鱼竿弯曲

This commit is contained in:
2026-04-01 23:38:21 +08:00
parent 78bc4dfc53
commit 63bc9b5536
63 changed files with 489 additions and 1134 deletions

View File

@@ -1,6 +1,7 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using Fantasy;
using Fantasy.Async;
using NBC.Asset;
@@ -40,8 +41,14 @@ namespace NBF
Asset = GetComponent<RodAsset>();
}
private void Start()
{
Asset.CCDIK.enabled = true;
}
private void Update()
{
BendControl();
// if (Input.GetKeyDown(KeyCode.Alpha0))
// {
// SetLineLength(lineLength);
@@ -68,7 +75,8 @@ namespace NBF
Line.Lure.SetJointDistance(PlayerItem.LineLength);
if (PlayerItem.StretchRope)
{
Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength);
// Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength);
Line.SetTargetLength(PlayerItem.LineLength);
}
}
else
@@ -78,7 +86,8 @@ namespace NBF
Line.Bobber.SetJointDistance(PlayerItem.LineLength - PlayerItem.FloatLength);
if (PlayerItem.StretchRope)
{
Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength - PlayerItem.FloatLength);
// Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength - PlayerItem.FloatLength);
Line.SetTargetLength(PlayerItem.LineLength - PlayerItem.FloatLength);
Line.SetLureLength(PlayerItem.FloatLength);
}
}
@@ -115,8 +124,6 @@ namespace NBF
var obj = new GameObject($"rod_{ConfigId}");
obj.transform.SetParent(SceneSettings.Instance.GearNode);
// obj.transform.SetParent(player.transform);
// obj.transform.localPosition = Vector3.zero;
obj.transform.position = playerViewUnity.transform.position;
obj.transform.rotation = playerViewUnity.transform.rotation;
obj.transform.localScale = Vector3.one;
@@ -124,8 +131,6 @@ namespace NBF
var parent = GearRoot;
// List<ItemInfo> children = RoleModel.Instance.GetBindItems(itemInfo.Id);
CreateFishingHandler();
await FTask.WaitFrame(playerView.Scene); //等待1帧
// children.Sort();
@@ -301,6 +306,46 @@ namespace NBF
rings = list.ToArray();
}
#region 竿
private List<float> previousWeights = Enumerable.Repeat(0f, 10).ToList();
private float bendSmooth = 1f;
private void BendControl()
{
// Vector3 vector = (FishEntity.CurrentFishInFight
// ? FishEntity.CurrentFishInFight.transform.position
// : fishingLine.currentLineHandler.LineConnector_1.transform.position);
var ccdik = Asset.CCDIK;
Vector3 vector = Line.Bobber.transform.position;
// float num = Vector3.Distance(ccdik.solver.bones.Last().transform.position, vector);
float num2 = 0.05f;
float num6 = 0.3f;
// if (isThrowing)
// {
// num6 = 0.1f;
// }
// else if (!FishEntity.CurrentFishInFight)
// {
// num6 = 0.2f;
// }
float target = num2 * num6;
float item = Mathf.MoveTowards(ccdik.solver.IKPositionWeight, target, Time.deltaTime * bendSmooth);
previousWeights.RemoveAt(0);
previousWeights.Add(item);
float num7 = previousWeights.Average();
ccdik.solver.SetIKPosition(vector);
ccdik.solver.SetIKPositionWeight(num7);
}
#endregion
private void Test()
{
// var root = Player.ModelAsset.RodRoot;