using UnityEngine;
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
{
[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("冷却")]
[Tooltip("回声冷却时间(秒)")]
[SerializeField] private float cooldown = 2f;
// 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 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 void Start()
{
// 初始化:描边关闭
Shader.SetGlobalFloat(EchoOutlineIntensityID, 0f);
Shader.SetGlobalColor(EchoOutlineColorID, outlineColor);
Shader.SetGlobalFloat(EchoWidthID, ringWidth);
}
private void Update()
{
// 触发
if (Input.GetKeyDown(echoKey) && _state == State.Idle && 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);
}
private void StartEcho()
{
_state = State.Expanding;
_radius = 0f;
_intensity = 1f;
_stateTimer = 0f;
_lastEchoTime = Time.time;
// 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);
}
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;
}
}
///
/// 外部调用:强制停止回声
///
public void StopEcho()
{
_state = State.Idle;
_intensity = 0f;
Shader.SetGlobalFloat(EchoOutlineIntensityID, 0f);
}
public bool IsActive => _state != State.Idle;
}
}