2021-12-05 00:40:50 +08:00
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using Cinemachine;
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using Sirenix.OdinInspector;
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using UnityEngine.InputSystem;
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using DG.Tweening;
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2021-12-05 00:40:50 +08:00
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/// <summary>
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/// 震动管理员,管理相机和手柄的震动,外部调用静态方法
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/// </summary>
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public class VibrationManager : MonoBehaviour
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{
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public enum PadShakeitem{
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移动,
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跳跃,
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锤子击中,
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被击中,
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发射镰刀,
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挥动锤子,
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木马移动,
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反弹炸弹,
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撞钟攻击,
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伸手拿钱
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}
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/// <summary>
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/// 不会停下的震动的编号
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/// </summary>
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public List<PadShakeitem> doNotStopShakeNum;
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/// <summary>
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/// 还接待新的震动吗?
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/// </summary>
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private bool tradeable = true;
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public PadShakeitem itemNow;
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/// <summary>
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/// 是否处于特洛伊Boss关
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/// </summary>
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public bool inHorseStage;
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void Start(){
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doNotStopShakeNum = new List<PadShakeitem>();
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doNotStopShakeNum.Add(PadShakeitem.撞钟攻击);
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doNotStopShakeNum.Add(PadShakeitem.伸手拿钱);
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}
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/// <summary>
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/// 震动相机,仅对于一些微小短小震动使用
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/// </summary>
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/// <param name="dir">震动方向</param>
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/// <param name="force">震动力度</param>
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public void ShakeScream(Vector2 dir,float force){
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GetComponent<CinemachineImpulseSource>().
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GenerateImpulse(dir * force);
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}
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/// <summary>
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/// 震动手柄
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/// </summary>
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/// <param name="left">左马达力度(低频)</param>
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/// <param name="right">右马达力度(高频)</param>
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/// <param name="time">震动时间</param>
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/// <param name="item">震动原因</param>
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public IEnumerator ShakePad(float left, float right, float time, PadShakeitem item){
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if(Gamepad.current != null){
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//只有处于可接待状态时,才接待震动
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if(tradeable){
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//记录震动项目并开始震动
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itemNow = item;
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Gamepad.current.SetMotorSpeeds(left,right);
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}
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//如果该项目是不可被打断列表中记录着的
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if(doNotStopShakeNum.Contains(item)){
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//标记自身不再接待新的震动
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tradeable = false;
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}
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//Debug.Log("正在开始"+item+"的震动");
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yield return new WaitForSeconds(time);
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//只有震动项目和震动原因相同的时候,才会触发停止震动
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//用来解决震动的覆盖问题
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if(itemNow == item){
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//Debug.Log("正在结束"+item+"的震动");
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Gamepad.current.SetMotorSpeeds(0,0);
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if(inHorseStage)HorseShakePad();
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tradeable = true;
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}
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}
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}
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/// <summary>
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/// 木马震动,屏幕轻微快速上下震动
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/// </summary>
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public void HorseShakeScream(){
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transform.Find("木马震动源").
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GetComponent<CinemachineImpulseSource>().
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GenerateImpulse();
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}
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/// <summary>
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/// 撞钟攻击调用,屏幕中幅度震动
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/// </summary>
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public void BellShakeScream(){
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transform.Find("撞钟震动源").
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GetComponent<CinemachineImpulseSource>().
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GenerateImpulse();
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}
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public void HorseShakePad(){
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StartCoroutine(ShakePad(0f,0.1f,20f,PadShakeitem.木马移动));
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}
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/// <summary>
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/// 想要触发一个短时间的子弹时间,Call这个.时空震动也是震动,操你妈
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/// </summary>
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public void TimeSlow(){
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Time.timeScale = 0.3f;
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StartCoroutine(TimeRecover());
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}
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public IEnumerator TimeRecover(){
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yield return new WaitForSeconds(0f);
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DOTween.To(
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() => Time.timeScale,
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x => Time.timeScale = x,
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1f,
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0.2f
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);
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}
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}
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