diff --git a/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab b/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab index e12c31aad..ef0dcbdd2 100644 --- a/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab +++ b/Assets/ResRaw/Prefabs/Line/fishing line float set.prefab @@ -53,7 +53,7 @@ MonoBehaviour: maxPhysicsNodes: 200 gravityStrength: 6 velocityDampen: 0.95 - stiffness: 1 + stiffness: 0.8 iterations: 10 initialLength: 0 lengthSmoothTime: 0.15 @@ -71,7 +71,7 @@ MonoBehaviour: groundSampleStep: 3 groundInterpolate: 1 groundUpdateEvery: 1 - constrainToWaterSurface: 0 + constrainToWaterSurface: 1 waterLevelY: 0 waterSurfaceOffset: 0.002 waterSampleStep: 2 @@ -111,7 +111,7 @@ LineRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: 7d04b7fb130c2c843a3545164f56e8f4, type: 2} + - {fileID: 0} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 @@ -768,7 +768,7 @@ MonoBehaviour: groundSampleStep: 3 groundInterpolate: 1 groundUpdateEvery: 1 - constrainToWaterSurface: 1 + constrainToWaterSurface: 0 waterLevelY: 0 waterSurfaceOffset: 0.002 waterSampleStep: 2 @@ -778,7 +778,7 @@ MonoBehaviour: renderSubdivisionsIdle: 6 renderSubdivisionsMoving: 2 movingSpeedThreshold: 2 - smooth: 0 + smooth: 1 lineWidth: 0.001 airDrag: 0.9 airDragXZ: 0.6 @@ -808,7 +808,7 @@ LineRenderer: m_RenderingLayerMask: 1 m_RendererPriority: 0 m_Materials: - - {fileID: 2100000, guid: 7d04b7fb130c2c843a3545164f56e8f4, type: 2} + - {fileID: 0} m_StaticBatchInfo: firstSubMesh: 0 subMeshCount: 0 diff --git a/Assets/Scripts/Demo/SceneSettings.cs b/Assets/Scripts/Demo/SceneSettings.cs index f8da478eb..6c7ff0c0e 100644 --- a/Assets/Scripts/Demo/SceneSettings.cs +++ b/Assets/Scripts/Demo/SceneSettings.cs @@ -86,7 +86,7 @@ public class SceneSettings : MonoBehaviour private void UpdateTimeOfDay() { var p = GameTimer.GetGameDayProgress(); - p = 0.5f; + p = 0.1f; // Debug.Log(p); EnviroManager.instance.Time.SetTimeOfDay(p * 24f); // if(AzureCoreSystem) diff --git a/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs b/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs index 350fa34d7..44197e091 100644 --- a/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs +++ b/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs @@ -56,10 +56,10 @@ namespace NBF if (rod != null && rod.Line != null && rod.Line.Lure != null) { // 使用 ChargedProgress 作为力度系数 (0-1) - float throwForce = 20f + ChargedProgress * 100f; + float throwForce = 20f + ChargedProgress * 50f; // 水平向前 + 向上抛出,形成抛物线轨迹 - Vector3 throwDirection = PlayerView.Unity.FppLook.transform.forward;// + Vector3.up * throwUpAngle; + Vector3 throwDirection = PlayerView.Unity.transform.forward;// + Vector3.up * throwUpAngle; rod.Line.Lure.RBody.AddForce(throwDirection.normalized * throwForce, ForceMode.VelocityChange); } diff --git a/Assets/Scripts/Fishing/New/View/Player/Tackle/FLine.cs b/Assets/Scripts/Fishing/New/View/Player/Tackle/FLine.cs index 2eb06f52f..c9dfd2a0f 100644 --- a/Assets/Scripts/Fishing/New/View/Player/Tackle/FLine.cs +++ b/Assets/Scripts/Fishing/New/View/Player/Tackle/FLine.cs @@ -117,9 +117,9 @@ namespace NBF public void SetTargetLength(float value) { Log.Error($"SetObiRopeStretch={value}"); - if (value > 1) + if (value > 3) { - // value -= 0.2f; + value -= 0.2f; } fishingRope.SetTargetLength(value); } diff --git a/Assets/Scripts/Fishing/Rope/Rope.cs b/Assets/Scripts/Fishing/Rope/Rope.cs index 4acdd078e..0c76df1db 100644 --- a/Assets/Scripts/Fishing/Rope/Rope.cs +++ b/Assets/Scripts/Fishing/Rope/Rope.cs @@ -323,11 +323,10 @@ public class Rope : MonoBehaviour Simulate_VerletFast(); - LockAnchorsHard(); - for (int it = 0; it < iterations; it++) { - SolveDistanceConstraints_FABRIK(); + LockAnchorsHard(); + SolveDistanceConstraints_HeadOnly_Fast(); } LockAnchorsHard(); @@ -353,7 +352,7 @@ public class Rope : MonoBehaviour // 水面抬升后补几次长度约束,让形状更顺一点 for (int it = 0; it < waterPostConstraintIterations; it++) { - SolveDistanceConstraints_FABRIK(); + SolveDistanceConstraints_HeadOnly_Fast(); } } } @@ -371,9 +370,9 @@ public class Rope : MonoBehaviour Vector3 e = _endTr.position; _pCurr[0] = s; - _pPrev[0] = s; _pCurr[last] = e; - _pPrev[last] = e; + // _pPrev[0] = s; + // _pPrev[last] = e; DrawHighResLine_Fast(); } @@ -597,7 +596,7 @@ public class Rope : MonoBehaviour { _pCurr[i + 1] = b - corr; // 首段:node1 吃满 } - else if (!aLocked && bLocked) + else if (!aLocked) { _pCurr[i] = a + corr; // 尾段:last-1 吃满 }