From 4b129668fdf30d3fa7f2ef371fe2b9abfc6d7eba Mon Sep 17 00:00:00 2001 From: "Bob.Song" Date: Mon, 27 Apr 2026 15:43:19 +0800 Subject: [PATCH] =?UTF-8?q?=E7=BA=BF=E9=80=BB=E8=BE=91=E5=A4=84=E7=90=86?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- Assets/ResRaw/Prefabs/Line/LineHand1.prefab | 14 +- Assets/Scenes/RopeTest.unity | 4242 +++-------------- .../New/View/Player/FishingLine/FLine.cs | 453 +- .../View/Player/FishingLine/FLineLogicNode.cs | 33 +- .../New/View/Player/FishingLine/FLineTest.cs | 268 ++ .../View/Player/FishingLine/FLineTest.cs.meta | 3 + UserSettings/EditorUserSettings.asset | 26 +- 7 files changed, 1406 insertions(+), 3633 deletions(-) create mode 100644 Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineTest.cs create mode 100644 Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineTest.cs.meta diff --git a/Assets/ResRaw/Prefabs/Line/LineHand1.prefab b/Assets/ResRaw/Prefabs/Line/LineHand1.prefab index 7b76a4b20..3b3c8200d 100644 --- a/Assets/ResRaw/Prefabs/Line/LineHand1.prefab +++ b/Assets/ResRaw/Prefabs/Line/LineHand1.prefab @@ -144,7 +144,7 @@ LineRenderer: m_MaskInteraction: 0 m_Positions: - 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{fileID: 961739753} - {fileID: 203844589} - {fileID: 2055159199} - - {fileID: 5634959157749674791} - - {fileID: 1264227901} - - {fileID: 337505879} - - {fileID: 1601278529} - - {fileID: 1714253613} + - {fileID: 8539708880563407196} diff --git a/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLine.cs b/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLine.cs index 607492817..ff9a18660 100644 --- a/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLine.cs +++ b/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLine.cs @@ -33,6 +33,15 @@ namespace NBF [Header("连接点配置")] [SerializeField] private Transform anchorTransform; [SerializeField] private List lineNodes = new List(); + + [Header("物理参数")] [SerializeField] private float positionCorrectionForce = 100f; + [SerializeField] private float dampingCoefficient = 10f; + [SerializeField] private int constraintIterations = 10; + [SerializeField] private bool useMassWeighting = true; + [SerializeField] private bool showDebugInfo = true; + [Header("动态间距设置")] [SerializeField] private float defaultTransitionSpeed = 2f; // 默认长度变化速度(单位/秒) + + private LineMode _lineMode = LineMode.Joint; // [SerializeField] private bool isLureConnect; // // [SerializeField] private RodLine rodLine; @@ -53,34 +62,71 @@ namespace NBF // // public JointPinchController PinchController; + private readonly List _constraints = new List(); + public FLineLogicNode StartNode { get; private set; } public FLineLogicNode BobberNode => GetNode(FLineLogicNodeType.Bobber); public FLineLogicNode EndNode { get; private set; } + public LineMode LineMode => _lineMode; public float LinelenghtDiferent; - protected override void OnInit() + + [System.Serializable] + public class ConnectionConstraint { - var tipRb = Rod.Asset.LineConnectorRigidbody; + public FLineLogicNodeType NodeType; + public Rigidbody bodyA; + public Rigidbody bodyB; + public float maxDistance; + public float minDistance; + public float currentDistance; + public Vector3 direction; - anchorTransform = tipRb.transform; - // StartCoroutine(LureUseGravity()); + // 动态目标距离(用于平滑过渡) + public float targetMaxDistance; + public bool hasPendingTransition; + public bool hasPendingMaxTransition; + public float maxTransitionSpeed; - // rodLine.GenerateLineRendererRope(guides.ToArray(), _LineThickness); + public ConnectionConstraint(Rigidbody a, Rigidbody b, float maxDist, float minDist = 0f) + { + bodyA = a; + bodyB = b; + maxDistance = maxDist; + minDistance = minDist; + targetMaxDistance = maxDist; + hasPendingTransition = false; + hasPendingMaxTransition = false; + maxTransitionSpeed = 0f; + } + + public void UpdateCurrentState() + { + if (bodyA && bodyB) + { + Vector3 delta = bodyB.position - bodyA.position; + currentDistance = delta.magnitude; + direction = currentDistance > 0.0001f ? delta.normalized : Vector3.right; + } + } + } + + protected override void OnInit() + { + if (anchorTransform == null) + { + var tipRb = Rod.Asset.LineConnectorRigidbody; + + anchorTransform = tipRb.transform; + } } - // private IEnumerator LureUseGravity() - // { - // yield return 1; - // EndNode.gameObject.SetActive(false); - // EndNode.gameObject.SetActive(true); - // yield return 1; - // EndNode.Rigidbody.useGravity = true; - // } private void Start() { + BuildConstraints(); StartNode = GetNode(FLineLogicNodeType.Start); EndNode = GetNode(FLineLogicNodeType.End); } @@ -90,12 +136,33 @@ namespace NBF LinelenghtDiferent = GetLineDistance(); //非钓鱼状态 - Rod.PlayerItem.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f); + if (Rod) Rod.PlayerItem.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f); } private void FixedUpdate() { UpdateAnchorNode(); + FixedUpdateConstraints(); + } + + public void ChangeMode(LineMode mode) + { + _lineMode = mode; + + foreach (var fLineLogicNode in lineNodes) + { + fLineLogicNode.ChangeMode(mode); + } + } + + public List GetLineNodes() + { + return new List(lineNodes); + } + + public void Print() + { + // Log.Info($"当前线情况 TotalLength={TotalLength} CurrentStretchLength={CurrentStretchLength}"); } #region 连接点 @@ -140,14 +207,366 @@ namespace NBF var node = GetNode(type); if (node != null) { - node.SetLenght(lenght); + if (_lineMode == LineMode.Joint) + { + node.SetLenght(lenght); + } + else + { + SetSegmentMaxLength(lenght, type); + } } } #endregion - - + #region 脚本约束 + + private void FixedUpdateConstraints() + { + if (_lineMode != LineMode.Constraint) return; + if (!enabled || lineNodes.Count < 2) return; + + // 更新动态过渡 + UpdateTransitions(); + + for (int iteration = 0; iteration < constraintIterations; iteration++) + { + ApplyDistanceConstraints(); + } + + ApplyDamping(); + } + + private void BuildConstraints() + { + _constraints.Clear(); + if (lineNodes.Count < 2) return; + + // 创建约束 + for (int i = 0; i < lineNodes.Count - 1; i++) + { + FLineLogicNode currentNode = lineNodes[i]; + FLineLogicNode nextNode = lineNodes[i + 1]; + Rigidbody bodyA = currentNode ? currentNode.Rigidbody : null; + Rigidbody bodyB = nextNode ? nextNode.Rigidbody : null; + + if (bodyA != null && bodyB != null) + { + var constraint = new ConnectionConstraint( + bodyA, + bodyB, + nextNode.Lenght + ); + constraint.NodeType = nextNode.NodeType; + _constraints.Add(constraint); + } + } + } + + private void ApplyDistanceConstraints() + { + for (int i = 0; i < _constraints.Count; i++) + { + var constraint = _constraints[i]; + if (!constraint.bodyA || !constraint.bodyB) continue; + + constraint.UpdateCurrentState(); + + float currentDist = constraint.currentDistance; + float maxDist = constraint.maxDistance; + float minDist = constraint.minDistance; + + float error = 0f; + bool needCorrection = false; + + if (currentDist > maxDist) + { + error = currentDist - maxDist; + needCorrection = true; + } + + if (!needCorrection || Mathf.Abs(error) < 0.0001f) continue; + + float invMassA = constraint.bodyA.isKinematic ? 0f : 1f / constraint.bodyA.mass; + float invMassB = constraint.bodyB.isKinematic ? 0f : 1f / constraint.bodyB.mass; + float totalInvMass = invMassA + invMassB; + + if (totalInvMass < 0.0001f) continue; + + float weightA = useMassWeighting ? (invMassA / totalInvMass) : 0.5f; + float weightB = useMassWeighting ? (invMassB / totalInvMass) : 0.5f; + + Vector3 correction = constraint.direction * error; + Vector3 positionCorrectionA = correction * weightA; + Vector3 positionCorrectionB = -correction * weightB; + + constraint.bodyA.position += positionCorrectionA; + constraint.bodyB.position += positionCorrectionB; + + Vector3 velocityCorrectionA = positionCorrectionA / Time.fixedDeltaTime; + Vector3 velocityCorrectionB = positionCorrectionB / Time.fixedDeltaTime; + + constraint.bodyA.AddForce(velocityCorrectionA * constraint.bodyA.mass, ForceMode.Impulse); + constraint.bodyB.AddForce(velocityCorrectionB * constraint.bodyB.mass, ForceMode.Impulse); + } + } + + private void ApplyDamping() + { + for (int i = 0; i < _constraints.Count; i++) + { + var constraint = _constraints[i]; + if (!constraint.bodyA || !constraint.bodyB) continue; + + if (constraint.currentDistance <= constraint.maxDistance) continue; + + Vector3 relativeVelocity = constraint.bodyB.linearVelocity - constraint.bodyA.linearVelocity; + float velocityInConstraintDir = Vector3.Dot(relativeVelocity, constraint.direction); + + if (velocityInConstraintDir > 0) + { + float dampingForce = -velocityInConstraintDir * dampingCoefficient; + Vector3 dampingImpulse = constraint.direction * dampingForce * Time.fixedDeltaTime; + + constraint.bodyA.AddForce(-dampingImpulse * constraint.bodyA.mass, ForceMode.Impulse); + constraint.bodyB.AddForce(dampingImpulse * constraint.bodyB.mass, ForceMode.Impulse); + } + } + } + + /// + /// 按速度过渡某段的最大距离 + /// + private void SetSegmentMaxLength(float targetLength, FLineLogicNodeType type = FLineLogicNodeType.Bobber, + float transitionSpeed = 2f) + { + var constraint = _constraints.Find(t => t.NodeType == type); + if (constraint == null) return; + + targetLength = Mathf.Max(0.01f, targetLength); + float speed = Mathf.Max(0.01f, transitionSpeed > 0 ? transitionSpeed : defaultTransitionSpeed); + + constraint.targetMaxDistance = targetLength; + constraint.maxTransitionSpeed = speed; + constraint.hasPendingMaxTransition = Mathf.Abs(constraint.maxDistance - targetLength) >= 0.0001f; + constraint.hasPendingTransition = constraint.hasPendingMaxTransition; + } + + + /// + /// 更新所有活跃的过渡 + /// + private void UpdateTransitions() + { + float deltaTime = Time.fixedDeltaTime; + + for (int i = 0; i < _constraints.Count; i++) + { + var constraint = _constraints[i]; + + if (constraint.hasPendingMaxTransition) + { + float nextMaxDistance = Mathf.MoveTowards( + constraint.maxDistance, + constraint.targetMaxDistance, + constraint.maxTransitionSpeed * deltaTime + ); + constraint.maxDistance = nextMaxDistance; + var node = GetNode(constraint.NodeType); + // SyncSegmentMaxLength(i, nextMaxDistance); + node.SetLenght(nextMaxDistance); + + if (Mathf.Abs(nextMaxDistance - constraint.targetMaxDistance) < 0.0001f) + { + constraint.maxDistance = constraint.targetMaxDistance; + constraint.hasPendingMaxTransition = false; + // SyncSegmentMaxLength(i, constraint.targetMaxDistance); + node.SetLenght(constraint.targetMaxDistance); + } + } + + constraint.hasPendingTransition = constraint.hasPendingMaxTransition; + } + } + + + /// + /// 获取某个段是否正在进行过渡 + /// + public bool IsSegmentTransitioning(int segmentIndex) + { + if (segmentIndex >= 0 && segmentIndex < _constraints.Count) + { + return _constraints[segmentIndex].hasPendingTransition; + } + + return false; + } + + #endregion + + // #region 极限判定 + // + // /// + // /// 当前逻辑链总长度超出配置总长度的部分,小于等于零时记为 0。 + // /// + // [Header("Limit Detection")] + // public float CurrentStretchLength { get; private set; } + // + // /// + // /// 总长度 + // /// + // public float TotalLength { get; private set; } + // + // [Min(0f)] + // // 极限判定的长度容差,允许链路在总长或单段长度上存在少量误差。 + // [SerializeField] + // private float lengthLimitTolerance = 0.01f; + // + // [Min(0f)] + // // 达到极限后,只有当前超长值大于该阈值时,才开始进入断线候选计时。 + // [SerializeField] + // private float breakStretchThreshold = 0.3f; + // + // [Min(0f)] + // // UI 百分比开始起算的最小超长值;低于或等于该值时统一按 0% 处理。 + // [SerializeField] + // private float breakStretchPercentMinThreshold = 0.06f; + // + // [Min(0f)] + // // 断线候选状态允许持续的最大时间;超过后会发出一次断线消息。 + // [SerializeField] + // private float breakLimitDuration = 3f; + // + // /// + // /// 当鱼线达到断线条件时发出的一次性消息。 + // /// 外部可订阅该事件,在回调中执行切线、播放表现或状态切换。 + // /// + // public event Action OnLineBreakRequested; + // + // /// + // /// 当前是否处于极限状态。 + // /// 只要整链超出总长度容差,或任一逻辑段超出单段容差,即认为到达极限。 + // /// + // public bool IsAtLimit { get; private set; } + // + // /// + // /// 当前断线候选状态的累计时间。 + // /// 只有在处于极限状态,且 CurrentStretchLength 大于断线阈值时才会累加;否则重置为 0。 + // /// + // public float LimitStateTime { get; private set; } + // + // /// + // /// 当前极限断线消息是否已经发出过。 + // /// 在退出断线候选状态前只会发一次,避免重复通知。 + // /// + // public bool HasBreakNotificationSent { get; private set; } + // + // /// + // /// 当前拉力极限百分比。 + // /// 当超长值小于等于 breakStretchPercentMinThreshold 时为 0; + // /// 当超长值大于等于 breakStretchThreshold 时为 100; + // /// 中间区间按线性比例映射,供 UI 显示使用。 + // /// + // public float CurrentBreakStretchPercent => EvaluateBreakStretchPercent(CurrentStretchLength); + // + // /// + // /// 当前是否正在进行断线候选计时。 + // /// + // public bool IsBreakCountdownActive => IsAtLimit && CurrentStretchLength > breakStretchThreshold; + // + // private float EvaluateBreakStretchPercent(float stretchLength) + // { + // var percentMinThreshold = Mathf.Max(lengthLimitTolerance, breakStretchPercentMinThreshold); + // + // if (stretchLength <= percentMinThreshold) + // { + // return 0f; + // } + // + // if (stretchLength >= breakStretchThreshold) + // { + // return 100f; + // } + // + // if (breakStretchThreshold <= percentMinThreshold) + // { + // return 100f; + // } + // + // return Mathf.InverseLerp(percentMinThreshold, breakStretchThreshold, stretchLength) * 100f; + // } + // + // private void SetLimitState(bool isAtLimit) + // { + // IsAtLimit = isAtLimit; + // } + // + // private void UpdateBreakCountdown(float deltaTime) + // { + // if (lineNodes.Count < 2) + // { + // SetLimitState(false); + // ResetLimitState(); + // return; + // } + // + // + // var startNode = lineNodes[0]; + // var endNode = lineNodes[^1]; + // TotalLength = 0; + // foreach (var node in lineNodes) + // { + // TotalLength += node.Lenght; + // } + // + // var realLen = Vector3.Distance(startNode.transform.position, endNode.transform.position); + // CurrentStretchLength = realLen - TotalLength; + // if (CurrentStretchLength < 0f) + // { + // CurrentStretchLength = 0f; + // } + // + // SetLimitState(CurrentStretchLength > lengthLimitTolerance); + // if (LineMode != LineMode.Constraint) return; + // + // if (!IsBreakCountdownActive) + // { + // LimitStateTime = 0f; + // HasBreakNotificationSent = false; + // return; + // } + // + // LimitStateTime += Mathf.Max(0f, deltaTime); + // if (HasBreakNotificationSent || LimitStateTime < breakLimitDuration) + // { + // return; + // } + // + // HasBreakNotificationSent = true; + // NotifyLineBreakRequested(); + // } + // + // /// + // /// 发出鱼线达到断线条件的消息。 + // /// 这里预留给外部订阅,当前不在求解器内部直接执行断线逻辑。 + // /// + // private void NotifyLineBreakRequested() + // { + // OnLineBreakRequested?.Invoke(this); + // } + // + // private void ResetLimitState() + // { + // CurrentStretchLength = 0f; + // IsAtLimit = false; + // LimitStateTime = 0f; + // HasBreakNotificationSent = false; + // } + // + // #endregion + #region Tension private float GetLineDistance() diff --git a/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineLogicNode.cs b/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineLogicNode.cs index 9ea1606a8..20f4a8f32 100644 --- a/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineLogicNode.cs +++ b/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineLogicNode.cs @@ -1,4 +1,5 @@ using System; +using System.Collections; using UnityEngine; namespace NBF @@ -23,6 +24,7 @@ namespace NBF private float _lenght; + public Rigidbody PreRigidbody => preRigidbody; public Rigidbody Rigidbody => _rb; public FLine ParentCable => _parentCable; public SpringJoint Joint => _joint; @@ -60,11 +62,40 @@ namespace NBF { if (mode == LineMode.Joint) { - if (_joint) _joint.connectedBody = preRigidbody; + if (_joint) + { + StartCoroutine(ReconnectedBody()); + } } else if (mode == LineMode.Constraint) { if (_joint) _joint.connectedBody = null; + if (NodeType == FLineLogicNodeType.End) + { + Rigidbody.isKinematic = true; + } + } + } + + private IEnumerator ReconnectedBody() + { + _joint.connectedBody = preRigidbody; + yield return 1; + Rigidbody.position = preRigidbody.position; + preRigidbody.isKinematic = true; + preRigidbody.linearVelocity = Vector3.zero; + preRigidbody.angularVelocity = Vector3.zero; + if (NodeType != FLineLogicNodeType.Start) + { + preRigidbody.isKinematic = false; + } + + yield return 1; + preRigidbody.linearVelocity = Vector3.zero; + preRigidbody.angularVelocity = Vector3.zero; + if (NodeType == FLineLogicNodeType.End) + { + Rigidbody.isKinematic = false; } } } diff --git a/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineTest.cs b/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineTest.cs new file mode 100644 index 000000000..12a15e182 --- /dev/null +++ b/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineTest.cs @@ -0,0 +1,268 @@ +using System.Collections.Generic; +using UnityEngine; + +namespace NBF +{ + /// + /// 硬线系统测试脚本,直接读取 FLine 已配置的节点。 + /// + public class FLineTest : MonoBehaviour + { + [Header("测试控制")] [SerializeField] private KeyCode fixMiddleKey = KeyCode.M; + + [Header("动态间距控制")] [SerializeField] private KeyCode pullFirstKey = KeyCode.UpArrow; + [SerializeField] private KeyCode relaxFirstKey = KeyCode.DownArrow; + [SerializeField] private KeyCode fixedKey = KeyCode.F; + [SerializeField] private KeyCode debugKey = KeyCode.D; + [SerializeField, Min(0.01f)] private float extendAmount = 0.5f; + [SerializeField, Min(0.01f)] private float holdAdjustSpeed = 1f; + [SerializeField, Min(0.01f)] private float transitionSpeed = 2f; + [SerializeField] private bool smoothTransition = true; + + [SerializeField] private FLine line; + private float[] initialLengths; + + private void OnValidate() + { + extendAmount = Mathf.Max(0.01f, extendAmount); + holdAdjustSpeed = Mathf.Max(0.01f, holdAdjustSpeed); + transitionSpeed = Mathf.Max(0.01f, transitionSpeed); + } + + private void Start() + { + RefreshInitialLengths(true); + line.SetLenght(0.2f); + line.SetLenght(0.2f, FLineLogicNodeType.End); + } + + + private void Update() + { + if (!EnsureCable()) + return; + + RefreshInitialLengths(); + HandleInput(); + + // if (line.CurrentBreakStretchPercent > 10f) + // { + // if (line.LineMode == LineMode.Constraint) + // Debug.LogError( + // $"当前极限情况,CurrentBreakStretchPercent={line.CurrentBreakStretchPercent} CurrentStretchLength={line.CurrentStretchLength} TotalLength={line.TotalLength} LimitStateTime={line.LimitStateTime}"); + // } + } + + private bool EnsureCable() + { + if (line) + return true; + + line = GetComponent(); + return line != null; + } + + private List GetNodes() + { + return line != null ? line.GetLineNodes() : null; + } + + private void RefreshInitialLengths(bool force = false) + { + List nodes = GetNodes(); + int segmentCount = nodes != null ? Mathf.Max(0, nodes.Count - 1) : 0; + + if (!force && initialLengths != null && initialLengths.Length == segmentCount) + return; + + initialLengths = new float[nodes.Count]; + + for (var i = 0; i < nodes.Count; i++) + { + var node = nodes[i]; + initialLengths[i] = Mathf.Max(0.01f, node.Lenght); + } + } + + private float GetCurrentMaxLength(int segmentIndex) + { + var nodes = line.GetLineNodes(); + var node = nodes[segmentIndex]; + // float length = line.GetSegmentMaxLength(segmentIndex); + return Mathf.Max(0.01f, node.Lenght); + } + + private float GetTargetMaxLength(int segmentIndex) + { + var nodes = line.GetLineNodes(); + var node = nodes[segmentIndex]; + float length = node.Lenght; + // if (length <= 0f) + // length = line.GetSegmentMaxLength(segmentIndex); + + return Mathf.Max(0.01f, length); + } + + private int GetSegmentCount() + { + return initialLengths != null ? initialLengths.Length : 0; + } + + private void HandleInput() + { + HandleOriginalControls(); + HandleDynamicDistanceControls(); + } + + private void HandleOriginalControls() + { + List nodes = GetNodes(); + if (nodes == null) + return; + + if (Input.GetKeyDown(fixMiddleKey) && nodes.Count >= 3) + { + int middleIndex = nodes.Count / 2; + FLineLogicNode middleNode = nodes[middleIndex]; + Rigidbody middleRb = middleNode ? middleNode.Rigidbody : null; + + if (middleNode && middleRb) + { + bool newState = !middleRb.isKinematic; + Debug.Log($"中间节点({middleIndex}) {(newState ? "固定" : "释放")} - 观察其他节点变化"); + } + } + } + + private void HandleDynamicDistanceControls() + { + if (line == null || initialLengths == null || initialLengths.Length == 0) + return; + + if (Input.GetKeyDown(pullFirstKey)) + PullFirstSegment(extendAmount * 0.5f); + + if (Input.GetKeyDown(relaxFirstKey)) + RelaxFirstSegment(extendAmount * 0.5f); + + if (Input.GetKeyDown(fixedKey)) + { + if (line.LineMode == LineMode.Joint) line.ChangeMode(LineMode.Constraint); + else line.ChangeMode(LineMode.Joint); + } + + if (Input.GetKeyDown(debugKey)) + { + line.Print(); + } + } + + private void ApplySegmentTargetLength(FLineLogicNodeType type, float targetLength) + { + line.SetLenght(targetLength, type); + } + + private void PullFirstSegment(float amount) + { + if (GetSegmentCount() <= 0) + return; + + float targetLength = Mathf.Max(0.1f, GetTargetMaxLength(0) - amount); + ApplySegmentTargetLength(0, targetLength); + Debug.Log($"拉紧第一段到 {targetLength:F2}"); + } + + private void RelaxFirstSegment(float amount) + { + if (GetSegmentCount() <= 0) + return; + + float targetLength = GetTargetMaxLength(0) + amount; + ApplySegmentTargetLength(0, targetLength); + Debug.Log($"放松第一段到 {targetLength:F2}"); + } + + private void OnGUI() + { + if (!EnsureCable()) + return; + + RefreshInitialLengths(); + + List nodes = GetNodes(); + int nodeCount = nodes != null ? nodes.Count : 0; + + GUILayout.BeginArea(new Rect(10f, 10f, 360f, 260f)); + GUILayout.Label("=== 硬线系统测试控制 ==="); + GUILayout.Label("原始控制:"); + GUILayout.Label($" {fixMiddleKey} - 固定/释放中间节点"); + GUILayout.Space(10f); + GUILayout.Label("动态间距控制:"); + GUILayout.Label($" {pullFirstKey} - 拉紧第一段"); + GUILayout.Label($" {relaxFirstKey} - 放松第一段"); + GUILayout.Label(" Shift+滚轮 - 调整最近段"); + GUILayout.Space(10f); + GUILayout.Label("设置:"); + GUILayout.Label($" 节点数: {nodeCount}"); + GUILayout.Label(" 初始长度来源: FLine 节点配置"); + GUILayout.Label($" 过渡模式: {(smoothTransition ? "平滑" : "即时")}"); + if (smoothTransition) + GUILayout.Label($" 过渡速度: {transitionSpeed:F1}"); + + GUILayout.EndArea(); + + GUILayout.BeginArea(new Rect(10f, 280f, 360f, 220f)); + GUILayout.Label("=== 各段实际长度 ==="); + + // for (int i = 0; i < Mathf.Min(GetSegmentCount(), 10); i++) + // { + // Rigidbody bodyA = nodes[i] ? nodes[i].Rigidbody : null; + // Rigidbody bodyB = nodes[i + 1] ? nodes[i + 1].Rigidbody : null; + // if (!bodyA || !bodyB) + // continue; + // + // float actualDistance = Vector3.Distance(bodyA.position, bodyB.position); + // float currentLimit = GetCurrentMaxLength(i); + // float targetLimit = GetTargetMaxLength(i); + // + // string segmentInfo = $"段{i}: {actualDistance:F2} (限制: {currentLimit:F2}"; + // if (line.IsSegmentTransitioning(i)) + // segmentInfo += $" -> {targetLimit:F2}"; + // + // segmentInfo += ")"; + // + // if (actualDistance > targetLimit * 1.1f) + // { + // GUI.color = Color.red; + // } + // else if (line.IsSegmentTransitioning(i)) + // { + // GUI.color = Color.yellow; + // } + // else + // { + // GUI.color = Color.green; + // } + // + // GUILayout.Label(segmentInfo); + // } + + GUI.color = Color.white; + + bool anyTransitioning = false; + for (int i = 0; i < GetSegmentCount(); i++) + { + if (line.IsSegmentTransitioning(i)) + { + anyTransitioning = true; + break; + } + } + + if (anyTransitioning) + GUILayout.Label("状态: 过渡中..."); + + GUILayout.EndArea(); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineTest.cs.meta b/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineTest.cs.meta new file mode 100644 index 000000000..86755c6a6 --- /dev/null +++ b/Assets/Scripts/Fishing/New/View/Player/FishingLine/FLineTest.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: 535734a3b6eb4e16847b2fc9d9dee1c3 +timeCreated: 1777263325 \ No newline at end of file diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index c70116ffe..1ffefd5c0 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -15,35 +15,35 @@ EditorUserSettings: value: 2550581500 flags: 0 RecentlyUsedSceneGuid-0: - value: 55540305570d0f0e0c5e5e2115710d44174e4e2b7b7e77662f2d1c61b5b06069 - flags: 0 - RecentlyUsedSceneGuid-1: - value: 5452500303515f0a5f5b5a7445775e46401519787c717f677d784860e3b1676c - flags: 0 - RecentlyUsedSceneGuid-2: value: 050402550007590a0f565f2714200c44144e492f2f70753175711f66e0b8303c flags: 0 - RecentlyUsedSceneGuid-3: + RecentlyUsedSceneGuid-1: value: 06070c5f5c075c5e5e085476427a0a44474e1c2f7f7a73362f2d4d36b5b1633d flags: 0 - RecentlyUsedSceneGuid-4: + RecentlyUsedSceneGuid-2: value: 0005505f515750595e5f5f23412507441216497f2d7f24367e711c64b6b86c61 flags: 0 - RecentlyUsedSceneGuid-5: + RecentlyUsedSceneGuid-3: value: 54070c5452075002590c0871127b5a4443161c2f797176312c2f1e6bb1b4353d flags: 0 - RecentlyUsedSceneGuid-6: + RecentlyUsedSceneGuid-4: value: 5309035757065a0a54575f7216265c4444151d28792e72627d2f1935bbb8673a flags: 0 - RecentlyUsedSceneGuid-7: + RecentlyUsedSceneGuid-5: value: 00050c5150005f5f54560f2640270d4410161c28282b72357e7c4835e4b63760 flags: 0 - RecentlyUsedSceneGuid-8: + RecentlyUsedSceneGuid-6: value: 06090c5f54015f5a0f085b7b11765d444e4e1e287429773178704561b3b23561 flags: 0 - RecentlyUsedSceneGuid-9: + RecentlyUsedSceneGuid-7: + value: 0257035f51050d090f0f5d734521094414164e797e7a20667d7a4536e0e36461 + flags: 0 + RecentlyUsedSceneGuid-8: value: 5505015f5c515a085f5b092149760f441716407a787d7564287b1b36e7e1366e flags: 0 + RecentlyUsedSceneGuid-9: + value: 07060c5454040c0a545b547240700a441216417e7f2e7268752c4966b4b0663d + flags: 0 UnityEditor.ShaderGraph.Blackboard: value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4ba75e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1bf968e93e2ffcbc3e7e2f0b3ffe0e8b0be9afeffa9ffff8e85dd8390e2969e8899daa7 flags: 0