优化ui,谱面替换,以及科研模糊

This commit is contained in:
FloatGaming
2026-02-25 03:44:41 +08:00
parent 332307d18c
commit 0b75e93f71
114 changed files with 160279 additions and 290 deletions
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using TMPro;
using UnityEngine;
using UnityEngine.UI;
namespace Qjjxk.Blur.Demo
{
public class Demo : MonoBehaviour
{
public Transform cubeTrans;
public BlurRawImage blurRawImage;
public TMP_Dropdown blurTypeDropdown;
public Slider strengthSlider;
public Slider radiusSlider;
public Slider iterationSlider;
public Slider downSampleSlider;
public TextMeshProUGUI strengthText;
public TextMeshProUGUI radiusText;
public TextMeshProUGUI iterationsText;
public TextMeshProUGUI downSampleText;
private void Update()
{
cubeTrans.Rotate(0, 30 * Time.deltaTime, 0);
blurTypeDropdown.value = (int)blurRawImage.blurType;
strengthText.text = blurRawImage.blurStrength.ToString("F2");
radiusText.text = blurRawImage.blurRadius.ToString("F2");
iterationsText.text = blurRawImage.iterations.ToString("F0");
downSampleText.text = blurRawImage.downSample.ToString("F2");
strengthSlider.value = blurRawImage.blurStrength;
radiusSlider.value = blurRawImage.blurRadius;
iterationSlider.value = blurRawImage.iterations;
downSampleSlider.value = blurRawImage.downSample;
}
public void SetBlurType(int blurType)
{
blurRawImage.blurType = (BlurType)blurType;
}
public void SetStrength(float strength)
{
blurRawImage.blurStrength = strength;
}
public void SetRadius(float radius)
{
blurRawImage.blurRadius = radius;
}
public void SetIterations(float iterations)
{
blurRawImage.iterations = Mathf.RoundToInt(iterations);
}
public void SetDown(float down)
{
blurRawImage.downSample = down;
}
}
}
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using UnityEditor;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
using UnityEngine.SceneManagement;
namespace Qjjxk.Blur
{
[ExecuteAlways]
[DisallowMultipleComponent]
public class BlurRawImage : MonoBehaviour
{
[SerializeField, ReadOnly] private Shader blurShader;
public BlurType blurType;
private BlurType _blurType;
[Range(0f, 64f)] public float blurStrength;
private float _blurStrength;
[Range(0, 32)] public float blurRadius;
private float _blurRadius;
[Range(0, 6)] public int iterations = 1;
private int _iterations;
[Range(1, 8)] public float downSample = 1;
private float _downSample;
private static readonly int _blurRadiusId = Shader.PropertyToID("_BlurRadius");
private static readonly int _regionId = Shader.PropertyToID("_Region");
private static readonly int _iterationId = Shader.PropertyToID("_Iteration");
private Scene _scene;
private Canvas _canvas;
private bool _needResize;
private Vector3 _localPos;
private Vector2 _selfSize;
private Camera _mainCamera;
private Vector2 _sizeDelta;
private RawImage _rawImage;
private int _initStep = -1;
private int _width, _height;
private bool _needRefresh = true;
private MonitorDimension _monitor;
private Material _blurMat, _blurMat2;
private RectTransform _rectTransform;
private RenderTexture _tempRT, _blurRT;
private BlurCameraPass _blurCameraPass;
private UniversalAdditionalCameraData _cameraData;
private Material[] _blurMats;
#if UNITY_EDITOR && UNITY_6000_0_OR_NEWER
private RenderTexture _cameraRT;
#endif
private void Awake()
{
_mainCamera = Camera.main;
blurShader = Shader.Find("Qjjxk/BlurImage");
var haveRawImage = TryGetComponent(out _rawImage);
if (haveRawImage) _canvas = _rawImage.canvas;
if (_mainCamera && blurShader && _canvas) _initStep++;
else _initStep--;
if (_initStep < -1) return;
_scene = gameObject.scene;
_blurType = blurType;
_blurRadius = blurRadius;
_iterations = iterations;
downSample = 1;
_downSample = downSample;
_blurMat = new Material(blurShader);
_blurMat2 = new Material(blurShader);
_blurMats = new[]
{
new Material(blurShader),
new Material(blurShader),
new Material(blurShader),
new Material(blurShader),
new Material(blurShader),
new Material(blurShader),
};
_rectTransform = _rawImage.rectTransform;
_sizeDelta = _rectTransform.sizeDelta.Round();
_localPos = _rectTransform.localPosition.Round();
}
private void OnEnable()
{
if (_initStep < 1 || !_scene.isLoaded) return;
if (_blurRT == null || !_blurRT.IsCreated())
{
RefreshPixelSize();
_blurRT = new RenderTexture(_width, _height, 0) { name = "BlurRT" };
_tempRT = new RenderTexture(_width, _height, 0) { name = "TempRT" };
_blurRT.Create();
_tempRT.Create();
}
_rawImage.texture = _blurRT;
_rawImage.enabled = true;
RegisterMonitor(true);
// 每次重新创建 Pass 以更新内部 RTHandle
_blurCameraPass = new BlurCameraPass(_blurType, _blurRT, _tempRT, _blurMats, _blurMat, _blurMat2, _iterations);
_cameraData = _mainCamera.GetUniversalAdditionalCameraData();
if (iterations != 0) RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
}
private void Reset()
{
downSample = 1;
if (_initStep > -1)
{
blurShader = Shader.Find("Qjjxk/BlurImage");
_rawImage.texture = _blurRT;
return;
}
#if UNITY_EDITOR
EditorUtility.DisplayDialog("Error",
"The MainCamera or blur Shader was not found, or the script has not been added to the component containing the RawImage.", "OK");
EditorApplication.delayCall += () => { DestroyImmediate(this); };
#endif
}
private void Start()
{
if (_initStep < 0) return;
_initStep++;
RefreshPixelSize();
_tempRT = new RenderTexture(_width, _height, 0) { name = "TempRT" };
_blurRT = new RenderTexture(_width, _height, 0) { name = "BlurRT" };
#if UNITY_EDITOR && UNITY_6000_0_OR_NEWER
_cameraRT = new RenderTexture(_mainCamera.pixelWidth, _mainCamera.pixelHeight, 16) { name = "CameraRT" };
#endif
OnEnable();
SetBlurStrength();
SetBlurRange();
}
private void Update()
{
if (_initStep < 1) return;
if (_rawImage != null && (_rawImage.texture == null || _rawImage.texture != _blurRT))
{
_rawImage.texture = _blurRT;
}
RefreshBlurType();
RefreshStrength();
RefreshIterations();
RefreshDownSample();
RefreshBlurRadius();
if (_rectTransform.hasChanged)
{
RefreshPixelSize();
SetBlurRange();
_rectTransform.hasChanged = false;
}
ForceCameraRender();
}
private void OnBeginCameraRendering(ScriptableRenderContext context, Camera tarCamera)
{
if (tarCamera != _mainCamera) return;
if (_needResize) ResizeRT();
if (_cameraData != null && _cameraData.scriptableRenderer != null && _blurCameraPass != null)
_cameraData.scriptableRenderer.EnqueuePass(_blurCameraPass);
}
private void RefreshBlurType()
{
if (_blurType == blurType) return;
_blurType = blurType;
if (_blurCameraPass != null) _blurCameraPass.blurType = _blurType;
_needRefresh = true;
RefreshStrength(true);
}
private void RefreshStrength(bool force = false)
{
if (Mathf.Approximately(_blurStrength, blurStrength) && !force) return;
_blurStrength = blurStrength;
if (_blurType == BlurType.Gaussian)
{
switch (_blurStrength)
{
case <= 2:
iterations = 1;
blurRadius = _blurStrength;
break;
case <= 10:
iterations = 2;
blurRadius = (_blurStrength + 0.5f) / Mathf.Sqrt(iterations);
break;
case <= 20:
iterations = 3;
blurRadius = _blurStrength / Mathf.Sqrt(iterations);
break;
case <= 50:
iterations = 4;
blurRadius = (_blurStrength - 0.5f) / Mathf.Sqrt(iterations);
break;
default:
iterations = 5;
blurRadius = (_blurStrength - 1) / Mathf.Sqrt(iterations);
break;
}
}
else if (_blurType == BlurType.Kawase)
{
iterations = _blurStrength switch
{
<= 0 => 1,
<= 10 => 3,
<= 20 => 4,
<= 30 => 5,
_ => 6
};
blurRadius = _blurStrength / 2;
}
}
private void RegisterMonitor(bool isReg)
{
if (!_monitor) _monitor = _canvas.GetComponent<MonitorDimension>();
if (!_monitor)
{
_monitor = _canvas.gameObject.AddComponent<MonitorDimension>();
_monitor.hideFlags = HideFlags.HideInInspector;
}
_monitor.Register(this, isReg);
}
public void SetWindowSize()
{
if (_initStep < 1) return;
RefreshPixelSize();
_needResize = true;
SetBlurRange();
}
private void RefreshPixelSize()
{
_width = Mathf.RoundToInt(_rectTransform.rect.width * _canvas.scaleFactor);
_height = Mathf.RoundToInt(_rectTransform.rect.height * _canvas.scaleFactor);
}
private void ResizeRT()
{
_needResize = false;
if (_blurRT != null) _blurRT.Resize(_width / _downSample, _height / _downSample);
if (_tempRT != null) _tempRT.Resize(_width / _downSample, _height / _downSample);
#if UNITY_EDITOR && UNITY_6000_0_OR_NEWER
if (_cameraRT != null) _cameraRT.Resize(_canvas.pixelRect.width, _canvas.pixelRect.height);
#endif
}
private void RefreshIterations()
{
if (_iterations == iterations) return;
SetRenderPipeline();
_iterations = iterations;
if (_blurCameraPass != null) _blurCameraPass.iterations = _iterations;
if (_blurMats != null && _blurMats.Length > 0 && _blurMats[0] != null) _blurMats[0].SetFloat(_iterationId, _iterations);
_needRefresh = true;
}
private void SetRenderPipeline()
{
if (_iterations != 0 && iterations == 0)
{
_blurRT.Release();
_blurRT.Create();
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
}
else if (_iterations == 0 && iterations != 0)
{
RenderPipelineManager.beginCameraRendering += OnBeginCameraRendering;
}
}
private void RefreshDownSample()
{
if (Mathf.Approximately(_downSample, downSample)) return;
_downSample = downSample;
_needResize = true;
SetBlurStrength();
_needRefresh = true;
}
private void RefreshBlurRadius()
{
if (Mathf.Approximately(_blurRadius, blurRadius)) return;
_blurRadius = blurRadius;
SetBlurStrength();
_needRefresh = true;
}
private void SetBlurStrength()
{
if (_blurMat != null) _blurMat.SetFloat(_blurRadiusId, _blurRadius / _downSample);
if (_blurMat2 != null) _blurMat2.SetFloat(_blurRadiusId, _blurRadius / _downSample * 0.618f);
if (_blurMats != null)
{
for (var i = 0; i < _blurMats.Length; i++)
{
if (_blurMats[i] != null)
_blurMats[i].SetFloat(_blurRadiusId, _blurRadius * 2 / _downSample * Mathf.Pow(0.5f, i));
}
}
}
private void SetBlurRange()
{
if (_rectTransform == null || _canvas == null || _blurMat == null) return;
Vector3[] corners = new Vector3[4];
_rectTransform.GetWorldCorners(corners);
Camera cam = _canvas.renderMode == RenderMode.ScreenSpaceOverlay ? null : _canvas.worldCamera;
Vector2 screenMin = RectTransformUtility.WorldToScreenPoint(cam, corners[0]);
Vector2 screenMax = RectTransformUtility.WorldToScreenPoint(cam, corners[2]);
Rect canvasRect = _canvas.pixelRect;
float xMin = screenMin.x / canvasRect.width;
float xMax = screenMax.x / canvasRect.width;
float yMin = screenMin.y / canvasRect.height;
float yMax = screenMax.y / canvasRect.height;
_blurMat.SetVector(_regionId, new Vector4(xMin, yMin, xMax, yMax));
_needRefresh = true;
}
private void ForceCameraRender()
{
if (!Application.isEditor) return;
if (!_needRefresh && Application.isPlaying) return;
_needRefresh = false;
#if UNITY_EDITOR && UNITY_6000_0_OR_NEWER
if (_cameraRT == null)
{
if (_mainCamera != null)
{
_cameraRT = new RenderTexture(_mainCamera.pixelWidth, _mainCamera.pixelHeight, 16) { name = "CameraRT" };
}
else
{
return;
}
}
RenderPipeline.SubmitRenderRequest(_mainCamera, new RenderPipeline.StandardRequest { destination = _cameraRT });
#else
_mainCamera.Render();
#endif
}
private void OnDisable()
{
RenderPipelineManager.beginCameraRendering -= OnBeginCameraRendering;
if (_initStep < 1 || !_scene.isLoaded) return;
_rawImage.texture = null;
_rawImage.enabled = false;
RegisterMonitor(false);
}
private void OnDestroy()
{
if (_tempRT != null)
{
_tempRT.Release();
DestroyImmediate(_tempRT);
}
if (_blurRT != null)
{
_blurRT.Release();
DestroyImmediate(_blurRT);
}
#if UNITY_EDITOR && UNITY_6000_0_OR_NEWER
if (_cameraRT != null)
{
_cameraRT.Release();
DestroyImmediate(_cameraRT);
}
#endif
}
}
public enum BlurType
{
Gaussian,
Kawase,
Grainy
}
}
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using UnityEngine;
using UnityEngine.Rendering;
using UnityEngine.Rendering.Universal;
#if UNITY_6000_0_OR_NEWER
using UnityEngine.Rendering.RenderGraphModule;
#endif
namespace Qjjxk.Blur
{
public class BlurCameraPass : ScriptableRenderPass
{
private readonly RTHandle _blurRT, _tempRT;
private readonly Material _blurMat, _blurMat2;
public int iterations;
public BlurType blurType;
private readonly Material[] _blurMats;
public BlurCameraPass(BlurType blurType, RenderTexture blurRT, RenderTexture tempRT, Material[] blurMats, Material mat, Material mat2,
int iteration)
{
renderPassEvent = RenderPassEvent.AfterRenderingPostProcessing;
this.blurType = blurType;
_tempRT = RTHandles.Alloc(tempRT);
_blurRT = RTHandles.Alloc(blurRT);
_blurMats = blurMats;
_blurMat = mat;
_blurMat2 = mat2;
iterations = iteration;
}
#if UNITY_6000_0_OR_NEWER
[System.Obsolete]
#endif
public override void Execute(ScriptableRenderContext context, ref RenderingData renderingData)
{
var commandBuffer = CommandBufferPool.Get("CameraCapture");
commandBuffer.Clear();
#if UNITY_2022
var source = renderingData.cameraData.renderer.cameraColorTargetHandle;
#else
var source = renderingData.cameraData.renderer.cameraColorTarget;
#endif
if (blurType == BlurType.Gaussian)
{
Blit(commandBuffer, source, _blurRT, _blurMat);
for (var i = 0; i < iterations; i++)
{
var blurMat = i == 1 ? _blurMat2 : _blurMat;
Blit(commandBuffer, _blurRT, _tempRT, blurMat, 1);
Blit(commandBuffer, _tempRT, _blurRT, blurMat, 2);
}
}
else if (blurType == BlurType.Kawase)
{
Blit(commandBuffer, source, _tempRT, _blurMat);
for (var i = 0; i < 2 * iterations - 1; i++)
{
var index = i < iterations ? i : 2 * iterations - i - 2;
if (index % 2 == 0) Blit(commandBuffer, _tempRT, _blurRT, _blurMats[index], 4);
else Blit(commandBuffer, _blurRT, _tempRT, _blurMats[index], 4);
}
}
else if (blurType == BlurType.Grainy)
{
Blit(commandBuffer, source, _tempRT, _blurMat);
Blit(commandBuffer, _tempRT, _blurRT, _blurMats[0], 3);
}
context.ExecuteCommandBuffer(commandBuffer);
CommandBufferPool.Release(commandBuffer);
}
#if UNITY_6000_0_OR_NEWER
private class BlurPassData
{
public TextureHandle inputTh;
public Material blurMat;
public int pass;
}
public override void RecordRenderGraph(RenderGraph renderGraph, ContextContainer frameData)
{
if (_blurRT == null || _blurRT.rt == null || _tempRT == null || _tempRT.rt == null)
return;
if (_blurMat == null || _blurMat2 == null)
return;
var resourceData = frameData.Get<UniversalResourceData>();
var blurDesc = _blurRT.rt.descriptor;
var blurInfo = new RenderTargetInfo
{
width = blurDesc.width,
height = blurDesc.height,
volumeDepth = blurDesc.volumeDepth,
msaaSamples = blurDesc.msaaSamples,
format = blurDesc.graphicsFormat,
};
var tempDesc = _tempRT.rt.descriptor;
var tempInfo = new RenderTargetInfo
{
width = tempDesc.width,
height = tempDesc.height,
volumeDepth = tempDesc.volumeDepth,
msaaSamples = tempDesc.msaaSamples,
format = tempDesc.graphicsFormat,
};
var blurHandle = renderGraph.ImportTexture(_blurRT, blurInfo);
var tempHandle = renderGraph.ImportTexture(_tempRT, tempInfo);
if (blurType == BlurType.Gaussian)
{
for (var i = 0; i < iterations * 2 + 1; i++)
{
using var builder = renderGraph.AddRasterRenderPass<BlurPassData>("BlurCameraPass", out var passData);
passData.blurMat = i is 3 or 4 ? _blurMat2 : _blurMat;
if (i == 0)
{
passData.pass = 0;
passData.inputTh = resourceData.activeColorTexture;
}
else if (i % 2 == 1)
{
passData.pass = 1;
passData.inputTh = blurHandle;
}
else
{
passData.pass = 2;
passData.inputTh = tempHandle;
}
builder.SetRenderAttachment(i % 2 == 0 ? blurHandle : tempHandle, 0, AccessFlags.WriteAll);
builder.SetRenderFunc((BlurPassData data, RasterGraphContext context) =>
{
if (data.blurMat != null)
Blitter.BlitTexture(context.cmd, data.inputTh, new Vector4(1, 1, 0, 0), data.blurMat, data.pass);
});
}
}
else if (blurType == BlurType.Kawase)
{
if (_blurMats == null) return;
for (var i = -1; i < 2 * iterations - 1; i++)
{
var index = i < iterations ? i : 2 * iterations - i - 2;
using var builder = renderGraph.AddRasterRenderPass<BlurPassData>("BlurCameraPass", out var passData);
passData.blurMat = index == -1 ? _blurMat : (index >= 0 && index < _blurMats.Length ? _blurMats[index] : null);
if (index == -1)
{
passData.pass = 0;
passData.inputTh = resourceData.activeColorTexture;
}
else if (index % 2 == 0)
{
passData.pass = 4;
passData.inputTh = tempHandle;
}
else
{
passData.pass = 4;
passData.inputTh = blurHandle;
}
builder.SetRenderAttachment(i % 2 == 0 ? blurHandle : tempHandle, 0, AccessFlags.WriteAll);
builder.SetRenderFunc((BlurPassData data, RasterGraphContext context) =>
{
if (data.blurMat != null)
Blitter.BlitTexture(context.cmd, data.inputTh, new Vector4(1, 1, 0, 0), data.blurMat, data.pass);
});
}
}
else if (blurType == BlurType.Grainy)
{
if (_blurMats == null || _blurMats.Length == 0) return;
using var builder = renderGraph.AddRasterRenderPass<BlurPassData>("BlurCameraPass", out var passData);
passData.blurMat = _blurMats[0];
passData.pass = 3;
passData.inputTh = resourceData.activeColorTexture;
builder.SetRenderAttachment(blurHandle, 0, AccessFlags.WriteAll);
builder.SetRenderFunc((BlurPassData data, RasterGraphContext context) =>
{
if (data.blurMat != null)
Blitter.BlitTexture(context.cmd, data.inputTh, new Vector4(1, 1, 0, 0), data.blurMat, data.pass);
});
}
}
#endif
}
}
@@ -0,0 +1,11 @@
fileFormatVersion: 2
guid: c52055676d99ddb4cb5267256e942cb1
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
@@ -0,0 +1,49 @@
using System.Collections.Generic;
using UnityEditor;
using UnityEngine;
namespace Qjjxk.Blur
{
public static class ExtensionMethod
{
private static void Resize(this RenderTexture rt, int width, int height)
{
if (rt == null) return;
rt.Release();
rt.width = width;
rt.height = height;
rt.Create();
}
public static void Resize(this RenderTexture rt, float width, float height)
{
rt.Resize((int)width, (int)height);
}
public static Vector3 Round(this Vector3 tarVector)
{
return new Vector3(Mathf.Round(tarVector.x), Mathf.Round(tarVector.y), Mathf.Round(tarVector.z));
}
public static Vector2 Round(this Vector2 tarVector)
{
return new Vector2(Mathf.Round(tarVector.x), Mathf.Round(tarVector.y));
}
public static void TryAdd<T>(this List<T> list, T t)
{
if (list.Contains(t)) return;
list.Add(t);
}
public static void Destroy(this Component tarComp)
{
#if UNITY_EDITOR
if (Application.isPlaying) Object.Destroy(tarComp);
else EditorApplication.delayCall += () => Object.DestroyImmediate(tarComp);
#else
Object.Destroy(tarComp);
#endif
}
}
}
@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 9b098834905d26e44bdb35ccf083a438
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 308958
packageName: Blur RawImage UGUI
packageVersion: 1.4
assetPath: Assets/BlurRawImage/Scripts/Utils/ExtensionMethod.cs
uploadId: 761342
@@ -0,0 +1,24 @@
using System;
using UnityEditor;
using UnityEngine;
namespace Qjjxk.Blur
{
[AttributeUsage(AttributeTargets.Field)]
public class ReadOnlyAttribute : PropertyAttribute
{
}
#if UNITY_EDITOR
[CustomPropertyDrawer(typeof(ReadOnlyAttribute))]
public class ReadOnlyDrawer : PropertyDrawer
{
public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
{
GUI.enabled = false;
EditorGUI.PropertyField(position, property, label);
GUI.enabled = true;
}
}
#endif
}
@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: ca85a5a523f3f274a8eb06a3c1a4ed3c
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 308958
packageName: Blur RawImage UGUI
packageVersion: 1.4
assetPath: Assets/BlurRawImage/Scripts/Utils/MiracleAttributes.cs
uploadId: 761342
@@ -0,0 +1,51 @@
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Rendering;
namespace Qjjxk.Blur
{
[ExecuteAlways]
public class MonitorDimension : MonoBehaviour
{
public RenderTexture captureRT;
public CameraEvent cameraEvent;
private List<BlurRawImage> _blurList;
private CommandBuffer _cmdBuffer;
private Camera _mainCamera;
private void Awake()
{
_mainCamera = Camera.main!;
captureRT = new RenderTexture(_mainCamera.pixelWidth, _mainCamera.pixelHeight, 0) { name = "CaptureRT" };
_cmdBuffer = new CommandBuffer { name = "Capture" };
_cmdBuffer.Blit(BuiltinRenderTextureType.CurrentActive, captureRT);
cameraEvent = Application.isEditor ? CameraEvent.BeforeImageEffects : CameraEvent.AfterEverything;
_mainCamera!.AddCommandBuffer(cameraEvent, _cmdBuffer);
}
public void Register(BlurRawImage blurRawImage, bool isReg = true)
{
_blurList ??= new List<BlurRawImage>();
if (isReg)
{
_blurList.TryAdd(blurRawImage);
}
else
{
_blurList.Remove(blurRawImage);
if (_blurList.Count != 0) return;
this.Destroy();
}
}
private void OnRectTransformDimensionsChange()
{
if (!gameObject.scene.isLoaded || _blurList == null || _blurList.Count == 0) return;
captureRT.Resize(_mainCamera.pixelWidth, _mainCamera.pixelHeight);
foreach (var blurRawImage in _blurList)
{
blurRawImage.SetWindowSize();
}
}
}
}
@@ -0,0 +1,18 @@
fileFormatVersion: 2
guid: 78f09e0a818ad7c4cbdabcb2055e725d
MonoImporter:
externalObjects: {}
serializedVersion: 2
defaultReferences: []
executionOrder: 0
icon: {instanceID: 0}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 308958
packageName: Blur RawImage UGUI
packageVersion: 1.4
assetPath: Assets/BlurRawImage/Scripts/Utils/MonitorDimension.cs
uploadId: 761342
+8
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@@ -0,0 +1,8 @@
fileFormatVersion: 2
guid: 526b1b790d170804c9948842736f9748
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
+198
View File
@@ -0,0 +1,198 @@
Shader "Qjjxk/BlurImage"
{
Properties
{
[PerRendererData] _MainTex ("Texture", 2D) = "white" {}
_BlurRadius ("BlurRadius", Range(0, 32)) = 5
_Iteration ("Iteration", Range(1, 6)) = 1
_Region ("Region", Vector) = (0, 0, 1, 1)
}
SubShader
{
Tags
{
"RenderType" = "Opaque"
"RenderPipeline" = "UniversalPipeline"
}
Pass
{
HLSLPROGRAM
#pragma vertex VertC
#pragma fragment Frag
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragH
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragV
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragGrainy
ENDHLSL
}
Pass
{
HLSLPROGRAM
#pragma vertex Vert
#pragma fragment FragKawase
ENDHLSL
}
}
HLSLINCLUDE
#include "Packages/com.unity.render-pipelines.universal/ShaderLibrary/Core.hlsl"
#if UNITY_VERSION >= 202220
TEXTURE2D(_BlitTexture);
SAMPLER(sampler_BlitTexture);
float4 _BlitTexture_TexelSize;
#else
TEXTURE2D(_MainTex);
SAMPLER(sampler_MainTex);
float4 _MainTex_TexelSize;
#endif
float _BlurRadius;
float _Iteration;
float4 _Region;
struct Attributes
{
uint vertexID : SV_VertexID;
};
struct Varyings
{
float4 positionCS : SV_POSITION;
float2 uv : TEXCOORD0;
};
#if UNITY_VERSION >= 202220
#define BLURPIXEL(n, m, weight) SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, float2(input.uv.x + _BlitTexture_TexelSize.x * n * _BlurRadius, input.uv.y + _BlitTexture_TexelSize.y * m * _BlurRadius)) * weight
#define BLUROFFSET(offset) SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.uv + offset * _BlitTexture_TexelSize.xy);
#else
#define BLURPIXEL(n, m, weight) SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, float2(input.uv.x + _MainTex_TexelSize.x * n * _BlurRadius, input.uv.y + _MainTex_TexelSize.y * m * _BlurRadius)) * weight
#define BLUROFFSET(offset) SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv + offset * _MainTex_TexelSize.xy);
#endif
Varyings Vert(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
output.uv = GetFullScreenTriangleTexCoord(input.vertexID);
return output;
}
Varyings VertC(Attributes input)
{
Varyings output;
output.positionCS = GetFullScreenTriangleVertexPosition(input.vertexID);
float2 uv = GetFullScreenTriangleTexCoord(input.vertexID);
output.uv = lerp(_Region.xy, _Region.zw, uv);
return output;
}
half4 Frag(Varyings input) : SV_Target
{
#if UNITY_VERSION >= 202220
return SAMPLE_TEXTURE2D(_BlitTexture, sampler_BlitTexture, input.uv);
#else
return SAMPLE_TEXTURE2D(_MainTex, sampler_MainTex, input.uv);
#endif
}
half4 FragH(Varyings input) : SV_Target
{
half4 color = half4(0, 0, 0, 0);
color += BLURPIXEL(-4, 0, 0.05);
color += BLURPIXEL(-3, 0, 0.09);
color += BLURPIXEL(-2, 0, 0.12);
color += BLURPIXEL(-1, 0, 0.15);
color += BLURPIXEL(-0, 0, 0.18);
color += BLURPIXEL(1, 0, 0.15);
color += BLURPIXEL(2, 0, 0.12);
color += BLURPIXEL(3, 0, 0.09);
color += BLURPIXEL(4, 0, 0.05);
return color;
}
half4 FragV(Varyings input) : SV_Target
{
half4 color = half4(0, 0, 0, 0);
color += BLURPIXEL(0, -4, 0.05);
color += BLURPIXEL(0, -3, 0.09);
color += BLURPIXEL(0, -2, 0.12);
color += BLURPIXEL(0, -1, 0.15);
color += BLURPIXEL(0, -0, 0.18);
color += BLURPIXEL(0, 1, 0.15);
color += BLURPIXEL(0, 2, 0.12);
color += BLURPIXEL(0, 3, 0.09);
color += BLURPIXEL(0, 4, 0.05);
return color;
}
float Rand(float2 n)
{
return sin(dot(n, half2(1233.224, 1743.335)));
}
half4 FragGrainy(Varyings input) : SV_Target
{
half4 color = half4(0, 0, 0, 0);
float2 offset = float2(0, 0);
float random = Rand(input.uv);
int iteration = round(_Iteration);
for (int k = 0; k < iteration; k++)
{
random = frac(43758.5453 * random + 0.61432);
offset.x = (random - 0.5) * 2.0;
random = frac(43758.5453 * random + 0.61432);
offset.y = (random - 0.5) * 2.0;
color += BLUROFFSET(offset * _BlurRadius);
}
return color / iteration;
}
half4 FragKawase(Varyings input) : SV_Target
{
half4 color = half4(0, 0, 0, 0);
color += BLUROFFSET(float2(_BlurRadius, _BlurRadius));
color += BLUROFFSET(float2(_BlurRadius, -_BlurRadius));
color += BLUROFFSET(float2(-_BlurRadius, _BlurRadius));
color += BLUROFFSET(float2(-_BlurRadius, -_BlurRadius));
return color * 0.25;
}
ENDHLSL
}
@@ -0,0 +1,17 @@
fileFormatVersion: 2
guid: e8de1a8020b4db9439e5366887b9e43f
ShaderImporter:
externalObjects: {}
defaultTextures: []
nonModifiableTextures: []
preprocessorOverride: 0
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 308958
packageName: Blur RawImage UGUI
packageVersion: 1.4
assetPath: Assets/BlurRawImage/Shader/BlurImage.shader
uploadId: 761342
+14
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@@ -0,0 +1,14 @@
fileFormatVersion: 2
guid: abc4983bbd324d94893ce531a02a8f83
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 308958
packageName: Blur RawImage UGUI
packageVersion: 1.4
assetPath: Assets/BlurRawImage/URP.unitypackage
uploadId: 761342
+9
View File
@@ -0,0 +1,9 @@
How to Use
1. Import UnityPackage
2. If your project is Urp, Please Import "BlurRawImage/URP"
3. Add RawImage
4. Add BlurRawImage component to RawImage
5. Adjust to see the effect
Version: 1.4
+14
View File
@@ -0,0 +1,14 @@
fileFormatVersion: 2
guid: aa04c4fdbbbd2534a962cac92b6fcace
TextScriptImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:
AssetOrigin:
serializedVersion: 1
productId: 308958
packageName: Blur RawImage UGUI
packageVersion: 1.4
assetPath: Assets/BlurRawImage/readme.txt
uploadId: 761342
@@ -232,7 +232,7 @@ RectTransform:
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -369, y: -576} m_AnchoredPosition: {x: -369, y: -576}
m_SizeDelta: {x: 401, y: 904} m_SizeDelta: {x: 1000, y: 1000}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &2968058441039144762 --- !u!222 &2968058441039144762
CanvasRenderer: CanvasRenderer:
@@ -262,7 +262,7 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_Sprite: {fileID: 21300000, guid: d31a35baa68d2d54f8ccca6c045d878d, type: 3} m_Sprite: {fileID: 21300000, guid: fb192fc3071c95b4a9514f331a9ffa28, type: 3}
m_Type: 0 m_Type: 0
m_PreserveAspect: 0 m_PreserveAspect: 0
m_FillCenter: 1 m_FillCenter: 1
@@ -2107,7 +2107,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 7061072288522469265} m_TargetGraphic: {fileID: 7061072288522469265}
m_HandleRect: {fileID: 9041794181273882269} m_HandleRect: {fileID: 9041794181273882269}
m_Direction: 2 m_Direction: 2
m_Value: 0 m_Value: 1
m_Size: 1 m_Size: 1
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
@@ -6714,7 +6714,7 @@ MonoBehaviour:
m_TargetGraphic: {fileID: 1787624351542418186} m_TargetGraphic: {fileID: 1787624351542418186}
m_HandleRect: {fileID: 5035404859976471456} m_HandleRect: {fileID: 5035404859976471456}
m_Direction: 0 m_Direction: 0
m_Value: 0 m_Value: 1
m_Size: 1 m_Size: 1
m_NumberOfSteps: 0 m_NumberOfSteps: 0
m_OnValueChanged: m_OnValueChanged:
@@ -8341,7 +8341,7 @@ RectTransform:
m_AnchorMin: {x: 0.5, y: 0.5} m_AnchorMin: {x: 0.5, y: 0.5}
m_AnchorMax: {x: 0.5, y: 0.5} m_AnchorMax: {x: 0.5, y: 0.5}
m_AnchoredPosition: {x: -276, y: -88} m_AnchoredPosition: {x: -276, y: -88}
m_SizeDelta: {x: 401, y: 904} m_SizeDelta: {x: 1000, y: 1000}
m_Pivot: {x: 0.5, y: 0.5} m_Pivot: {x: 0.5, y: 0.5}
--- !u!222 &3543907171524716367 --- !u!222 &3543907171524716367
CanvasRenderer: CanvasRenderer:
@@ -8371,7 +8371,7 @@ MonoBehaviour:
m_OnCullStateChanged: m_OnCullStateChanged:
m_PersistentCalls: m_PersistentCalls:
m_Calls: [] m_Calls: []
m_Sprite: {fileID: 21300000, guid: d31a35baa68d2d54f8ccca6c045d878d, type: 3} m_Sprite: {fileID: 21300000, guid: fb192fc3071c95b4a9514f331a9ffa28, type: 3}
m_Type: 0 m_Type: 0
m_PreserveAspect: 0 m_PreserveAspect: 0
m_FillCenter: 1 m_FillCenter: 1
@@ -24,5 +24,6 @@ MonoBehaviour:
- {fileID: 11400000, guid: 23248216085203145b3c154e9da5a0dd, type: 2} - {fileID: 11400000, guid: 23248216085203145b3c154e9da5a0dd, type: 2}
- {fileID: 11400000, guid: 0737633aca7fca844b2b4ae0572dcc87, type: 2} - {fileID: 11400000, guid: 0737633aca7fca844b2b4ae0572dcc87, type: 2}
- {fileID: 11400000, guid: e8e4a1801ca7b1f47b60f5d67f792d7b, type: 2} - {fileID: 11400000, guid: e8e4a1801ca7b1f47b60f5d67f792d7b, type: 2}
- {fileID: 11400000, guid: 958379745549ed54ba4da95ba82b0049, type: 2}
- {fileID: 11400000, guid: 509d5fd39c26551459736f078b848d23, type: 2} - {fileID: 11400000, guid: 509d5fd39c26551459736f078b848d23, type: 2}
settlementMusic: {fileID: 8300000, guid: fd23a47f2915a8f4c93568f74bac21c8, type: 3} settlementMusic: {fileID: 8300000, guid: fd23a47f2915a8f4c93568f74bac21c8, type: 3}
@@ -13,7 +13,7 @@ MonoBehaviour:
m_Name: 1002001_emilia m_Name: 1002001_emilia
m_EditorClassIdentifier: m_EditorClassIdentifier:
usernameID: user_TestUser@FloatGaming usernameID: user_TestUser@FloatGaming
songName: "\u4EE5\u6B4C\u66F2\u4E4B\u540D" songName: "\u4EE5\u6B4C\u66F2\u4E4B\u540D\uFF1A\u65B0\u624B\u6559\u7A0B"
songID: 1002001 songID: 1002001
songLength_second: 0 songLength_second: 0
artistName: "\u4EE5\u4F5C\u66F2\u5BB6\u4E4B\u540D" artistName: "\u4EE5\u4F5C\u66F2\u5BB6\u4E4B\u540D"
@@ -22,61 +22,45 @@ MonoBehaviour:
belongsTo_whichDLC: "\u4EE5DLC\u4E4B\u540D" belongsTo_whichDLC: "\u4EE5DLC\u4E4B\u540D"
bpm: 128 bpm: 128
songDuration: 246 songDuration: 246
game_enterTimes: 2 game_enterTimes: 1
time_totalPlayingTime: 72.68237 time_totalPlayingTime: 124.06965
illustration: {fileID: 21300000, guid: bf1252aa222b71c45bd34dc9c380794c, type: 3} illustration: {fileID: 21300000, guid: bf1252aa222b71c45bd34dc9c380794c, type: 3}
backgroudPIC: {fileID: 21300000, guid: 5057a5d2350e7c24b9dbb4b76af4ffed, type: 3} backgroudPIC: {fileID: 21300000, guid: 5057a5d2350e7c24b9dbb4b76af4ffed, type: 3}
fullscreen_songPicture: {fileID: 21300000, guid: 34499d10848dc9c419a2ba579f3d210f, type: 3} fullscreen_songPicture: {fileID: 21300000, guid: 34499d10848dc9c419a2ba579f3d210f, type: 3}
card_profileImage: {fileID: 21300000, guid: 9d64dfe23766f5143aeaf5b8c4ae1ccd, type: 3} card_profileImage: {fileID: 21300000, guid: 9d64dfe23766f5143aeaf5b8c4ae1ccd, type: 3}
right_pic_bottom_image: {fileID: 0} right_pic_bottom_image: {fileID: 0}
right_pic_top_image: {fileID: 0} right_pic_top_image: {fileID: 0}
audioFile: {fileID: 8300000, guid: 863f7a662022bd84c85c3072db3a9a64, type: 3} audioFile: {fileID: 8300000, guid: 6d81ad2ad45dc1248b96af4bc270e6ad, type: 3}
audio_previewAudio: {fileID: 0} audio_previewAudio: {fileID: 0}
difficultyID: 2 difficultyID: 2
chartFiles: chartFiles:
- difficulty: 0 - difficulty: 0
difficultyLEVEL: 1.1 difficultyLEVEL: 1
enemyTotalHP_Multiplier: 0 enemyTotalHP_Multiplier: 7
enemyConfigList: [] enemyConfigList:
- enemyID: 31201
hpPercentage: 100
- enemyID: 31201
hpPercentage: 0
- enemyID: 31201
hpPercentage: 0
- enemyID: 31201
hpPercentage: 0
- enemyID: 31201
hpPercentage: 0
difficultyName: difficultyName:
chartFile: {fileID: 4900000, guid: 9db969d1c1c76f241a78aae01cc3240d, type: 3} chartFile: {fileID: 4900000, guid: 929a36cd0fe7d0c42b8f912623e8c6de, type: 3}
difficultyDescription: difficultyDescription:
lastScoreForThisDifficulty: 0 lastScoreForThisDifficulty: 1357814
chartPersonalRecordForThisDifficulty: 444 chartPersonalRecordForThisDifficulty: 1000000
idolPersonalRecordForThisDifficulty: 123 idolPersonalRecordForThisDifficulty: 357814
totalPersonalRecordForThisDifficulty: 567 totalPersonalRecordForThisDifficulty: 1357814
levelProgressForThisDifficulty: 0 levelProgressForThisDifficulty: 1.0057882
experienceProvidedForThisDifficulty: 0 experienceProvidedForThisDifficulty: 0
- difficulty: 1 personalRecord: 1357814
difficultyLEVEL: 2.2 current_levelProgress: 1.0057882
enemyTotalHP_Multiplier: 0
enemyConfigList: []
difficultyName:
chartFile: {fileID: 0}
difficultyDescription:
lastScoreForThisDifficulty: 0
chartPersonalRecordForThisDifficulty: 0
idolPersonalRecordForThisDifficulty: 0
totalPersonalRecordForThisDifficulty: 0
levelProgressForThisDifficulty: 0
experienceProvidedForThisDifficulty: 0
- difficulty: 2
difficultyLEVEL: 3.3
enemyTotalHP_Multiplier: 0
enemyConfigList: []
difficultyName:
chartFile: {fileID: 0}
difficultyDescription:
lastScoreForThisDifficulty: 0
chartPersonalRecordForThisDifficulty: 0
idolPersonalRecordForThisDifficulty: 0
totalPersonalRecordForThisDifficulty: 0
levelProgressForThisDifficulty: 0
experienceProvidedForThisDifficulty: 0
personalRecord: 1182382
current_levelProgress: 0.591191
_if_level_is_EASE: 0 _if_level_is_EASE: 0
max_comboRecord: 0 max_comboRecord: 0
thisLevel_selectedDifficultyID: 0 thisLevel_selectedDifficultyID: 0
thisLevel_addDateString: 2025-12-27 thisLevel_addDateString: 2025-12-27
thisLevel_overallDescription: "\u827E\u7C73\u8389\u4E9A\u4F60\u600E\u4E48\u90A3\u4E48\u574F" thisLevel_overallDescription: "\u65B0\u624B\u6559\u7A0B\u4E4B\u5305\uFF0C\u4EC5\u4E00\u4E2A\u81F3\u7B80\u96BE\u5EA6\u3002"
@@ -16,14 +16,14 @@ MonoBehaviour:
songName: "\u65E0\u5C3D\u661F\u4E4B\u6E56" songName: "\u65E0\u5C3D\u661F\u4E4B\u6E56"
songID: 1002002 songID: 1002002
songLength_second: 0 songLength_second: 0
artistName: 123 artistName: "\u827A\u672F\u5BB6\u540D\u5B57"
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@@ -303,6 +303,7 @@ public class EffectSystem : MonoBehaviour
if (duration <= 0f) if (duration <= 0f)
{ {
ally.SetMaxHP(ally.maxHP + delta, false); ally.SetMaxHP(ally.maxHP + delta, false);
if (delta > 0) ally.SetCurrentHP(ally.currentHP + delta, false);
iBudeffPrefabController.Instance?.RegisterTimedEffect(ally, PlayerBudeffIconType.ot_maxHP_up, delta, 0f); iBudeffPrefabController.Instance?.RegisterTimedEffect(ally, PlayerBudeffIconType.ot_maxHP_up, delta, 0f);
} }
else else
@@ -317,6 +318,8 @@ public class EffectSystem : MonoBehaviour
if (duration <= 0f) if (duration <= 0f)
{ {
enemy.SetMaxHP(enemy.maxHP + delta, false); enemy.SetMaxHP(enemy.maxHP + delta, false);
if (delta > 0) enemy.currentHP = Mathf.Clamp(enemy.currentHP + delta, 0, enemy.maxHP);
iBudeffPrefabController.Instance?.RefreshEnemyNow(enemy);
iBudeffPrefabController.Instance?.RegisterEnemyTimedEffect(enemy, PlayerBudeffIconType.ot_maxHP_up, delta, 0f); iBudeffPrefabController.Instance?.RegisterEnemyTimedEffect(enemy, PlayerBudeffIconType.ot_maxHP_up, delta, 0f);
} }
else else
@@ -1486,6 +1489,7 @@ public class EffectSystem : MonoBehaviour
{ {
if (ally == null) yield break; if (ally == null) yield break;
ally.SetMaxHP(Mathf.Max(1, ally.maxHP + delta), false); ally.SetMaxHP(Mathf.Max(1, ally.maxHP + delta), false);
if (delta > 0) ally.SetCurrentHP(ally.currentHP + delta, false);
yield return new WaitForSeconds(duration); yield return new WaitForSeconds(duration);
if (ally == null) yield break; if (ally == null) yield break;
ally.SetMaxHP(Mathf.Max(1, ally.maxHP - delta), false); ally.SetMaxHP(Mathf.Max(1, ally.maxHP - delta), false);
@@ -1503,6 +1507,7 @@ public class EffectSystem : MonoBehaviour
{ {
if (enemy == null) yield break; if (enemy == null) yield break;
enemy.SetMaxHP(Mathf.Max(1, enemy.maxHP + delta), false); enemy.SetMaxHP(Mathf.Max(1, enemy.maxHP + delta), false);
if (delta > 0) enemy.currentHP = Mathf.Clamp(enemy.currentHP + delta, 0, enemy.maxHP);
iBudeffPrefabController.Instance?.RefreshEnemyNow(enemy); iBudeffPrefabController.Instance?.RefreshEnemyNow(enemy);
yield return new WaitForSeconds(duration); yield return new WaitForSeconds(duration);
if (enemy == null) yield break; if (enemy == null) yield break;
+13 -3
View File
@@ -1,4 +1,4 @@
using System.Collections; using System.Collections;
using System.Collections.Generic; using System.Collections.Generic;
using UnityEngine; using UnityEngine;
@@ -909,8 +909,16 @@ public class SkillBuilder : MonoBehaviour
int hpDelta = Mathf.CeilToInt(Mathf.Abs(amount)); int hpDelta = Mathf.CeilToInt(Mathf.Abs(amount));
if (effectType == EffectType.DecreaseMaxHP) hpDelta = -hpDelta; if (effectType == EffectType.DecreaseMaxHP) hpDelta = -hpDelta;
int oldHP = ally != null ? ally.maxHP : enemy.maxHP; int oldHP = ally != null ? ally.maxHP : enemy.maxHP;
if (ally != null) ally.SetMaxHP(Mathf.Max(1, ally.maxHP + hpDelta), false); if (ally != null)
else enemy.SetMaxHP(Mathf.Max(1, enemy.maxHP + hpDelta), false); {
ally.SetMaxHP(Mathf.Max(1, ally.maxHP + hpDelta), false);
if (hpDelta > 0) ally.SetCurrentHP(ally.currentHP + hpDelta, false);
}
else
{
enemy.SetMaxHP(Mathf.Max(1, enemy.maxHP + hpDelta), false);
if (hpDelta > 0) enemy.currentHP = Mathf.Clamp(enemy.currentHP + hpDelta, 0, enemy.maxHP);
}
int newHP = ally != null ? ally.maxHP : enemy.maxHP; int newHP = ally != null ? ally.maxHP : enemy.maxHP;
CheckLimitAndWarnInt(targetName, "最大生命值", oldHP, newHP, hpDelta); CheckLimitAndWarnInt(targetName, "最大生命值", oldHP, newHP, hpDelta);
state = new RefreshOnlyTimedState { effectType = effectType, intDelta = hpDelta }; state = new RefreshOnlyTimedState { effectType = effectType, intDelta = hpDelta };
@@ -1485,12 +1493,14 @@ ResolvedGroup:
{ {
int d = Mathf.CeilToInt(amountTotal); int d = Mathf.CeilToInt(amountTotal);
ally.SetMaxHP(ally.maxHP + d, false); ally.SetMaxHP(ally.maxHP + d, false);
if (d > 0) ally.SetCurrentHP(ally.currentHP + d, false);
iBudeffPrefabController.Instance?.RegisterTimedEffect(ally, PlayerBudeffIconType.ot_maxHP_up, d, 0f); iBudeffPrefabController.Instance?.RegisterTimedEffect(ally, PlayerBudeffIconType.ot_maxHP_up, d, 0f);
} }
else if (t.TryGetComponent<EnemyCombatant>(out var enemy)) else if (t.TryGetComponent<EnemyCombatant>(out var enemy))
{ {
int d = Mathf.CeilToInt(amountTotal); int d = Mathf.CeilToInt(amountTotal);
enemy.SetMaxHP(enemy.maxHP + d, false); enemy.SetMaxHP(enemy.maxHP + d, false);
if (d > 0) enemy.currentHP = Mathf.Clamp(enemy.currentHP + d, 0, enemy.maxHP);
iBudeffPrefabController.Instance?.RegisterEnemyTimedEffect(enemy, PlayerBudeffIconType.ot_maxHP_up, d, 0f); iBudeffPrefabController.Instance?.RegisterEnemyTimedEffect(enemy, PlayerBudeffIconType.ot_maxHP_up, d, 0f);
} }
break; break;

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