修改鱼线
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@@ -53,7 +53,7 @@ MonoBehaviour:
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maxPhysicsNodes: 200
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gravityStrength: 6
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velocityDampen: 0.95
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stiffness: 1
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stiffness: 0.8
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iterations: 10
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initialLength: 0
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lengthSmoothTime: 0.15
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@@ -71,7 +71,7 @@ MonoBehaviour:
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groundSampleStep: 3
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groundInterpolate: 1
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groundUpdateEvery: 1
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constrainToWaterSurface: 0
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constrainToWaterSurface: 1
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waterLevelY: 0
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waterSurfaceOffset: 0.002
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waterSampleStep: 2
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@@ -111,7 +111,7 @@ LineRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: 7d04b7fb130c2c843a3545164f56e8f4, type: 2}
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- {fileID: 0}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -768,7 +768,7 @@ MonoBehaviour:
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groundSampleStep: 3
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groundInterpolate: 1
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groundUpdateEvery: 1
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constrainToWaterSurface: 1
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constrainToWaterSurface: 0
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waterLevelY: 0
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waterSurfaceOffset: 0.002
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waterSampleStep: 2
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@@ -778,7 +778,7 @@ MonoBehaviour:
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renderSubdivisionsIdle: 6
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renderSubdivisionsMoving: 2
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movingSpeedThreshold: 2
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smooth: 0
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smooth: 1
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lineWidth: 0.001
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airDrag: 0.9
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airDragXZ: 0.6
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@@ -808,7 +808,7 @@ LineRenderer:
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m_RenderingLayerMask: 1
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m_RendererPriority: 0
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m_Materials:
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- {fileID: 2100000, guid: 7d04b7fb130c2c843a3545164f56e8f4, type: 2}
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- {fileID: 0}
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m_StaticBatchInfo:
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firstSubMesh: 0
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subMeshCount: 0
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@@ -86,7 +86,7 @@ public class SceneSettings : MonoBehaviour
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private void UpdateTimeOfDay()
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{
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var p = GameTimer.GetGameDayProgress();
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p = 0.5f;
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p = 0.1f;
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// Debug.Log(p);
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EnviroManager.instance.Time.SetTimeOfDay(p * 24f);
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// if(AzureCoreSystem)
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@@ -56,10 +56,10 @@ namespace NBF
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if (rod != null && rod.Line != null && rod.Line.Lure != null)
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{
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// 使用 ChargedProgress 作为力度系数 (0-1)
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float throwForce = 20f + ChargedProgress * 100f;
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float throwForce = 20f + ChargedProgress * 50f;
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// 水平向前 + 向上抛出,形成抛物线轨迹
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Vector3 throwDirection = PlayerView.Unity.FppLook.transform.forward;// + Vector3.up * throwUpAngle;
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Vector3 throwDirection = PlayerView.Unity.transform.forward;// + Vector3.up * throwUpAngle;
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rod.Line.Lure.RBody.AddForce(throwDirection.normalized * throwForce, ForceMode.VelocityChange);
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}
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@@ -117,9 +117,9 @@ namespace NBF
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public void SetTargetLength(float value)
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{
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Log.Error($"SetObiRopeStretch={value}");
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if (value > 1)
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if (value > 3)
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{
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// value -= 0.2f;
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value -= 0.2f;
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}
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fishingRope.SetTargetLength(value);
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}
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@@ -323,11 +323,10 @@ public class Rope : MonoBehaviour
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Simulate_VerletFast();
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LockAnchorsHard();
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for (int it = 0; it < iterations; it++)
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{
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SolveDistanceConstraints_FABRIK();
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LockAnchorsHard();
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SolveDistanceConstraints_HeadOnly_Fast();
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}
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LockAnchorsHard();
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@@ -353,7 +352,7 @@ public class Rope : MonoBehaviour
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// 水面抬升后补几次长度约束,让形状更顺一点
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for (int it = 0; it < waterPostConstraintIterations; it++)
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{
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SolveDistanceConstraints_FABRIK();
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SolveDistanceConstraints_HeadOnly_Fast();
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}
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}
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}
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@@ -371,9 +370,9 @@ public class Rope : MonoBehaviour
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Vector3 e = _endTr.position;
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_pCurr[0] = s;
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_pPrev[0] = s;
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_pCurr[last] = e;
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_pPrev[last] = e;
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// _pPrev[0] = s;
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// _pPrev[last] = e;
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DrawHighResLine_Fast();
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}
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@@ -597,7 +596,7 @@ public class Rope : MonoBehaviour
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{
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_pCurr[i + 1] = b - corr; // 首段:node1 吃满
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}
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else if (!aLocked && bLocked)
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else if (!aLocked)
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{
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_pCurr[i] = a + corr; // 尾段:last-1 吃满
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}
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