369 lines
13 KiB
C#
369 lines
13 KiB
C#
using UnityEngine;
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using UnityEngine.Pool;
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using System.Collections.Generic;
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public class groundParticularController : MonoBehaviour
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{
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[System.Serializable]
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public struct MaterialConfig
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{
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public Material material;
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public bool isEnabled;
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[Tooltip("是否为该材质启用渐变颜色覆盖")]
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public bool useGradientOverride;
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[Tooltip("粒子生命周期内的颜色渐变 (仅在 useGradientOverride 开启时有效)")]
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public Gradient colorGradient;
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}
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[Header("References")]
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[Tooltip("粒子的起点")]
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[SerializeField] private Transform startPoint;
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[Tooltip("粒子的终点")]
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[SerializeField] private Transform endPoint;
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[Tooltip("作为粒子的预制体")]
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[SerializeField] private GameObject particlePrefab;
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[Header("Visuals")]
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[Tooltip("粒子可用的材质配置列表")]
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[SerializeField] private List<MaterialConfig> particleMaterials = new List<MaterialConfig>();
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[Tooltip("粒子最小缩放比例")]
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[SerializeField] private float minParticleScale = 0.8f;
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[Tooltip("粒子最大缩放比例")]
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[SerializeField] private float maxParticleScale = 1.2f;
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[Header("Settings")]
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[Tooltip("性能门控:是否启用粒子生成")]
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public bool enableParticles = true;
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[Tooltip("粒子的物理层级 (Layer Name)")]
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[SerializeField] private string physicsLayerName = "particles";
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[Tooltip("粒子的渲染层级名称 (Sorting Layer)")]
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[SerializeField] private string sortingLayerName = "Default";
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[Tooltip("粒子的渲染层级编号 (Order in Layer)")]
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[SerializeField] private int sortingOrder = 0;
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[Tooltip("渲染队列偏移 (Render Queue Offset),用于解决 3D 物体与 UI 遮挡问题。数值越小越先渲染(被遮挡)")]
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[SerializeField] private int renderQueueOffset = 0;
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[Header("Spawn Quantity")]
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[Tooltip("基础发射频率(每秒发射次数)")]
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[SerializeField] private float baseEmitRate = 10f;
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[Tooltip("每次发射生成的粒子数量 (Batch Size) - 增加此数值可显著增加粒子密度")]
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[SerializeField] private int emitBatchSize = 1;
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[Header("Spawn Randomness")]
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[Tooltip("混乱度:随机时间偏移范围")]
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[SerializeField] private float chaosRandomDelay = 0.05f;
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[Tooltip("出生点 X 轴随机偏移范围")]
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[SerializeField] private float spawnOffsetX = 0.5f;
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[Tooltip("出生点 Z 轴 (深度) 随机偏移范围")]
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[SerializeField] private float spawnOffsetY = 0.5f;
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[Tooltip("速率系数,用于调节基础移动速度")]
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[SerializeField] private float speedMultiplier = 0.1f;
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[Tooltip("发射速度倍增器")]
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[SerializeField] private float emissionSpeedMultiplier = 1f;
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[Tooltip("起点缩放抖动强度 (基于音频电平)")]
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[SerializeField] private float shakeIntensity = 0.1f;
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[Header("External References")]
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[Tooltip("粒子生成的父物体")]
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[SerializeField] private Transform particleParent;
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[Tooltip("主音频源,用于同步音乐状态")]
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public AudioSource musicSource;
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[Tooltip("赋值对应的 BeatmapManager 以获取当前歌曲的 BPM")]
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public BeatmapManager beatmapManager;
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[Header("Audio Analysis")]
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public bool useAudioAnalysis = true;
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[Range(0, 1)] public float audioSensitivity = 0.5f;
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[Tooltip("音频对发射频率的影响强度")]
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[SerializeField] private float audioEmitBoost = 50f;
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private float[] _audioSamples = new float[128];
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private float _currentAverageVolume = 0f;
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private float _emitTimer = 0f;
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// 材质均衡分配逻辑
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private List<MaterialConfig> _cachedEnabledConfigs = new List<MaterialConfig>();
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private int _materialIndex = 0;
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private IObjectPool<GameObject> _pool;
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private Vector3 _originalStartScale;
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private void Awake()
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{
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if (startPoint != null) _originalStartScale = startPoint.localScale;
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_pool = new ObjectPool<GameObject>(
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createFunc: () => {
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GameObject go = Instantiate(particlePrefab);
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go.SetActive(false);
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return go;
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},
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actionOnGet: (obj) => {
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obj.SetActive(true);
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// 解决对象池拉线问题:如果球体带拖尾,获取时必须清除旧路径
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var trail = obj.GetComponent<TrailRenderer>();
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if (trail != null) trail.Clear();
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},
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actionOnRelease: (obj) => obj.SetActive(false),
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actionOnDestroy: (obj) => Destroy(obj),
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defaultCapacity: 30
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);
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}
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private void Update()
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{
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// 执行实时音频 analysis(获取音量强度)
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AnalyzeAudio();
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// 持续发射逻辑
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UpdateContinuousEmit();
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// 起点缩放抖动
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if (startPoint != null)
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{
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float shakeEffect = _currentAverageVolume * shakeIntensity;
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startPoint.localScale = _originalStartScale * (1f + shakeEffect);
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}
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}
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private void UpdateContinuousEmit()
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{
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// 门控检查:如果玩家禁用了粒子,则不执行生成逻辑
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if (!enableParticles || musicSource == null || !musicSource.isPlaying) return;
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// 计算当前瞬间的发射频率:基础频率 + 音频增益
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float currentRate = baseEmitRate + (_currentAverageVolume * audioEmitBoost);
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if (currentRate <= 0) return;
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float interval = 1f / currentRate;
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_emitTimer += Time.deltaTime;
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if (_emitTimer >= interval)
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{
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_emitTimer = 0;
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// 批量生成
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for (int i = 0; i < emitBatchSize; i++)
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{
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// 引入混乱度:随机延迟发射
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if (chaosRandomDelay > 0)
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{
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Invoke(nameof(DelayedEmit), Random.Range(0f, chaosRandomDelay));
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}
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else
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{
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Emit();
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}
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}
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}
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}
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private void DelayedEmit()
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{
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Emit();
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}
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private void AnalyzeAudio()
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{
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if (musicSource == null || !musicSource.isPlaying || !useAudioAnalysis)
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{
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_currentAverageVolume = 0;
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return;
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}
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// 使用 GetOutputData 获取实时波形采样数据(电平)
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musicSource.GetOutputData(_audioSamples, 0);
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float sum = 0;
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for (int i = 0; i < _audioSamples.Length; i++)
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{
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sum += Mathf.Abs(_audioSamples[i]);
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}
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// 计算平均振幅并应用敏感度
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_currentAverageVolume = (sum / _audioSamples.Length) * audioSensitivity * 2.0f;
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}
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/// <summary>
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/// 发射一个粒子
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/// </summary>
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public void Emit()
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{
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if (startPoint == null || endPoint == null || particlePrefab == null) return;
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// 1. 获取粒子
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GameObject particle = _pool.Get();
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// 2. 设置层级
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particle.transform.SetParent(particleParent != null ? particleParent : null);
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// 3. 计算缩放
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float randomScale = Random.Range(minParticleScale, maxParticleScale);
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float audioBoost = useAudioAnalysis ? (1f + _currentAverageVolume) : 1f;
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particle.transform.localScale = particlePrefab.transform.localScale * randomScale * audioBoost;
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// 4. 计算位置 (全表面随机 - XZ 平面)
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// 修改为 X 和 Z 轴随机,以覆盖地面 (Ground) 的水平和深度方向
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Vector3 surfaceRandomPos = new Vector3(Random.Range(-0.5f, 0.5f), 0f, Random.Range(-0.5f, 0.5f));
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Vector3 finalLocalPos = surfaceRandomPos + new Vector3(
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Random.Range(-spawnOffsetX, spawnOffsetX),
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0f,
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Random.Range(-spawnOffsetY, spawnOffsetY)
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);
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particle.transform.position = startPoint.TransformPoint(finalLocalPos);
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particle.transform.rotation = startPoint.rotation;
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// 5. 材质均衡选取逻辑
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MaterialConfig? selectedConfig = GetBalancedMaterialConfig();
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// 设置物理层级
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int layer = LayerMask.NameToLayer(physicsLayerName);
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if (layer != -1)
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{
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particle.layer = layer;
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}
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var renderer = particle.GetComponent<Renderer>();
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if (renderer != null)
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{
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// 设置渲染层级
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renderer.sortingLayerName = sortingLayerName;
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renderer.sortingOrder = sortingOrder;
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if (selectedConfig != null)
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{
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// 使用实例化材质以允许独立修改 RenderQueue
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renderer.material = selectedConfig.Value.material;
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if (renderQueueOffset != 0)
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{
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renderer.material.renderQueue = selectedConfig.Value.material.renderQueue + renderQueueOffset;
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}
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}
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}
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// 6. 开始移动
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StartCoroutine(MoveRoutine(particle, finalLocalPos, selectedConfig));
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}
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/// <summary>
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/// 轮询式均衡选取材质,确保每种材质数量大致相同
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/// </summary>
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private MaterialConfig? GetBalancedMaterialConfig()
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{
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if (particleMaterials == null || particleMaterials.Count == 0) return null;
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// 过滤出所有启用的材质
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_cachedEnabledConfigs.Clear();
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foreach (var config in particleMaterials)
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{
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if (config.isEnabled && config.material != null)
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_cachedEnabledConfigs.Add(config);
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}
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if (_cachedEnabledConfigs.Count == 0) return null;
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// 轮询选取
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_materialIndex = (_materialIndex + 1) % _cachedEnabledConfigs.Count;
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return _cachedEnabledConfigs[_materialIndex];
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}
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private System.Collections.IEnumerator MoveRoutine(GameObject particle, Vector3 initialLocalPos, MaterialConfig? config)
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{
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if (startPoint == null || endPoint == null) yield break;
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// 【关键修复】在协程开始时,缓存起点的世界坐标
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Vector3 spawnWorldPos = startPoint.TransformPoint(initialLocalPos);
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Vector3 currentStartPos = startPoint.position;
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Vector3 currentEndPos = endPoint.position;
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Vector3 moveDir = (currentEndPos - currentStartPos).normalized;
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float totalDist = Vector3.Distance(currentStartPos, currentEndPos);
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float traveledDist = 0f;
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particle.transform.position = spawnWorldPos;
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// 获取材质属性块用于动态修改颜色 (不产生材质实例 GC)
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MaterialPropertyBlock propBlock = new MaterialPropertyBlock();
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var renderer = particle.GetComponent<Renderer>();
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while (particle != null && particle.activeInHierarchy)
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{
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// 如果游戏暂停,则等待直到取消暂停
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if (PauseManager.Instance != null && PauseManager.Instance.IsPaused)
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{
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yield return new WaitUntil(() => !PauseManager.Instance.IsPaused);
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}
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float currentBPM = GetCurrentBPM();
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float noteSpawnerSpeedMultiplier = 1.0f;
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if (beatmapManager != null && beatmapManager.noteSpawner != null)
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{
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noteSpawnerSpeedMultiplier = beatmapManager.noteSpawner.speedMultiplier;
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}
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float effectiveBPM = Mathf.Max(currentBPM, 60f);
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float noteSpeed = (totalDist * effectiveBPM * noteSpawnerSpeedMultiplier) / 240f;
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float step = noteSpeed * speedMultiplier * emissionSpeedMultiplier * Time.deltaTime;
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if (step <= 0) step = 0.01f;
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traveledDist += step;
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particle.transform.position += moveDir * step;
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// 【动态空间渐变色逻辑】
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if (config != null && config.Value.useGradientOverride && renderer != null)
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{
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// 获取渐变的首尾颜色
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Color headColor = config.Value.colorGradient.Evaluate(1f);
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Color tailColor = config.Value.colorGradient.Evaluate(0f);
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renderer.GetPropertyBlock(propBlock);
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// 对应 Shader 中的属性
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propBlock.SetColor("_HeadColor", headColor);
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propBlock.SetColor("_TailColor", tailColor);
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propBlock.SetVector("_MoveDir", moveDir);
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renderer.SetPropertyBlock(propBlock);
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}
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if (traveledDist >= totalDist)
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{
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if (particle.activeInHierarchy) _pool.Release(particle);
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yield break;
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}
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yield return null;
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}
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}
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private float GetCurrentBPM()
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{
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if (beatmapManager != null && beatmapManager.assignedSongData != null)
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{
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return beatmapManager.assignedSongData.bpm;
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}
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return 120f;
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}
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private void OnDrawGizmosSelected()
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{
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if (startPoint == null) return;
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// 绘制起点的发射区域(完全匹配 Cube 的视觉大小)
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Gizmos.matrix = startPoint.localToWorldMatrix;
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Gizmos.color = Color.cyan;
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Gizmos.DrawWireCube(Vector3.zero, Vector3.one);
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if (endPoint != null)
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{
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Gizmos.matrix = Matrix4x4.identity; // 切回世界坐标画线
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Gizmos.color = Color.red;
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Gizmos.DrawLine(startPoint.position, endPoint.position);
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Gizmos.matrix = endPoint.localToWorldMatrix;
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Gizmos.DrawWireCube(Vector3.zero, Vector3.one);
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}
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}
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}
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