修改活动

This commit is contained in:
2025-05-11 22:08:41 +08:00
parent a7bf033ca9
commit 543b38d930
2 changed files with 48 additions and 24 deletions

View File

@@ -99,20 +99,26 @@ namespace NBF
_owner.PlayerAnimatorCtrl.PullUpRod = false;
}
// if (isSubLine)
// {
// var subLineSpeed = 2;
// var addNum = subLineSpeed * Time.deltaTime;
// // _owner.currentRod.
// // _owner.currentRod.RodData.LineLength -= addNum;
// // _owner.currentRod.currentReel.animator.SetFloat("Reeling", 1);
// _owner.Gears.Reel.AnimatorCtrl.Reeling = 1;
// }
// else
// {
// // _owner.currentRod.currentReel.animator.SetFloat("Reeling", 0);
// _owner.Gears.Reel.AnimatorCtrl.Reeling = 0;
// }
if (isSubLine)
{
var subLineSpeed = 2;
var addNum = subLineSpeed * Time.deltaTime;
if (_owner.Data.lineLength > 0.4f)
{
_owner.Data.lineLength -= addNum;
}
_owner.Data.reelSpeed = 1;
if (_owner.Data.lineLength <= 0.4f)
{
_owner.Data.lineLength = 0.4f;
ret = CheckTackFish();
}
}
else
{
_owner.Data.reelSpeed = 0;
}
return ret;
}

View File

@@ -30,30 +30,48 @@ namespace NBF
public Phase Stage = Phase.Idle;
private bool _nextState = false;
protected override void onEnter()
{
_nextState = false;
_owner.Data.reelSpeed = 0;
_owner.PlayerAnimatorCtrl.LureThrown = false;
_owner.MinorArm.IK.enabled = false;
if (_owner.Gears.Rod && _owner.Gears.Reel)
{
_owner.Gears.Reel.Unlock(false);
}
Stage = Phase.Idle;
InputManager.OnOp1Action += OnOp1Action;
}
protected override void onExit()
{
base.onExit();
InputManager.OnOp1Action -= OnOp1Action;
}
private void OnOp1Action(bool performed)
{
if (Stage == Phase.TakeItem)
{
if (_owner.Gears.Rod)
{
//如果准备好了杆子,则可进入抛竿
if (performed)
{
_nextState = true;
}
}
}
}
protected override uint onUpdate()
{
// if (Input.GetKeyDown(KeyCode.O))
// {
// SetArm();
// _owner.Gears.Reel.AnimatorCtrl.Reeling2 = 1;
// _owner.PlayerAnimatorCtrl.PodsakAction = true;
// _owner.PlayerAnimatorCtrl.Telestick = false;
// }
if (Stage == Phase.Idle)
{
if (_owner && _owner.Gears.Rod)
@@ -85,7 +103,7 @@ namespace NBF
if (_owner.Gears.Rod)
{
//如果准备好了杆子,则可进入抛竿
if (InputManager.IsOp1)
if (_nextState)
{
return States.Player.WaitThrow;
}