修改鱼线

This commit is contained in:
2026-03-22 18:14:35 +08:00
parent 04d6446a76
commit 21c8775b58
5 changed files with 17 additions and 18 deletions

View File

@@ -53,7 +53,7 @@ MonoBehaviour:
maxPhysicsNodes: 200 maxPhysicsNodes: 200
gravityStrength: 6 gravityStrength: 6
velocityDampen: 0.95 velocityDampen: 0.95
stiffness: 1 stiffness: 0.8
iterations: 10 iterations: 10
initialLength: 0 initialLength: 0
lengthSmoothTime: 0.15 lengthSmoothTime: 0.15
@@ -71,7 +71,7 @@ MonoBehaviour:
groundSampleStep: 3 groundSampleStep: 3
groundInterpolate: 1 groundInterpolate: 1
groundUpdateEvery: 1 groundUpdateEvery: 1
constrainToWaterSurface: 0 constrainToWaterSurface: 1
waterLevelY: 0 waterLevelY: 0
waterSurfaceOffset: 0.002 waterSurfaceOffset: 0.002
waterSampleStep: 2 waterSampleStep: 2
@@ -111,7 +111,7 @@ LineRenderer:
m_RenderingLayerMask: 1 m_RenderingLayerMask: 1
m_RendererPriority: 0 m_RendererPriority: 0
m_Materials: m_Materials:
- {fileID: 2100000, guid: 7d04b7fb130c2c843a3545164f56e8f4, type: 2} - {fileID: 0}
m_StaticBatchInfo: m_StaticBatchInfo:
firstSubMesh: 0 firstSubMesh: 0
subMeshCount: 0 subMeshCount: 0
@@ -768,7 +768,7 @@ MonoBehaviour:
groundSampleStep: 3 groundSampleStep: 3
groundInterpolate: 1 groundInterpolate: 1
groundUpdateEvery: 1 groundUpdateEvery: 1
constrainToWaterSurface: 1 constrainToWaterSurface: 0
waterLevelY: 0 waterLevelY: 0
waterSurfaceOffset: 0.002 waterSurfaceOffset: 0.002
waterSampleStep: 2 waterSampleStep: 2
@@ -778,7 +778,7 @@ MonoBehaviour:
renderSubdivisionsIdle: 6 renderSubdivisionsIdle: 6
renderSubdivisionsMoving: 2 renderSubdivisionsMoving: 2
movingSpeedThreshold: 2 movingSpeedThreshold: 2
smooth: 0 smooth: 1
lineWidth: 0.001 lineWidth: 0.001
airDrag: 0.9 airDrag: 0.9
airDragXZ: 0.6 airDragXZ: 0.6
@@ -808,7 +808,7 @@ LineRenderer:
m_RenderingLayerMask: 1 m_RenderingLayerMask: 1
m_RendererPriority: 0 m_RendererPriority: 0
m_Materials: m_Materials:
- {fileID: 2100000, guid: 7d04b7fb130c2c843a3545164f56e8f4, type: 2} - {fileID: 0}
m_StaticBatchInfo: m_StaticBatchInfo:
firstSubMesh: 0 firstSubMesh: 0
subMeshCount: 0 subMeshCount: 0

View File

@@ -86,7 +86,7 @@ public class SceneSettings : MonoBehaviour
private void UpdateTimeOfDay() private void UpdateTimeOfDay()
{ {
var p = GameTimer.GetGameDayProgress(); var p = GameTimer.GetGameDayProgress();
p = 0.5f; p = 0.1f;
// Debug.Log(p); // Debug.Log(p);
EnviroManager.instance.Time.SetTimeOfDay(p * 24f); EnviroManager.instance.Time.SetTimeOfDay(p * 24f);
// if(AzureCoreSystem) // if(AzureCoreSystem)

View File

@@ -56,10 +56,10 @@ namespace NBF
if (rod != null && rod.Line != null && rod.Line.Lure != null) if (rod != null && rod.Line != null && rod.Line.Lure != null)
{ {
// 使用 ChargedProgress 作为力度系数 (0-1) // 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 // 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); rod.Line.Lure.RBody.AddForce(throwDirection.normalized * throwForce, ForceMode.VelocityChange);
} }

View File

@@ -117,9 +117,9 @@ namespace NBF
public void SetTargetLength(float value) public void SetTargetLength(float value)
{ {
Log.Error($"SetObiRopeStretch={value}"); Log.Error($"SetObiRopeStretch={value}");
if (value > 1) if (value > 3)
{ {
// value -= 0.2f; value -= 0.2f;
} }
fishingRope.SetTargetLength(value); fishingRope.SetTargetLength(value);
} }

View File

@@ -323,11 +323,10 @@ public class Rope : MonoBehaviour
Simulate_VerletFast(); Simulate_VerletFast();
LockAnchorsHard();
for (int it = 0; it < iterations; it++) for (int it = 0; it < iterations; it++)
{ {
SolveDistanceConstraints_FABRIK(); LockAnchorsHard();
SolveDistanceConstraints_HeadOnly_Fast();
} }
LockAnchorsHard(); 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 // 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++) for (int it = 0; it < waterPostConstraintIterations; it++)
{ {
SolveDistanceConstraints_FABRIK(); SolveDistanceConstraints_HeadOnly_Fast();
} }
} }
} }
@@ -371,9 +370,9 @@ public class Rope : MonoBehaviour
Vector3 e = _endTr.position; Vector3 e = _endTr.position;
_pCurr[0] = s; _pCurr[0] = s;
_pPrev[0] = s;
_pCurr[last] = e; _pCurr[last] = e;
_pPrev[last] = e; // _pPrev[0] = s;
// _pPrev[last] = e;
DrawHighResLine_Fast(); DrawHighResLine_Fast();
} }
@@ -597,7 +596,7 @@ public class Rope : MonoBehaviour
{ {
_pCurr[i + 1] = b - corr; // 首段node1 吃满 _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 _pCurr[i] = a + corr; // 尾段last-1 吃满
} }