大修改调整

This commit is contained in:
2026-03-09 23:41:13 +08:00
parent 27b85fd875
commit 0526fe5f13
67 changed files with 780 additions and 545 deletions

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@@ -1,9 +1,9 @@
{
"unity_port": 25916,
"created_date": "2026-02-10T01:48:10.3375388Z",
"project_path": "D:/myself/Fishing2/Assets",
"project_path": "D:/myself/Games/Fishing2/Assets",
"reloading": false,
"reason": "ready",
"seq": 1,
"last_heartbeat": "2026-03-09T09:50:14.4988583Z"
"last_heartbeat": "2026-03-09T15:41:07.6469285Z"
}

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@@ -18658,8 +18658,53 @@ MonoBehaviour:
- {fileID: 102900000, guid: aa3f5467c0c153642ac320466aee0ec1, type: 3}
FilterEnum: 0
Filter: '*'
- Path: Assets/ResRaw/Prefabs/Line/LineHand1.prefab
Address: Plyaer/LineHand1
- Path: Assets/ResRaw/Prefabs/Line/FishingRopeLong.asset
Address: Plyaer/FishingRopeLong
Type: Missing
Bundle: main/plyaer.bundle
Tags:
Group:
Name: Plyaer
Enable: 1
BundleMode: 0
AddressMode: 2
Tags:
Collectors:
- {fileID: 102900000, guid: aa3f5467c0c153642ac320466aee0ec1, type: 3}
FilterEnum: 0
Filter: '*'
- Path: Assets/ResRaw/Prefabs/Line/FishingRopeLong2.asset
Address: Plyaer/FishingRopeLong2
Type: Missing
Bundle: main/plyaer.bundle
Tags:
Group:
Name: Plyaer
Enable: 1
BundleMode: 0
AddressMode: 2
Tags:
Collectors:
- {fileID: 102900000, guid: aa3f5467c0c153642ac320466aee0ec1, type: 3}
FilterEnum: 0
Filter: '*'
- Path: Assets/ResRaw/Prefabs/Line/FishingRopeShort.asset
Address: Plyaer/FishingRopeShort
Type: Missing
Bundle: main/plyaer.bundle
Tags:
Group:
Name: Plyaer
Enable: 1
BundleMode: 0
AddressMode: 2
Tags:
Collectors:
- {fileID: 102900000, guid: aa3f5467c0c153642ac320466aee0ec1, type: 3}
FilterEnum: 0
Filter: '*'
- Path: Assets/ResRaw/Prefabs/Line/Float (4).prefab
Address: Plyaer/Float (4)
Type: GameObject
Bundle: main/plyaer.bundle
Tags:
@@ -18688,6 +18733,36 @@ MonoBehaviour:
- {fileID: 102900000, guid: aa3f5467c0c153642ac320466aee0ec1, type: 3}
FilterEnum: 0
Filter: '*'
- Path: Assets/ResRaw/Prefabs/Line/RopeSegment_4.asset
Address: Plyaer/RopeSegment_4
Type: Missing
Bundle: main/plyaer.bundle
Tags:
Group:
Name: Plyaer
Enable: 1
BundleMode: 0
AddressMode: 2
Tags:
Collectors:
- {fileID: 102900000, guid: aa3f5467c0c153642ac320466aee0ec1, type: 3}
FilterEnum: 0
Filter: '*'
- Path: Assets/ResRaw/Prefabs/Line/Spool.mat
Address: Plyaer/Spool
Type: Material
Bundle: main/plyaer.bundle
Tags:
Group:
Name: Plyaer
Enable: 1
BundleMode: 0
AddressMode: 2
Tags:
Collectors:
- {fileID: 102900000, guid: aa3f5467c0c153642ac320466aee0ec1, type: 3}
FilterEnum: 0
Filter: '*'
- Path: Assets/ResRaw/Prefabs/Player/Anim/AnimationClip/CameraCrouch.anim
Address: Plyaer/CameraCrouch
Type: AnimationClip

View File

@@ -1,94 +0,0 @@
// // 新文件D:\myself\Fishing2\Assets\Scripts\Fishing\Data\LocalDataManager.cs
//
// using System.Collections.Generic;
// using UnityEngine;
//
// namespace NBF
// {
// /// <summary>
// /// 本地单机模式的数据管理器(模拟服务器转发)
// /// </summary>
// public class LocalDataManager : PlayerDataManager
// {
// public override bool IsLocalMode => true;
//
// private Dictionary<int, FPlayerData> _localPlayers = new();
// private uint _sequenceCounter;
//
// protected void Awake()
// {
// Instance = this;
// }
//
// public void RegisterPlayer(FPlayerData player)
// {
// if (!_localPlayers.ContainsKey(player.PlayerID))
// {
// _localPlayers.Add(player.PlayerID, player);
// player.IsLocalPlayer = true;
// }
// }
//
// public override void OnPlayerStateChanged(FPlayerData player, PlayerState newState)
// {
// // 本地模式下,广播给其他本地玩家(分屏)
// foreach (var kvp in _localPlayers)
// {
// if (kvp.Value != player)
// {
// // 直接应用状态(或者加入简单的延迟模拟)
// kvp.Value.State = newState;
// }
// }
// }
//
// public override void OnHeldItemChanged(FPlayerData player, HeldItemInfo newItem)
// {
// foreach (var kvp in _localPlayers)
// {
// if (kvp.Value != player)
// {
// kvp.Value.CurrentHeldItem = newItem;
// }
// }
// }
//
// public override void SendStateSnapshot(FPlayerData player)
// {
// _sequenceCounter++;
// var snapshot = player.ToNetworkSnapshot(_sequenceCounter);
//
// // 本地广播
// foreach (var kvp in _localPlayers)
// {
// if (kvp.Value != player)
// {
// ReceiveStateSnapshot(kvp.Key, snapshot);
// }
// }
// }
//
// public override void ReceiveStateSnapshot(int playerID, PlayerStateSnapshot snapshot)
// {
// if (_localPlayers.TryGetValue(playerID, out var player))
// {
// player.ApplyFromNetworkSnapshot(snapshot);
// }
// }
//
// // 定时同步(例如每秒 10 次)
// private float _syncTimer;
// private void Update()
// {
// _syncTimer += Time.deltaTime;
// if (_syncTimer >= 0.1f) // 10Hz
// {
// _syncTimer = 0;
// foreach (var player in _localPlayers.Values)
// {
// SendStateSnapshot(player);
// }
// }
// }
// }
// }

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: ec2bd63eb6c143fdb528da693a8c6969
timeCreated: 1773028161

View File

@@ -1,60 +0,0 @@
// using UnityEngine;
//
// namespace NBF
// {
// /// <summary>
// /// 网络模式的数据管理器
// /// </summary>
// public class NetworkDataManager : PlayerDataManager
// {
// public override bool IsLocalMode => false;
//
// // TODO: 这里集成你的网络库Steamworks、Photon、Mirror 等)
// // public SteamNetworkClient NetworkClient;
//
// protected void Awake()
// {
// Instance = this;
// }
//
// public override void OnPlayerStateChanged(FPlayerData player, PlayerState newState)
// {
// // 如果是本地玩家,发送到服务器
// if (player.IsLocalPlayer)
// {
// SendStateSnapshot(player);
// }
// }
//
// public override void OnHeldItemChanged(FPlayerData player, HeldItemInfo newItem)
// {
// if (player.IsLocalPlayer)
// {
// // TODO: 发送物品切换消息到服务器
// Debug.Log($"发送物品切换:{newItem.ItemType}, ConfigID={newItem.ConfigID}");
// }
// }
//
// public override void SendStateSnapshot(FPlayerData player)
// {
// if (!player.IsLocalPlayer) return;
//
// // TODO: 通过 Steam 或其他网络库发送
// // NetworkClient.SendStateSnapshot(player.ToNetworkSnapshot());
// }
//
// public override void ReceiveStateSnapshot(int playerID, PlayerStateSnapshot snapshot)
// {
// // TODO: 从网络接收其他玩家的状态
// // 找到或创建对应的玩家对象
// var player = FindOrCreatePlayer(playerID);
// player.ApplyFromNetworkSnapshot(snapshot);
// }
//
// private FPlayerData FindOrCreatePlayer(int playerID)
// {
// // TODO: 实现玩家对象池或动态生成
// return FindObjectOfType<FPlayerData>();
// }
// }
// }

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: f1a06ba516ea46f0920729b2af6484c1
timeCreated: 1773028213

View File

@@ -1,56 +0,0 @@
// using System;
// using System.Collections.Generic;
// using UnityEngine;
//
// namespace NBF
// {
// public interface IDataSource
// {
// }
//
// /// <summary>
// /// 数据管理器基类(本地和网络共享接口)
// /// </summary>
// public class PlayerDataManager : MonoBehaviour
// {
// public static PlayerDataManager Instance { get; private set; }
//
// public FPlayerData Self { get; set; }
//
// private Dictionary<int, FPlayerData> _players = new Dictionary<int, FPlayerData>();
//
// protected void Awake()
// {
// Instance = this;
// }
//
//
// /// <summary>
// /// 玩家状态变更时调用
// /// </summary>
// public void OnPlayerStateChanged(FPlayerData player, PlayerState newState)
// {
// }
//
// /// <summary>
// /// 手持物品变更时调用
// /// </summary>
// public void OnHeldItemChanged(FPlayerData player, HeldItemInfo newItem)
// {
// }
//
// /// <summary>
// /// 发送玩家状态快照
// /// </summary>
// public void SendStateSnapshot(FPlayerData player)
// {
// }
//
// /// <summary>
// /// 接收并应用网络快照
// /// </summary>
// public void ReceiveStateSnapshot(int playerID, PlayerStateSnapshot snapshot)
// {
// }
// }
// }

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 0478bf9a256a46beb65fd0307c7b5b9b
timeCreated: 1773028149

View File

@@ -4,6 +4,11 @@ using UnityEngine;
namespace NBF
{
public class StateParamsConst
{
public const string ChargedProgress = "ChargedProgress";
}
/// <summary>
/// 状态进入参数(用于网络同步和动画/表现播放)
/// </summary>

View File

@@ -1,4 +1,5 @@
using System.Collections.Generic;
using System;
using System.Collections.Generic;
using Fantasy;
using Fantasy.Entitas;
using UnityEngine;
@@ -17,18 +18,13 @@ namespace NBF
public bool IsSelf => RoleModel.Instance.Id == Id;
// ========== 物理状态(高频同步) ==========
public Vector3 position;
public Quaternion rotation;
public Vector3 Position;
public Quaternion Rotation;
public Vector2 MoveInput;
public float Speed;
public float RotationSpeed;
public bool IsGrounded;
public bool Run;
// ========== 钓鱼相关状态(中频同步) ==========
public float currentReelingSpeed;
public float lineLength;
public float reelSpeed;
public float EyeAngle;
/// <summary>
@@ -36,29 +32,21 @@ namespace NBF
/// </summary>
public long TagValue;
// ========== 状态机 ==========
private PlayerState _previousPlayerState = PlayerState.Idle;
private PlayerState _playerState;
public PlayerState PreviousState => _previousPlayerState;
/// <summary>
/// 上一个状态
/// </summary>
public PlayerState PreviousState;
/// <summary>
/// 当前状态的进入参数(本地和远程都适用)
/// 当前状态
/// </summary>
public StateEnterParams CurrentStateParams { get; private set; } = new StateEnterParams();
public PlayerState State;
/// <summary>
/// 状态参数
/// </summary>
public StateEnterParams StateParams;
public PlayerState State
{
get => _playerState;
set
{
if (_playerState != value)
{
_previousPlayerState = _playerState;
_playerState = value;
}
}
}
/// <summary>
/// 玩家的物品
@@ -75,9 +63,12 @@ namespace NBF
/// </summary>
public PlayerItem HandItem => Items[HandItemId];
#region
public void InitPlayer(MapUnitInfo unitInfo)
{
AddComponent<PlayerViewComponent>();
AddComponent<PlayerStateViewComponent>();
if (unitInfo.Id == RoleModel.Instance.Id)
{
//自己
@@ -85,13 +76,61 @@ namespace NBF
}
}
#endregion
#region
public void UnUseItem()
{
if (Items.TryGetValue(HandItemId, out var item))
{
item.Dispose();
}
HandItemId = 0;
ItemChangeEvent();
}
public void UseItem(ItemInfo item)
public void UseItem(ItemBindInfo item)
{
var playerItem = Create<PlayerItem>(Scene);
playerItem.Init(item);
ItemChangeEvent();
}
private void ItemChangeEvent()
{
Scene.EventComponent.Publish(new PlayerStateChangeEvent
{
Player = this
});
}
#endregion
#region
/// <summary>
/// 切换状态
/// </summary>
/// <param name="state"></param>
/// <param name="stateParams"></param>
public void ChangeState(PlayerState state, StateEnterParams stateParams = null)
{
if (state == State)
{
return;
}
PreviousState = State;
State = state;
StateParams = stateParams;
Scene.EventComponent.Publish(new PlayerStateChangeEvent
{
Player = this
});
}
#endregion
}
}

View File

@@ -0,0 +1,12 @@
namespace NBF
{
public struct PlayerStateChangeEvent
{
public Player Player;
}
public struct PlayerItemChangeEvent
{
public Player Player;
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: c10a4d3f5e354dc9a046ddf7219354b2
timeCreated: 1773060354

View File

@@ -1,4 +1,6 @@
using Fantasy.Entitas;
using System.Collections.Generic;
using Fantasy;
using Fantasy.Entitas;
namespace NBF
{
@@ -8,5 +10,16 @@ namespace NBF
/// 配置id
/// </summary>
public int ConfigID;
/// <summary>
/// 绑定的子物体
/// </summary>
public List<int> BindItems = new List<int>();
public void Init(ItemBindInfo bindInfo)
{
ConfigID = bindInfo.Item;
BindItems.AddRange(bindInfo.BindItems);
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 172aa8a5a1444ccbad1647479739c232
timeCreated: 1773060255

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 958b50133e064daf9764313f24b892da
timeCreated: 1773069791

View File

@@ -0,0 +1,13 @@
using Fantasy.Event;
namespace NBF.Handle
{
public class OnPlayerStateChangeEvent : EventSystem<PlayerStateChangeEvent>
{
protected override void Handler(PlayerStateChangeEvent self)
{
var view = self.Player.GetOrAddComponent<PlayerItemViewComponent>();
view.ShowItem();
}
}
}

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: b5897acb7a6e40fcb3123362df1669f3
timeCreated: 1773069799

View File

@@ -1,8 +1,9 @@
using Fantasy.Entitas;
using Fantasy;
using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using NBC;
using UnityEngine;
using UnityEngine.InputSystem;
using Log = NBC.Log;
namespace NBF
{
@@ -89,8 +90,15 @@ namespace NBF
var item = RoleModel.Instance.GetSlotItem(index - 1);
if (item != null)
{
Player.UseItem(item);
// Game.Instance.StartCoroutine(UseItem(item));
var itemBindInfo = ItemBindInfo.Create();
itemBindInfo.Item = item.ConfigId;
var binds = RoleModel.Instance.GetBindItems(item.Id);
foreach (var itemInfo in binds)
{
itemBindInfo.BindItems.Add(itemInfo.ConfigId);
}
Player.UseItem(itemBindInfo);
}
}
}
@@ -121,7 +129,7 @@ namespace NBF
#region Move
private Quaternion lastRotation;
private Quaternion _lastRotation;
private void UpdateMove()
{
@@ -155,7 +163,7 @@ namespace NBF
Quaternion rotation = View.Unity.FirstPerson.transform.rotation;
// 计算当前帧与上一帧的旋转差异
Quaternion rotationDelta = rotation * Quaternion.Inverse(lastRotation);
Quaternion rotationDelta = rotation * Quaternion.Inverse(_lastRotation);
// 将四元数转换为角度轴表示
rotationDelta.ToAngleAxis(out float angle, out Vector3 axis);
@@ -179,7 +187,7 @@ namespace NBF
Player.RotationSpeed = turnValue;
lastRotation = rotation;
_lastRotation = rotation;
}
#endregion

View File

@@ -0,0 +1,67 @@
using System.Collections;
using Fantasy.Entitas;
namespace NBF
{
public class PlayerItemViewComponent : Entity
{
public void ShowItem()
{
// Game.Instance.StartCoroutine()
}
#region 使
// public IEnumerator UseItem(ItemInfo item)
// {
// if (Data.ChangeItem) yield break;
// Data.ChangeItem = true;
// var itemType = item?.ConfigId.GetItemType();
// if (itemType == ItemType.Rod)
// {
// //判断旧的是否要收回
// yield return UnUseItemConfirm();
//
// Data.IsLureRod = true;
// var rodType = (ItemSubType)item.Config.Type;
// if (rodType == ItemSubType.RodTele)
// {
// Data.IsLureRod = false;
// }
//
// Rod =
// item.Config.InstantiateAndComponent<FRod>(SceneSettings.Instance.GearNode, Vector3.zero,
// Quaternion.identity);
// yield return Rod.InitRod(this, item);
// Tackles.Add(Rod);
// OnFishingSetEquiped?.Invoke(Rod);
// }
//
// Data.ChangeItem = false;
// }
//
// public IEnumerator UnUseItem()
// {
// if (Data.ChangeItem) yield break;
// Data.ChangeItem = true;
// yield return UnUseItemConfirm();
// Data.ChangeItem = false;
// }
//
// private IEnumerator UnUseItemConfirm()
// {
// if (Rod != null)
// {
// OnFishingSetUnequip?.Invoke();
// yield return Rod.Destroy();
// yield return new WaitForSeconds(0.35f);
// Destroy(Rod.gameObject);
// Tackles.Remove(Rod);
// Rod = null;
// yield return new WaitForSeconds(0.15f);
// }
// }
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cf5f405feb8f431ea52d8f33b3cb2e29
timeCreated: 1773069665

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@@ -0,0 +1,77 @@
using System.Collections.Generic;
using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using Fantasy.Event;
namespace NBF
{
/// <summary>
/// 状态显示层组件
/// </summary>
public class PlayerStateViewComponent : Entity
{
private readonly Dictionary<PlayerState, PlayerStageViewBase> _stageViews =
new Dictionary<PlayerState, PlayerStageViewBase>();
private PlayerStageViewBase _currentStateView;
private Player _player;
public void Awake()
{
_player = GetParent<Player>();
_stageViews.Add(PlayerState.Idle, new PlayerStageViewIdle());
_stageViews.Add(PlayerState.Prepare, new PlayerStageViewPrepare());
_stageViews.Add(PlayerState.Throw, new PlayerStageViewThrow());
_stageViews.Add(PlayerState.Fishing, new PlayerStageViewFishing());
_stageViews.Add(PlayerState.Fight, new PlayerStageViewFight());
foreach (var playerStageView in _stageViews.Values)
{
playerStageView.Init(_player);
}
}
public void Update()
{
_currentStateView?.Update();
}
public void OnStageChange()
{
if (_currentStateView != null)
{
_currentStateView.Exit();
}
_currentStateView = _stageViews.GetValueOrDefault(_player.State);
_currentStateView.Enter(_player.StateParams, _player.PreviousState);
}
}
public class PlayerStateViewComponentAwakeSystem : AwakeSystem<PlayerStateViewComponent>
{
protected override void Awake(PlayerStateViewComponent self)
{
self.Awake();
}
}
public class PlayerStateViewComponentUpdateSystem : UpdateSystem<PlayerStateViewComponent>
{
protected override void Update(PlayerStateViewComponent self)
{
self.Update();
}
}
public class OnPlayerStageChange : EventSystem<PlayerStateChangeEvent>
{
protected override void Handler(PlayerStateChangeEvent self)
{
var stateView = self.Player.GetComponent<PlayerStateViewComponent>();
if (stateView != null)
{
stateView.OnStageChange();
}
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: f48ea2ea6a0e4b38aa97a3fd07f3a6cc
timeCreated: 1773060520

View File

@@ -24,6 +24,7 @@ namespace NBF
{
CameraManager.Instance.SetFppLook(Unity);
}
Unity.transform.localPosition = new Vector3(484, 1, 422);
}
@@ -47,7 +48,7 @@ namespace NBF
private void CreatePlayerModel()
{
var modelObject = PrefabsHelper.CreatePlayer(Unity.Root, "Human_Male");
modelObject.transform.localPosition = Vector3.zero;
modelObject.transform.localPosition = new Vector3(0, 1, 0);
Unity.ModelAsset = modelObject.GetComponent<PlayerModelAsset>();
Unity.ModelAsset.SetPlayer(Unity.FppLook);
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 98b05ca000114232a657f19095fdb49a
timeCreated: 1773063071

View File

@@ -0,0 +1,61 @@
using UnityEngine;
namespace NBF
{
public abstract class PlayerStageViewBase
{
public Player Player { get; private set; }
public PlayerViewComponent PlayerView { get; private set; }
protected float EnterTime { get; set; }
protected PlayerState PreviousState { get; private set; }
protected StateEnterParams Params;
public void Init(Player player)
{
Player = player;
PlayerView = player.GetComponent<PlayerViewComponent>();
}
/// <summary>
/// 检查状态超时
/// </summary>
public void CheckStateTimeout(float time)
{
if (Time.time - EnterTime >= time)
{
Player.ChangeState(PlayerState.Idle);
}
}
public void Enter(StateEnterParams par = null, PlayerState prevState = PlayerState.None)
{
Params = par;
PreviousState = prevState;
EnterTime = Time.time;
OnEnter();
}
protected virtual void OnEnter()
{
}
public void Exit()
{
OnExit();
}
protected virtual void OnExit()
{
}
public void Update()
{
OnUpdate();
}
protected virtual void OnUpdate()
{
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: cce89f03f80b4fb8a0e36e66e9ffb3a9
timeCreated: 1773063081

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@@ -0,0 +1,6 @@
namespace NBF
{
public class PlayerStageViewFight : PlayerStageViewBase
{
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: a9445a6593604dc19dea2bb8bb0819bc
timeCreated: 1773064542

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@@ -0,0 +1,99 @@
using UnityEngine;
namespace NBF
{
public class PlayerStageViewFishing : PlayerStageViewBase
{
protected override void OnEnter()
{
Debug.LogError("enter PlayerStateFishing");
PlayerView.Unity.ModelAsset.PlayerAnimator.BaitThrown = true;
}
protected override void OnExit()
{
PlayerView.Unity.ModelAsset.PlayerAnimator.BaitThrown = false;
}
protected override void OnUpdate()
{
PlayerState ret = PlayerState.None;
var isUpRod = false;
var isSubLine = false;
if (InputManager.IsOp1)
{
if (!Player.IsLureRod)
{
//抬杆
isUpRod = true;
}
else
{
//收线
isSubLine = true;
}
}
if (InputManager.IsOp2)
{
if (Player.IsLureRod)
{
//抬杆
isUpRod = true;
}
}
//Player.ModelAsset.PlayerAnimator.FishingUp = 0;
if (isUpRod || PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp > 0)
{
var upForce = 1;
var addNum = upForce * Time.deltaTime;
if (!isUpRod)
{
addNum *= -1;
}
else
{
addNum *= 0.5f;
}
// Debug.Log($"addNum={addNum}");
PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp += addNum;
// Debug.LogError($"ishingFinal={Player.ModelAsset.PlayerAnimator.FishingUp}");
if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp >= 1)
{
PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 1;
}
else if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp < 0)
{
PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 0;
}
if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp >= 0.8f)
{
ret = CheckTackFish();
}
}
else
{
PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 0;
}
if (ret != PlayerState.None)
{
Player.ChangeState(ret);
}
}
#region
private PlayerState CheckTackFish()
{
return PlayerState.Idle;
}
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 84665b6bc7c84642b365db024c7759fd
timeCreated: 1773064529

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@@ -0,0 +1,25 @@
namespace NBF
{
public class PlayerStageViewIdle : PlayerStageViewBase
{
protected override void OnEnter()
{
InputManager.OnOp1Action += OnOp1Action;
}
private void OnOp1Action(bool performed)
{
if (Player.HandItem == null) return;
if (performed)
{
Player.ChangeState(PlayerState.Prepare);
// _nextState = true;
}
}
protected override void OnExit()
{
InputManager.OnOp1Action -= OnOp1Action;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 1fca81636d7246e7a5f84684a8563ca3
timeCreated: 1773063824

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@@ -0,0 +1,73 @@
using NBC;
using UnityEngine;
namespace NBF
{
public class PlayerStageViewPrepare : PlayerStageViewBase
{
public enum Phase
{
None,
/// <summary>
/// 蓄力
/// </summary>
Charged,
/// <summary>
/// 确认蓄力结果
/// </summary>
Confirm,
}
public Phase Stage = Phase.Charged;
public float ChargedProgress;
protected override void OnEnter()
{
Log.Info("enter PlayerStatePrepare");
Stage = Phase.Charged;
PlayerView.Unity.ModelAsset.PlayerAnimator.PrepareThrow = true;
PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 0;
}
protected override void OnUpdate()
{
if (Stage == Phase.Charged)
{
ThrowPowerCharged();
}
else if (Stage == Phase.Confirm)
{
//确认蓄力结果,
Debug.Log($"确认蓄力结果,ChargedProgress={ChargedProgress}");
var par = new StateEnterParams();
par.SetFloat(StateParamsConst.ChargedProgress, ChargedProgress);
Player.ChangeState(PlayerState.Throw);
Stage = Phase.None;
}
}
#region
private void ThrowPowerCharged()
{
if (ChargedProgress < 1)
{
ChargedProgress += Time.deltaTime;
}
else if (ChargedProgress > 1)
{
ChargedProgress = 1;
}
if (!InputManager.IsOp1)
{
Stage = Phase.Confirm;
}
}
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 77cce716a7f94e0083789eb2953d5f79
timeCreated: 1773064499

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@@ -0,0 +1,75 @@
using NBC;
using UnityEngine;
namespace NBF
{
public class PlayerStageViewThrow : PlayerStageViewBase
{
private bool _nextState = false;
public float ChargedProgress;
protected override void OnEnter()
{
Log.Info("enter PlayerStateThrow");
PlayerView.Unity.ModelAsset.PlayerAnimator.StartThrow = true;
ChargedProgress = 0;
if (Params != null)
{
ChargedProgress = Params.GetFloat(StateParamsConst.ChargedProgress);
}
Debug.Log($"PlayerThrow ChargedProgress={ChargedProgress}");
_nextState = false;
// Stage = Phase.Waiting;
// _owner.Gears.Reel?.Unlock();
}
protected override void OnUpdate()
{
CheckStateTimeout(10);
if (_nextState)
{
// return (uint)PlayerState.Fishing;
_nextState = false;
Player.ChangeState(PlayerState.Fishing);
}
}
// IEnumerator ThrowCoroutine(float distance)
// {
// float startLength = 0.5f;
// Debug.Log($"REST LENGTH : {rope.restLength}");
// do
// {
// float a = Vector3.Distance(rodTipTarget.position, attachedBody.transform.position);
// attachedBody.RBody.AddForce(playerForward.Value, ForceMode.VelocityChange);
// startLength = Mathf.Max(a, startLength);
// UnwindLine(attachedBody.RBody.linearVelocity.magnitude * Time.deltaTime);
// yield return null;
// }
// while ((bool)isBailOpen);
// }
#region
/// <summary>
/// 抛竿动画事件
/// </summary>
public void OnRodThrowStart()
{
Debug.LogError("OnRodThrowStart");
PlayerView.Unity.ModelAsset.PlayerAnimator.PrepareThrow = false;
PlayerView.Unity.ModelAsset.PlayerAnimator.StartThrow = false;
}
public void OnRodThrownEnd()
{
Debug.LogError("OnRodThrownEnd");
_nextState = true;
}
#endregion
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 240bbc6c969a4d2e9759ac1df5e6ccf2
timeCreated: 1773064512

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@@ -3,10 +3,11 @@ using UnityEngine;
namespace NBF
{
public abstract class FGearBase : PlayerMonoBehaviour
public abstract class FGearBase : MonoBehaviour
{
public FRod Rod { get; protected set; }
public ItemInfo ItemInfo;
public int ConfigId;
public virtual void Init(FRod rod)
@@ -15,9 +16,9 @@ namespace NBF
OnInit();
}
public void SetItemInfo(ItemInfo itemInfo)
public void SetItemConfigId(int id)
{
ItemInfo = itemInfo;
ConfigId = id;
}

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@@ -0,0 +1,9 @@
using UnityEngine;
namespace NBF
{
public class FHandItem : MonoBehaviour
{
public int ConfigId;
}
}

View File

@@ -20,8 +20,6 @@ namespace NBF
public RodAsset Asset;
public ItemInfo ItemInfo;
public FReel Reel;
public FHook Hook;
public FBobber Bobber;
@@ -124,12 +122,12 @@ namespace NBF
yield return 1;
}
public IEnumerator InitRod(ItemInfo itemInfo)
public IEnumerator InitRod(Player player, ItemBindInfo itemBindInfo)
{
ItemInfo = itemInfo;
ConfigId = itemBindInfo.Item;
// Player = player;
var playerView = Player.GetComponent<PlayerViewComponent>();
var playerView = player.GetComponent<PlayerViewComponent>();
var playerViewUnity = playerView.Unity;
@@ -138,7 +136,7 @@ namespace NBF
transform.localScale = Vector3.one;
SceneSettings.Instance.GearNode.position = playerViewUnity.transform.position;
yield return 1;
var obj = new GameObject($"rod_{itemInfo.Id}_{itemInfo.ConfigId}");
var obj = new GameObject($"rod_{ConfigId}");
obj.transform.SetParent(SceneSettings.Instance.GearNode);
// obj.transform.SetParent(player.transform);
// obj.transform.localPosition = Vector3.zero;
@@ -149,55 +147,55 @@ namespace NBF
var parent = GearRoot;
List<ItemInfo> children = RoleModel.Instance.GetBindItems(itemInfo.Id);
// List<ItemInfo> children = RoleModel.Instance.GetBindItems(itemInfo.Id);
ItemInfo lineItemInfo = null;
CreateFishingHandler();
yield return 1; //等待1帧
// children.Sort();
foreach (var child in children)
foreach (var childConfigId in itemBindInfo.BindItems)
{
var itemType = child.ConfigId.GetItemType();
var itemType = childConfigId.GetItemType();
var config = Game.Tables.TbItem.Get(childConfigId);
if (itemType == ItemType.Reel)
{
Reel = child.Config.InstantiateAndComponent<FReel>(Asset.ReelConnector, Vector3.zero,
Reel = config.InstantiateAndComponent<FReel>(Asset.ReelConnector, Vector3.zero,
Quaternion.identity);
Reel.SetItemInfo(child);
Reel.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Bobber)
{
Bobber = child.Config.InstantiateAndComponent<FBobber>(parent, Vector3.zero,
Bobber = config.InstantiateAndComponent<FBobber>(parent, Vector3.zero,
Quaternion.identity);
Bobber.SetItemInfo(child);
Bobber.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Hook)
{
Hook = child.Config.InstantiateAndComponent<FHook>(parent, Vector3.zero,
Hook = config.InstantiateAndComponent<FHook>(parent, Vector3.zero,
Quaternion.identity);
Hook.SetItemInfo(child);
Hook.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Bait)
{
Bait = child.Config.InstantiateAndComponent<FBait>(parent, Vector3.zero,
Bait = config.InstantiateAndComponent<FBait>(parent, Vector3.zero,
Quaternion.identity);
Bait.SetItemInfo(child);
Bait.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Lure)
{
Lure = child.Config.InstantiateAndComponent<FLure>(parent, Vector3.zero,
Lure = config.InstantiateAndComponent<FLure>(parent, Vector3.zero,
Quaternion.identity);
Lure.SetItemInfo(child);
Lure.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Weight)
{
Weight = child.Config.InstantiateAndComponent<FWeight>(parent, Vector3.zero,
Weight = config.InstantiateAndComponent<FWeight>(parent, Vector3.zero,
Quaternion.identity);
Weight.SetItemInfo(child);
Weight.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Line)
{
lineItemInfo = child;
// lineItemInfo = child;
}
}
@@ -251,7 +249,8 @@ namespace NBF
if (Line == null)
{
Debug.LogError("创建钓组=====");
var rodType = (ItemSubType)ItemInfo.Config.Type;
var itemConfig = Game.Tables.TbItem.Get(ConfigId);
var rodType = (ItemSubType)itemConfig.Type;
if (rodType == ItemSubType.RodTele)
{
CreateObiFishingLine(0);

View File

@@ -1,8 +0,0 @@
using UnityEngine;
namespace NBF
{
public class FHandItem : PlayerMonoBehaviour
{
}
}

View File

@@ -1,233 +0,0 @@
// using System.Collections;
// using Fantasy;
// using UnityEngine;
//
// namespace NBF
// {
// /// <summary>
// /// 虚拟钓组
// /// </summary>
// public class FVirtualTackle
// {
// private ItemInfo _itemInfo;
// private FPlayer _player;
//
//
// public FRod Rod;
//
//
// public FVirtualTackle(ItemInfo itemInfo, FPlayer player)
// {
// _itemInfo = itemInfo;
// _player = player;
// }
//
// public IEnumerator Create()
// {
// var parent = _player.transform;
// // parent.position = _player.transform.position;
//
//
// Rod = _itemInfo.Config.InstantiateAndComponent<FRod>(parent, Vector3.zero, Quaternion.identity);
//
//
// // var rodObject = _itemInfo.Config.Instantiate(parent, Vector3.zero, Quaternion.identity);
// // Rod = rodObject.GetComponent<FRod>();
// // if (Rod == null)
// // {
// // Rod = rodObject.AddComponent<FRod>();
// // }
// // var rodConfig = RodConfig.Get(itemInfo.ConfigId);
// // itemInfo.Config
//
// // var data = Player.Data.currentGear;
// // var rodConfig = data.rod.Config;
// // var cloneObj = rodConfig.Instantiate(parent, Vector3.zero, Player.MainArm.RodContainer.rotation);
// // if (cloneObj == null)
// // {
// // yield break;
// // }
// //
// // Rod = cloneObj.GetComponent<FRod>();
// // if (Rod == null)
// // {
// // Rod = cloneObj.AddComponent<FRod>();
// // }
// //
// //
// // if (Rod)
// // {
// // Rod.transform.localPosition = Vector3.zero;
// // Rod.transform.rotation = Player.MainArm.RodContainer.rotation;
// //
// // if (rodConfig.ring > 0)
// // {
// // var ringConfig = GameRings.Get(rodConfig.ring);
// // var ringObject = ringConfig.Instantiate(Rod.transform);
// // ringObject.SetActive(false);
// // Rod.SetRing(ringObject.GetComponent<RodRingAsset>());
// // }
// // }
// // else
// // {
// // yield break;
// // }
// //
// // if (data.line != null)
// // {
// // var linePrefab = data.line.Config.Instantiate(parent);
// // Line = linePrefab.GetComponent<FLine>();
// // }
// //
// // if (data.reel != null)
// // {
// // var reelPrefab = data.reel.Config.Create(parent);
// // Reel = reelPrefab.GetComponent<FReel>();
// // }
// //
// // if (data.bobber != null)
// // {
// // var bobberPrefab = data.bobber.Config.Create(parent);
// // Bobber = bobberPrefab.GetComponent<FFloat>();
// // }
// //
// // if (data.hook != null)
// // {
// // var hookPrefab = data.hook.Config.Create(parent);
// // Hook = hookPrefab.GetComponent<FHook>();
// // }
// //
// // if (data.bait != null)
// // {
// // var baitPrefab = data.bait.Config.Create(parent);
// //
// // if (baitPrefab.TryGetComponent<FBait>(out var bait))
// // {
// // Bait = bait;
// // }
// // }
// //
// // if (data.lure != null)
// // {
// // var baitPrefab = data.lure.Config.Create(parent);
// // if (baitPrefab.TryGetComponent<FLure>(out var lure))
// // {
// // Lure = lure;
// // }
// // }
// //
// //
// // if (data.weight != null)
// // {
// // var weightPrefab = data.weight.Config.Instantiate(parent);
// // Weight = weightPrefab.GetComponent<FWeight>();
// // }
// //
// // Debug.LogError("CreateOrHideGear");
// // yield return 1;
// // Rod.Initialize(Player, data.rod);
// // Rod.CreateFishingHandler();
// //
// // if (Line)
// // {
// // Line.Initialize(Player, data.line);
// //
// //
// // if ((bool)Rod.lineHandler.obiRopeSegment_1)
// // {
// // Rod.lineHandler.obiRopeSegment_1.GetComponent<MeshRenderer>().material =
// // Line.lineMat;
// // }
// //
// // if ((bool)Rod.lineHandler.obiRopeSegment_2)
// // {
// // Rod.lineHandler.obiRopeSegment_2.GetComponent<MeshRenderer>().material =
// // Line.lineMat;
// // }
// //
// // if ((bool)Rod.lineHandler.obiRopeSegment_3)
// // {
// // Rod.lineHandler.obiRopeSegment_3.GetComponent<MeshRenderer>().material =
// // Line.lineMat;
// // }
// // }
// //
// // if (Reel)
// // {
// // // Reel.maxReelStrength = data.reel.Config.strength;
// // // Reel.reelingSpeed = 0.5f; //slotsEquip.reel.currentSpeed;
// // Reel.reelingDrag = 0.699f; //slotsEquip.reel.currentDrag;
// // Reel.transform.SetParent(Rod.rodAsset.ReelConnector);
// // Reel.transform.localPosition = Vector3.zero;
// // Reel.transform.localEulerAngles = Vector3.zero;
// // // Reel.reelAsset.szpulaObject.GetComponent<MeshRenderer>().material = Line.szpulaMat;
// // Reel.Initialize(Player, data.reel);
// // }
// //
// // if (Bobber)
// // {
// // Bobber.floatDisplacement = data.bobber.Config.displacement;
// // // if ((double)slotsEquip.ffloat.lastSetGroundValue > 0.2)
// // // {
// // // Bobber.newDeepth = slotsEquip.ffloat.lastSetGroundValue;
// // // }
// //
// // Bobber.newDeepth = 0.5f;
// //
// // Bobber.Initialize(Player, data.bobber);
// // Bobber.transform.position = Rod.lineHandler.LineConnector_1.transform.position;
// // Bobber.gameObject.GetComponent<ConfigurableJoint>().connectedBody =
// // Rod.lineHandler.LineConnector_1.GetComponent<Rigidbody>();
// // }
// //
// //
// // if (Hook)
// // {
// // Hook.Initialize(Player, data.hook);
// //
// // Hook.transform.position = Rod.lineHandler.LineConnector_2.transform.position;
// // Hook.transform.rotation = Rod.lineHandler.LineConnector_2.transform.rotation; // 确保旋转也同步
// // var target = Rod.lineHandler.LineConnector_2.GetComponent<Rigidbody>();
// // var joint = Hook.gameObject.GetComponent<ConfigurableJoint>();
// // // // 关键设置:关闭自动锚点计算,手动设置锚点
// // // joint.autoConfigureConnectedAnchor = false;
// // // joint.anchor = Vector3.zero; // 以 Hook 自身中心为锚点
// // // joint.connectedAnchor = Vector3.zero; // 以目标物体的中心为锚点
// // joint.connectedBody = target;
// // // // 强制物理引擎立即更新变换避免1帧延迟
// // // Physics.SyncTransforms();
// // // joint.autoConfigureConnectedAnchor = false;
// // // joint.anchor = Vector3.zero;
// // // joint.connectedAnchor = Vector3.zero;
// // Rod.LureHookWaterDisplacement = Hook.GetComponent<FWaterDisplacement>();
// // }
// //
// // if (Bait)
// // {
// // Bait.Initialize(Player, data.bait);
// // Bait.transform.position = Hook.hookAsset.baitConnector.position;
// // Bait.transform.SetParent(Hook.hookAsset.baitConnector);
// // }
// //
// // if (Lure)
// // {
// // Lure.Initialize(Player, data.bait);
// // Lure.transform.position = Rod.lineHandler.LineConnector_1.transform.position;
// // Lure.gameObject.GetComponent<ConfigurableJoint>().connectedBody =
// // Rod.lineHandler.LineConnector_1.GetComponent<Rigidbody>();
// // Rod.LureHookWaterDisplacement = Lure.GetComponent<FWaterDisplacement>();
// // }
// //
// // if (Weight)
// // {
// // Weight.weight = data.weight.Config.weight;
// // Weight.Initialize(Player, data.weight);
// // }
// }
//
// public IEnumerator Destroy()
// {
// yield return 1;
// }
// }
// }

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 4092f341d83540c0b6ba0e2db3669f1b
timeCreated: 1766478162

View File

@@ -4876,7 +4876,7 @@ namespace Fantasy
MessageObjectPool<AwardInfo>.Return(this);
}
[ProtoMember(1)]
public long ConfigId { get; set; }
public int ConfigId { get; set; }
[ProtoMember(2)]
public int Count { get; set; }
}
@@ -4922,9 +4922,9 @@ namespace Fantasy
MessageObjectPool<ItemBindInfo>.Return(this);
}
[ProtoMember(1)]
public long Item { get; set; }
public int Item { get; set; }
[ProtoMember(2)]
public List<long> BindItems { get; set; } = new List<long>();
public List<int> BindItems { get; set; } = new List<int>();
}
/// <summary>
/// 物品信息

View File

@@ -1,3 +1,8 @@
fileFormatVersion: 2
guid: 8ef2143da4eb4506bd2956385af09162
timeCreated: 1732110071
folderAsset: yes
DefaultImporter:
externalObjects: {}
userData:
assetBundleName:
assetBundleVariant:

View File

@@ -12,26 +12,22 @@ Material:
m_Parent: {fileID: 0}
m_ModifiedSerializedProperties: 0
m_ValidKeywords:
- CREST_FLOW_ON
- d_Crest_NoMaskDepth
- d_Dithering
m_InvalidKeywords:
- CREST_CAUSTICS_ON
- CREST_FOAM_ON
- _ALPHATEST_ON
- _BUILTIN_ALPHATEST_ON
- _BUILTIN_AlphaClip
- _BUILTIN_SURFACE_TYPE_TRANSPARENT
- _BUILTIN_TRANSPARENT_RECEIVES_SHADOWS
- _DOUBLESIDED_ON
- _EMISSION
- _ENABLE_FOG_ON_TRANSPARENT
- _REFRACTION_PLANE
- _SURFACE_TYPE_TRANSPARENT
- _TRANSPARENT_WRITES_MOTION_VEC
m_LightmapFlags: 4
m_LightmapFlags: 2
m_EnableInstancingVariants: 0
m_DoubleSidedGI: 0
m_CustomRenderQueue: -1
m_DoubleSidedGI: 1
m_CustomRenderQueue: 3000
stringTagMap: {}
disabledShaderPasses: []
m_LockedProperties:
@@ -51,7 +47,7 @@ Material:
- _Crest_DitheringEnabled: 1
- _Crest_Version: 0
m_Floats:
- CREST_FLOW: 1
- CREST_FLOW: 0
- _Crest_AmbientTerm: 1
- _Crest_Anisotropy: 0.5
- _Crest_CausticsDepthOfField: 6