{
_radius = maxRadius;
_state = State.Sustaining;
_stateTimer = 0f;
}
}
private void UpdateSustaining()
{
_stateTimer += Time.deltaTime;
_intensity = 1f; // 维持阶段满强度
if (_stateTimer >= sustainTime)
{
_state = State.Fading;
_stateTimer = 0f;
}
}
private void UpdateFading()
{
_stateTimer += Time.deltaTime;
// 消散阶段强度从 1 → 0
_intensity = Mathf.Clamp01(1f - _stateTimer / Mathf.Max(0.0001f, fadeTime));
if (_stateTimer >= fadeTime)
{
_state = State.Idle;
_intensity = 0f;
}
}
///
/// 红圈独立渐隐逻辑:
/// 从释放瞬间开始线性渐隐(1 → 0),ringFadeTime 秒后完全消失。
///
private void UpdateRingAlpha()
{
if (_state == State.Idle)
{
_ringAlpha = 0f;
return;
}
float elapsed = Time.time - _lastEchoTime;
_ringAlpha = Mathf.Clamp01(1f - elapsed / Mathf.Max(0.001f, ringFadeTime));
// 渐隐完成后隐藏红圈物体(节省渲染开销)
if (_ringAlpha <= 0f && _ringVisual != null)
_ringVisual.SetActive(false);
}
///
/// 红圈独立扩散:按 ringExpandSpeed 扩散,封顶 maxRadius。
///
private void UpdateRingRadius()
{
if (_state == State.Idle)
{
_ringRadius = 0f;
return;
}
_ringRadius += ringExpandSpeed * Time.deltaTime;
if (_ringRadius > maxRadius)
_ringRadius = maxRadius;
}
///
/// 外部调用:强制停止回声
///
public void StopEcho()
{
_state = State.Idle;
_intensity = 0f;
_ringAlpha = 0f;
_ringRadius = 0f;
Shader.SetGlobalFloat(EchoOutlineIntensityID, 0f);
Shader.SetGlobalFloat(EchoRingAlphaID, 0f);
if (_ringVisual != null)
_ringVisual.SetActive(false);
}
public bool IsActive => _state != State.Idle;
// ===== 编辑器可视化 =====
private void OnDrawGizmosSelected()
{
// 绘制回声最大范围(青色线框)
Gizmos.color = new Color(0f, 1f, 1f, 0.3f);
Gizmos.DrawWireSphere(transform.position, maxRadius);
// 绘制当前波纹半径(如果在扩散中)
if (_state != State.Idle && _radius > 0)
{
Gizmos.color = new Color(1f, 1f, 0f, 0.5f);
Gizmos.DrawWireSphere(new Vector3(_center.x, transform.position.y, _center.y), _radius);
// 绘制波纹中心
Gizmos.color = Color.yellow;
Gizmos.DrawWireSphere(new Vector3(_center.x, transform.position.y, _center.y), 0.3f);
}
// 绘制冷却时间指示
if (Time.time < _lastEchoTime + cooldown)
{
float remaining = (_lastEchoTime + cooldown) - Time.time;
float cooldownRatio = remaining / cooldown;
Gizmos.color = new Color(1f, 0f, 0f, 0.3f);
Gizmos.DrawWireSphere(transform.position, maxRadius * cooldownRatio);
}
}
}
}