Merge branch 'master' of https://git.bobsong.cn/Game/Fishing2
# Conflicts: # Assets/Scenes/BobberTest.unity # UserSettings/EditorUserSettings.asset
This commit is contained in:
@@ -23286,8 +23286,8 @@ MonoBehaviour:
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Dependencies: []
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Address: Item/black_leech
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@@ -41553,8 +41553,8 @@ MonoBehaviour:
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Assets:
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- Path: Assets/ResRaw/Prefabs/Line/fishing line float set.prefab
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Address: Plyaer/fishing line float set
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@@ -41631,6 +41631,21 @@ MonoBehaviour:
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Address: Plyaer/LineSolver
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sunInitialRotation:
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lockSun:
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enableBackplate:
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@@ -306,6 +312,18 @@ MonoBehaviour:
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fogType:
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m_OverrideState: 0
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m_Value: 0
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m_Version: 1
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--- !u!114 &5315503232242033309
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MonoBehaviour:
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@@ -650,10 +670,10 @@ MonoBehaviour:
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@@ -113,6 +116,11 @@ MonoBehaviour:
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@@ -230,18 +238,15 @@ MonoBehaviour:
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m_Value: 2
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m_OverrideState: 1
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atmosphericScattering:
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material:
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airDensityR:
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@@ -253,7 +258,7 @@ MonoBehaviour:
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@@ -269,9 +274,15 @@ MonoBehaviour:
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@@ -314,10 +325,16 @@ MonoBehaviour:
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--- !u!114 &11400000
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@@ -424,6 +442,18 @@ MonoBehaviour:
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skyAmbientMode:
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@@ -433,6 +463,7 @@ MonoBehaviour:
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fogType:
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m_Value: 3
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m_Version: 1
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--- !u!114 &114369445541307930
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MonoBehaviour:
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m_ObjectHideFlags: 3
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@@ -502,6 +533,12 @@ MonoBehaviour:
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multiplyValue: 1
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sunInitialRotation:
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@@ -653,9 +690,9 @@ MonoBehaviour:
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--- !u!114 &114471737410181332
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MonoBehaviour:
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@@ -1175,7 +1223,13 @@ MonoBehaviour:
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@@ -996,9 +1029,15 @@ MonoBehaviour:
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// Crest Water System
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// Copyright © 2024 Wave Harmonic. All rights reserved.
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#if d_Unity_InputSystem && ENABLE_INPUT_SYSTEM
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#define INPUT_SYSTEM_ENABLED
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#endif
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using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.InputSystem;
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||||
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namespace WaveHarmonic.Crest.Examples
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{
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@@ -17,6 +12,12 @@ namespace WaveHarmonic.Crest.Examples
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#endif
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sealed class ExamplesController : MonoBehaviour
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{
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[@DecoratedField, SerializeField]
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KeyCode _Previous = KeyCode.Comma;
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[@DecoratedField, SerializeField]
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KeyCode _Next = KeyCode.Period;
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[SerializeField]
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List<GameObject> _Prefabs = new();
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@@ -50,19 +51,11 @@ namespace WaveHarmonic.Crest.Examples
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void Update()
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{
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#if INPUT_SYSTEM_ENABLED
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if (Keyboard.current[Key.N].wasReleasedThisFrame)
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#else
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if (Input.GetKeyUp(KeyCode.N))
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#endif
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if (Input.GetKeyUp(_Previous))
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{
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Previous();
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}
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#if INPUT_SYSTEM_ENABLED
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else if (Keyboard.current[Key.M].wasReleasedThisFrame)
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#else
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else if (Input.GetKeyUp(KeyCode.M))
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#endif
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else if (Input.GetKeyUp(_Next))
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{
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Next();
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}
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@@ -59,7 +59,6 @@ Material:
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- _BUILTIN_QueueControl: 0
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- _BUILTIN_SrcBlend: 5
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- _BUILTIN_ZWrite: 1
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- _Crest_NormalMapTurbulenceStrength: 0.5
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- _Crest_SSSDirectionalFalloff: 2
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- _Crest_SSSEnabled: 1
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- _Crest_SSSIntensity: 10
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_SeaLevelOnly: 0
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_OverrideGlobalWindDirection: 1
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_WaveDirectionHeadingAngle: 180
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_OverrideGlobalWindSpeed: 0
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_WindSpeed: 20
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_Resolution: 128
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_IncludeInDropDetailHeightBasedOnWaves: 0
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_OverrideGlobalWindTurbulence: 1
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- component: {fileID: 6135364979465448005}
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||||
- component: {fileID: 8264424693587136969}
|
||||
@@ -6762,7 +6781,7 @@ GameObject:
|
||||
m_Icon: {fileID: 0}
|
||||
m_NavMeshLayer: 0
|
||||
m_StaticEditorFlags: 0
|
||||
m_IsActive: 0
|
||||
m_IsActive: 1
|
||||
--- !u!1 &8112602444043959218
|
||||
GameObject:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -7266,29 +7285,6 @@ ConfigurableJoint:
|
||||
m_EnablePreprocessing: 0
|
||||
m_MassScale: 1
|
||||
m_ConnectedMassScale: 1
|
||||
--- !u!136 &8264424693587136968
|
||||
CapsuleCollider:
|
||||
m_ObjectHideFlags: 0
|
||||
m_CorrespondingSourceObject: {fileID: 0}
|
||||
m_PrefabInstance: {fileID: 0}
|
||||
m_PrefabAsset: {fileID: 0}
|
||||
m_GameObject: {fileID: 8112599368562234729}
|
||||
m_Material: {fileID: 0}
|
||||
m_IncludeLayers:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
||||
m_ExcludeLayers:
|
||||
serializedVersion: 2
|
||||
m_Bits: 0
|
||||
m_LayerOverridePriority: 0
|
||||
m_IsTrigger: 0
|
||||
m_ProvidesContacts: 0
|
||||
m_Enabled: 1
|
||||
serializedVersion: 2
|
||||
m_Radius: 0.004
|
||||
m_Height: 0.025
|
||||
m_Direction: 1
|
||||
m_Center: {x: 0, y: 0.04, z: 0}
|
||||
--- !u!114 &8264424693587136969
|
||||
MonoBehaviour:
|
||||
m_ObjectHideFlags: 0
|
||||
@@ -7328,15 +7324,17 @@ MonoBehaviour:
|
||||
m_PostInfinity: 2
|
||||
m_RotationOrder: 4
|
||||
verticalDamping: 3
|
||||
angularDamping: 0.6
|
||||
angularDamping: 0.05
|
||||
uprightSpring: 0
|
||||
uprightDamping: 0.5
|
||||
uprightAxis: 1
|
||||
extraDragInWater: 0.8
|
||||
extraAngularDragInWater: 0.8
|
||||
Water: {fileID: 4652288250947343381}
|
||||
extraAngularDragInWater: 0.3
|
||||
nearUprightDampingReduce: 0.6
|
||||
nearUprightAngleDeg: 12
|
||||
_waterRenderer: {fileID: 2531380344179187550}
|
||||
_Layer: 1
|
||||
_ObjectWidth: 0.2
|
||||
_ObjectWidth: 3
|
||||
drawDebug: 0
|
||||
--- !u!153 &8264839114692736908
|
||||
ConfigurableJoint:
|
||||
|
||||
@@ -24,5 +24,6 @@ namespace NBF
|
||||
/// 水线
|
||||
/// </summary>
|
||||
public Transform waterline;
|
||||
|
||||
}
|
||||
}
|
||||
@@ -19,7 +19,7 @@ public class RopeFishLineEditor : Editor
|
||||
|
||||
if (GUILayout.Button("打印总长度"))
|
||||
{
|
||||
Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()}");
|
||||
Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()}");
|
||||
}
|
||||
// serializedObject.Update();
|
||||
// EditorGUILayout.PropertyField(lookAtPoint);
|
||||
|
||||
@@ -235,6 +235,27 @@ public class Rope : MonoBehaviour
|
||||
public void SetTargetLength(float lengthMeters) => _targetLength = Mathf.Max(0f, lengthMeters);
|
||||
public float GetCurrentLength() => _currentLength;
|
||||
public float GetTargetLength() => _targetLength;
|
||||
|
||||
public float GetLengthSmoothVel() => _lengthSmoothVel;
|
||||
|
||||
public float GetLengthByPoints()
|
||||
{
|
||||
if (_rPoints == null || _lineRenderer == null) return 0f;
|
||||
|
||||
int count = _lineRenderer.positionCount;
|
||||
if (count < 2) return 0f;
|
||||
|
||||
float totalLength = 0f;
|
||||
for (int i = 1; i < count; i++)
|
||||
{
|
||||
Vector3 a = _rPoints[i - 1];
|
||||
Vector3 b = _rPoints[i];
|
||||
totalLength += Vector3.Distance(a, b);
|
||||
}
|
||||
|
||||
return totalLength;
|
||||
}
|
||||
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
|
||||
@@ -9,6 +9,8 @@ namespace NBF
|
||||
// transform.position = Rod.lineHandler.LineConnector_1.transform.position;
|
||||
SetParent(Rod.Line.Bobber.transform);
|
||||
transform.localPosition = Vector3.zero;
|
||||
var buoyancy = GetComponentInParent<CapsuleBuoyancyStable>();
|
||||
buoyancy.InitBobber();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -121,7 +121,7 @@ namespace NBF
|
||||
public void SetObiRopeStretch(float value)
|
||||
{
|
||||
Log.Error($"SetObiRopeStretch={value}");
|
||||
fishingRope.SetTargetLength(value - 0.2f);
|
||||
fishingRope.SetTargetLength(value);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -4,7 +4,7 @@ using UnityEngine;
|
||||
using WaveHarmonic.Crest;
|
||||
|
||||
[DisallowMultipleComponent]
|
||||
[RequireComponent(typeof(Rigidbody), typeof(CapsuleCollider))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
public class CapsuleBuoyancyStable : MonoBehaviour
|
||||
{
|
||||
[Header("Buoyancy")] [Tooltip("完全浸没时总浮力 = mass*g*buoyancyScale。>1 更浮。")]
|
||||
@@ -15,8 +15,8 @@ public class CapsuleBuoyancyStable : MonoBehaviour
|
||||
|
||||
[Tooltip("浸没比例曲线(0=刚碰水, 1=充分在水下)。")] public AnimationCurve submergenceCurve = AnimationCurve.Linear(0, 0, 1, 1);
|
||||
|
||||
[Header("Damping")] [Tooltip("上浮方向速度阻尼(越大越不弹)。")]
|
||||
public float verticalDamping = 3.0f;
|
||||
[Header("Damping")] [Tooltip("上浮方向速度阻尼(越大越不弹)。本版本:只在“浮力中心”施加一次,不再在每个采样点施加,避免90°附近转不动。")]
|
||||
public float verticalDamping = 0.6f;
|
||||
|
||||
[Tooltip("整体角速度阻尼(只施加一次,不要太大)。")] public float angularDamping = 0.6f;
|
||||
|
||||
@@ -31,11 +31,17 @@ public class CapsuleBuoyancyStable : MonoBehaviour
|
||||
[Header("Water Drag")] public float extraDragInWater = 0.8f;
|
||||
public float extraAngularDragInWater = 0.8f;
|
||||
|
||||
[Header("Anti-stiction near upright")]
|
||||
[Tooltip("在接近竖直(例如90->80度附近)时,降低vertical damping,避免“粘住”。0=关闭。")]
|
||||
[Range(0f, 1f)]
|
||||
public float nearUprightDampingReduce = 0.6f;
|
||||
|
||||
[Tooltip("接近竖直的判定角度(度)。例如 12 表示在 |angle| < 12° 附近逐步降低阻尼。")] [Range(1f, 30f)]
|
||||
public float nearUprightAngleDeg = 12f;
|
||||
|
||||
#region Crest5相关信息
|
||||
|
||||
public Transform Water;
|
||||
|
||||
private WaterRenderer _waterRenderer;
|
||||
public WaterRenderer _waterRenderer;
|
||||
|
||||
[Tooltip("要瞄准哪一层水的碰撞层。")] [SerializeField]
|
||||
CollisionLayer _Layer = CollisionLayer.AfterAnimatedWaves;
|
||||
@@ -45,11 +51,7 @@ public class CapsuleBuoyancyStable : MonoBehaviour
|
||||
|
||||
readonly SampleFlowHelper _SampleFlowHelper = new();
|
||||
|
||||
/// <summary>
|
||||
/// 查询水面信息点位
|
||||
/// </summary>
|
||||
Vector3[] _QueryPoints;
|
||||
|
||||
Vector3[] _QueryResultDisplacements;
|
||||
Vector3[] _QueryResultVelocities;
|
||||
Vector3[] _QueryResultNormal;
|
||||
@@ -62,113 +64,147 @@ public class CapsuleBuoyancyStable : MonoBehaviour
|
||||
CapsuleCollider _cap;
|
||||
float _baseDrag, _baseAngularDrag;
|
||||
|
||||
[SerializeField] private bool _init = false;
|
||||
|
||||
void Awake()
|
||||
{
|
||||
_rb = GetComponent<Rigidbody>();
|
||||
_cap = GetComponent<CapsuleCollider>();
|
||||
_baseDrag = _rb.linearDamping;
|
||||
_baseAngularDrag = _rb.angularDamping;
|
||||
}
|
||||
|
||||
private void Start()
|
||||
void Start()
|
||||
{
|
||||
int length = Mathf.Max(3, samplePoints);
|
||||
_QueryPoints = new Vector3[length];
|
||||
_QueryResultDisplacements = new Vector3[length];
|
||||
_QueryResultVelocities = new Vector3[length];
|
||||
_QueryResultNormal = new Vector3[length];
|
||||
if(Water)
|
||||
_waterRenderer = Water.GetComponent<WaterRenderer>();
|
||||
|
||||
}
|
||||
|
||||
public void InitBobber()
|
||||
{
|
||||
if (_waterRenderer == null && SceneSettings.Instance)
|
||||
{
|
||||
_waterRenderer = SceneSettings.Instance.Water;
|
||||
}
|
||||
_cap = GetComponentInChildren<CapsuleCollider>();
|
||||
_init = true;
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (Water)
|
||||
{
|
||||
|
||||
}
|
||||
if (!_init) return;
|
||||
if (!_waterRenderer) return;
|
||||
|
||||
if (!_waterRenderer)
|
||||
{
|
||||
return;
|
||||
}
|
||||
GetWorldCapsule(out Vector3 a, out Vector3 b, out float radius);
|
||||
|
||||
int n = Mathf.Max(3, samplePoints);
|
||||
if (_QueryPoints == null || _QueryPoints.Length != n)
|
||||
{
|
||||
_QueryPoints = new Vector3[n];
|
||||
_QueryResultDisplacements = new Vector3[n];
|
||||
_QueryResultVelocities = new Vector3[n];
|
||||
_QueryResultNormal = new Vector3[n];
|
||||
}
|
||||
|
||||
float fullBuoyancy = _rb.mass * Physics.gravity.magnitude * buoyancyScale;
|
||||
float perPointMax = fullBuoyancy / n;
|
||||
|
||||
float subSum = 0f;
|
||||
int wetCount = 0;
|
||||
|
||||
for (int i = 0; i < _QueryPoints.Length; i++)
|
||||
// 采样点
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
float t = (float)i / (n - 1);
|
||||
Vector3 p = Vector3.Lerp(a, b, t);
|
||||
_QueryPoints[i] = p;
|
||||
_QueryPoints[i] = Vector3.Lerp(a, b, t);
|
||||
}
|
||||
|
||||
|
||||
// 查询
|
||||
// Crest 查询
|
||||
var collisions = _waterRenderer.AnimatedWavesLod.Provider;
|
||||
collisions.Query(GetHashCode(), _ObjectWidth, _QueryPoints, _QueryResultDisplacements,
|
||||
_QueryResultNormal, _QueryResultVelocities, _Layer);
|
||||
|
||||
float subSum = 0f;
|
||||
int wetCount = 0;
|
||||
|
||||
// 用于计算“浮力中心”(Center of Buoyancy)与水流速度平均
|
||||
Vector3 cobSum = Vector3.zero;
|
||||
Vector3 wvSum = Vector3.zero;
|
||||
float cobW = 0f;
|
||||
|
||||
// 1) 多点只加浮力(不再在每点加vertical damping)
|
||||
for (int i = 0; i < n; i++)
|
||||
{
|
||||
float t = (float)i / (n - 1);
|
||||
Vector3 p = Vector3.Lerp(a, b, t);
|
||||
Vector3 p = _QueryPoints[i];
|
||||
|
||||
float waterH =
|
||||
_QueryResultDisplacements[i].y + _waterRenderer.SeaLevel; //GaiaConstants.Water.GetWaterHeight(p);
|
||||
float depth = waterH - p.y; // >0 在水下
|
||||
float waterH = _QueryResultDisplacements[i].y + _waterRenderer.SeaLevel;
|
||||
float depth = waterH - p.y;
|
||||
|
||||
float sub = Mathf.InverseLerp(-radius, radius, depth); // 0..1
|
||||
float sub = Mathf.InverseLerp(-radius, radius, depth);
|
||||
if (sub <= 0f) continue;
|
||||
|
||||
sub = Mathf.Clamp01(submergenceCurve.Evaluate(sub));
|
||||
|
||||
subSum += sub;
|
||||
wetCount++;
|
||||
|
||||
Vector3 buoyDir = Vector3.up;
|
||||
cobSum += p * sub;
|
||||
wvSum += _QueryResultVelocities[i] * sub;
|
||||
cobW += sub;
|
||||
|
||||
// Vector3 waterVel = GaiaConstants.Water.GetWaterVelocity(p);
|
||||
Vector3 waterVel = _QueryResultVelocities[i];
|
||||
Vector3 pointVel = _rb.GetPointVelocity(p);
|
||||
Vector3 relVel = pointVel - waterVel;
|
||||
|
||||
// 浮力
|
||||
Vector3 buoyForce = buoyDir * (perPointMax * sub);
|
||||
|
||||
// 只阻尼上浮方向速度分量(防弹跳)
|
||||
float vUp = Vector3.Dot(relVel, buoyDir);
|
||||
Vector3 dampForce = -buoyDir * (vUp * verticalDamping * _rb.mass * sub);
|
||||
|
||||
_rb.AddForceAtPosition(buoyForce + dampForce, p, ForceMode.Force);
|
||||
Vector3 buoyForce = Vector3.up * (perPointMax * sub);
|
||||
_rb.AddForceAtPosition(buoyForce, p, ForceMode.Force);
|
||||
|
||||
if (drawDebug)
|
||||
{
|
||||
Debug.DrawLine(p, p + buoyForce / (_rb.mass * 10f), Color.cyan, 0f, false);
|
||||
Debug.DrawLine(p, p + dampForce / (_rb.mass * 10f), Color.yellow, 0f, false);
|
||||
}
|
||||
}
|
||||
|
||||
float subAvg = (wetCount > 0) ? (subSum / wetCount) : 0f;
|
||||
|
||||
// 角阻尼:只加一次(关键修复点)
|
||||
// 2) vertical damping:只在“浮力中心”施加一次(关键修复:不再产生抑制旋转的力矩)
|
||||
if (subAvg > 0f && cobW > 1e-6f)
|
||||
{
|
||||
Vector3 cob = cobSum / cobW;
|
||||
Vector3 waterVelAvg = wvSum / cobW;
|
||||
|
||||
// 接近竖直时降低vertical damping,避免90->80度“粘住”
|
||||
float vdScale = 1f;
|
||||
if (nearUprightDampingReduce > 0f)
|
||||
{
|
||||
Vector3 axisWorld = GetAxisWorld(uprightAxis);
|
||||
float angleFromUp = Vector3.Angle(axisWorld, Vector3.up); // 0=竖直
|
||||
float t = Mathf.Clamp01(angleFromUp / Mathf.Max(0.001f, nearUprightAngleDeg));
|
||||
// t=0(很竖直) -> 1(离开竖直)
|
||||
vdScale = Mathf.Lerp(1f - nearUprightDampingReduce, 1f, t);
|
||||
}
|
||||
|
||||
Vector3 pointVel = _rb.GetPointVelocity(cob);
|
||||
Vector3 relVel = pointVel - waterVelAvg;
|
||||
float vUp = Vector3.Dot(relVel, Vector3.up);
|
||||
|
||||
Vector3 dampForce = -Vector3.up * (vUp * verticalDamping * _rb.mass * subAvg * vdScale);
|
||||
_rb.AddForceAtPosition(dampForce, cob, ForceMode.Force);
|
||||
|
||||
if (drawDebug)
|
||||
{
|
||||
Debug.DrawLine(cob, cob + dampForce / (_rb.mass * 10f), Color.yellow, 0f, false);
|
||||
}
|
||||
}
|
||||
|
||||
// 3) 角阻尼:只加一次
|
||||
if (subAvg > 0f)
|
||||
{
|
||||
_rb.AddTorque(-_rb.angularVelocity * (angularDamping * _rb.mass * subAvg), ForceMode.Force);
|
||||
}
|
||||
|
||||
// 可选:upright 稳定器(更像“浮漂自动立起来”)
|
||||
// 4) upright(保持你原逻辑)
|
||||
if (subAvg > 0f && uprightSpring > 0f)
|
||||
{
|
||||
Vector3 axisWorld = GetAxisWorld(uprightAxis);
|
||||
Vector3 targetUp = Vector3.up;
|
||||
|
||||
// 误差轴:axisWorld 需要对齐 targetUp(也可反过来按你浮漂模型选)
|
||||
Vector3 errorAxis = Vector3.Cross(axisWorld, targetUp);
|
||||
float errorMag = errorAxis.magnitude;
|
||||
|
||||
@@ -176,7 +212,6 @@ public class CapsuleBuoyancyStable : MonoBehaviour
|
||||
{
|
||||
errorAxis /= errorMag;
|
||||
|
||||
// “弹簧”力矩 + 阻尼(防止在两个角度间抽动)
|
||||
Vector3 springTorque = errorAxis * (uprightSpring * errorMag * _rb.mass);
|
||||
Vector3 dampTorque = -_rb.angularVelocity * (uprightDamping * _rb.mass);
|
||||
|
||||
@@ -184,7 +219,7 @@ public class CapsuleBuoyancyStable : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
// 入水整体 drag
|
||||
// 5) 入水 drag
|
||||
if (subAvg > 0.001f)
|
||||
{
|
||||
_rb.linearDamping = _baseDrag + extraDragInWater * subAvg;
|
||||
@@ -210,7 +245,7 @@ public class CapsuleBuoyancyStable : MonoBehaviour
|
||||
void GetWorldCapsule(out Vector3 a, out Vector3 b, out float radius)
|
||||
{
|
||||
Vector3 lossy = transform.lossyScale;
|
||||
int dir = _cap.direction; // 0=X,1=Y,2=Z
|
||||
int dir = _cap.direction;
|
||||
|
||||
float scaleAlong = (dir == 0) ? Mathf.Abs(lossy.x) : (dir == 1) ? Mathf.Abs(lossy.y) : Mathf.Abs(lossy.z);
|
||||
|
||||
@@ -232,16 +267,14 @@ public class CapsuleBuoyancyStable : MonoBehaviour
|
||||
b = center + half;
|
||||
}
|
||||
|
||||
|
||||
private void OnDrawGizmosSelected()
|
||||
void OnDrawGizmosSelected()
|
||||
{
|
||||
if (drawDebug)
|
||||
{
|
||||
// 绘制 Rigidbody 的重心点位
|
||||
Vector3 centerOfMassWorld = transform.TransformPoint(_rb != null ? _rb.centerOfMass : Vector3.zero);
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawSphere(centerOfMassWorld, 0.1f);
|
||||
Gizmos.DrawLine(centerOfMassWorld, centerOfMassWorld + Vector3.up * 0.5f);
|
||||
}
|
||||
if (!drawDebug) return;
|
||||
|
||||
if (_rb == null) _rb = GetComponent<Rigidbody>();
|
||||
Vector3 centerOfMassWorld = transform.TransformPoint(_rb != null ? _rb.centerOfMass : Vector3.zero);
|
||||
Gizmos.color = Color.cyan;
|
||||
Gizmos.DrawSphere(centerOfMassWorld, 0.1f);
|
||||
Gizmos.DrawLine(centerOfMassWorld, centerOfMassWorld + Vector3.up * 0.5f);
|
||||
}
|
||||
}
|
||||
@@ -14,7 +14,7 @@ MonoBehaviour:
|
||||
m_EditorClassIdentifier: "UMotionEditor.dll::\u0389\u038A\u038A\u038A\u038A\u0389\u038A\u0389\u0389\u0389\u0389\u0389\u0389\u0389\u038A\u038A\u0389\u038A\u038A\u0389\u038A\u0389\u0389\u0389\u0389\u038A\u0389\u038A\u038A\u038A\u038A\u038A\u038A\u038A\u0389\u038A\u038A\u038A\u038A\u0389\u038A\u0389\u0389\u038A\u0389\u038A\u0389"
|
||||
GeneralStates:
|
||||
LoadedProjectGUID:
|
||||
valueInternal: cb2a26e96dc371540865105d88443361
|
||||
valueInternal:
|
||||
RecentlyOpenedProjectPath:
|
||||
valueInternal: Assets\ResRaw\AnimEditor
|
||||
RecentlyOpenedProjectGUIDsList:
|
||||
|
||||
Reference in New Issue
Block a user