using System; 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 { /// /// 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("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); // 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; } } /// /// 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; } }