目录调整,旧钓鱼逻辑全部注释
This commit is contained in:
@@ -1,257 +1,257 @@
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using UnityEngine;
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using System.Collections.Generic;
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namespace NBF
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{
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public class LureTrajectorySimulator : MonoBehaviour
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{
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[Header("基础参数")] public int maxSimulationSteps = 1000;
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public float simulationDuration = 10f;
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public float timeStep = 0.02f;
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[Header("抛投力度")] public float minThrowPower = 15f;
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public float maxThrowPower = 45f;
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[Header("空气阻力参数")] [Tooltip("阻力系数,非流线钓饵建议 0.8~1.2")]
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public float dragCoefficient = 0.2f;
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[Tooltip("迎风面积,0.005m² ≈ 5cm²")] public float lureArea = 0.001f;
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public List<Vector3> CalculateTrajectory(FishingLureCastInput input, Vector3 startPosition,
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Vector3 castDirection)
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{
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List<Vector3> trajectory = new List<Vector3>();
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Vector3 position = startPosition;
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Vector3 direction = castDirection.normalized;
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float throwPower = Mathf.Lerp(minThrowPower, maxThrowPower, input.power);
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Vector3 velocity = direction * throwPower;
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float lureMass = input.lureWeight / 1000f; // 转 kg
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Vector3 windDir = input.windDirection.normalized;
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float windStrength = input.windStrength;
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float currentTime = 0f;
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int steps = 0;
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while (currentTime < simulationDuration && steps < maxSimulationSteps)
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{
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if (position.y <= 0f) break;
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// 模拟风力逐渐生效
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float windInfluenceFactor = Mathf.Clamp01(currentTime / 1.5f); // 1.5秒内增长
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Vector3 windVelocity = windDir * windStrength * windInfluenceFactor;
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// 真实空气阻力模型
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Vector3 relVelocity = velocity - windVelocity;
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// 空气阻力
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float dragMag = 0.5f * PhysicsHelper.AirDensity *
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relVelocity.sqrMagnitude *
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dragCoefficient * lureArea;
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// --- 钓线空气阻力模拟 ---
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// 假设飞行中展开的线长度近似为当前位置的XZ平面长度
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float lineLength = Vector3.Distance(new Vector3(position.x, 0, position.z),
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new Vector3(startPosition.x, 0, startPosition.z));
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float lineRadius = input.lineDiameter / 2000f; // mm转m再除以2得到半径
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// 钓线的迎风面积估算:长度 * 直径
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float lineArea = lineLength * (lineRadius * 2f); // 近似为圆柱体侧面积的一部分
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// 简化模型:线的附加空气阻力方向与当前速度方向相反
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float lineDragMag = 0.5f * PhysicsHelper.AirDensity * velocity.sqrMagnitude * dragCoefficient *
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lineArea;
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Vector3 lineDragForce = -velocity.normalized * lineDragMag;
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Vector3 dragForce = -relVelocity.normalized * dragMag;
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// 合力 = 重力 + 空气阻力
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// Vector3 acceleration = (Physics.gravity + dragForce / lureMass);
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Vector3 totalForce = dragForce + lineDragForce;
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// 合力 = 重力 + 空气阻力 + 线阻力
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Vector3 acceleration = (Physics.gravity + totalForce / lureMass);
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velocity += acceleration * timeStep;
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position += velocity * timeStep;
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trajectory.Add(position);
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currentTime += timeStep;
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steps++;
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}
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return trajectory;
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}
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// 示例调用
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private List<Vector3> _trajectory;
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private int _windIndex;
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public List<Vector3> Test(Transform cameraTransform)
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{
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Vector3[] directions =
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{
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Vector3.forward,
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Vector3.back,
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Vector3.right,
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Vector3.left,
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(Vector3.forward + Vector3.right).normalized,
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(Vector3.forward + Vector3.left).normalized,
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(Vector3.back + Vector3.right).normalized,
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(Vector3.back + Vector3.left).normalized
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};
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FishingLureCastInput baseInput = new FishingLureCastInput
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{
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power = 1f,
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lureWeight = 2.2f,
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windStrength = 0f, // 风力大小
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lineDiameter = 0.14f
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};
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Vector3 startPos = cameraTransform.position;
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Vector3 throwDir = cameraTransform.forward.normalized;
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baseInput.windDirection = directions[_windIndex];
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_trajectory = CalculateTrajectory(baseInput, startPos, throwDir);
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_trajectory = SimplifyTrajectoryRDP(_trajectory, 0.1f);
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_windIndex++;
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if (_windIndex >= directions.Length)
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{
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_windIndex = 0;
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}
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var length = CalculateTrajectoryLength(_trajectory);
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var distance = CalculateHorizontalDistance(_trajectory);
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Debug.LogError($"轨迹点位数={_trajectory.Count} length={length} distance={distance}");
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SceneSettings.Instance.LineRenderer.startWidth = 0.1f;
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SceneSettings.Instance.LineRenderer.endWidth = 0.1f;
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SceneSettings.Instance.LineRenderer.positionCount = _trajectory.Count;
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SceneSettings.Instance.LineRenderer.useWorldSpace = true;
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SceneSettings.Instance.LineRenderer.SetPositions(_trajectory.ToArray());
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return _trajectory;
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}
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/// <summary>
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/// 计算轨迹总长度(线的实际长度)
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/// </summary>
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public float CalculateTrajectoryLength(List<Vector3> trajectory)
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{
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if (trajectory == null || trajectory.Count < 2)
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return 0f;
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float totalLength = 0f;
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for (int i = 1; i < trajectory.Count; i++)
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{
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totalLength += Vector3.Distance(trajectory[i - 1], trajectory[i]);
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}
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return totalLength;
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}
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/// <summary>
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/// 计算水平距离(XZ平面上的直线距离)
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/// </summary>
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public float CalculateHorizontalDistance(List<Vector3> trajectory)
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{
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if (trajectory == null || trajectory.Count == 0)
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return 0f;
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Vector3 startPoint = trajectory[0];
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Vector3 endPoint = trajectory[trajectory.Count - 1];
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// 将Y坐标设为相同(地面高度)
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startPoint.y = 0;
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endPoint.y = 0;
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return Vector3.Distance(startPoint, endPoint);
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}
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private void OnDrawGizmos()
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{
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if (_trajectory == null) return;
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Gizmos.color = Color.cyan;
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for (int i = 0; i < _trajectory.Count - 1; i++)
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{
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Gizmos.DrawLine(_trajectory[i], _trajectory[i + 1]);
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}
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if (_trajectory.Count > 0)
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{
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Gizmos.color = Color.green;
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Gizmos.DrawSphere(_trajectory[0], 0.1f);
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Gizmos.color = Color.red;
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Gizmos.DrawSphere(_trajectory[_trajectory.Count - 1], 0.1f);
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for (int i = 1; i < _trajectory.Count; i += 10)
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{
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Gizmos.color = Color.Lerp(Color.green, Color.red, i / (float)_trajectory.Count);
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Gizmos.DrawSphere(_trajectory[i], 0.05f);
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}
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}
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}
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public static List<Vector3> SimplifyTrajectoryRDP(List<Vector3> points, float tolerance)
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{
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if (points == null || points.Count < 3)
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return new List<Vector3>(points);
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List<Vector3> result = new List<Vector3>();
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SimplifySection(points, 0, points.Count - 1, tolerance, result);
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result.Add(points[points.Count - 1]);
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return result;
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}
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private static void SimplifySection(List<Vector3> points, int start, int end, float tolerance,
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List<Vector3> result)
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{
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if (end <= start + 1)
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return;
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float maxDistance = -1f;
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int index = -1;
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Vector3 startPoint = points[start];
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Vector3 endPoint = points[end];
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for (int i = start + 1; i < end; i++)
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{
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float distance = PerpendicularDistance(points[i], startPoint, endPoint);
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if (distance > maxDistance)
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{
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maxDistance = distance;
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index = i;
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}
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}
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if (maxDistance > tolerance)
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{
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SimplifySection(points, start, index, tolerance, result);
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result.Add(points[index]);
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SimplifySection(points, index, end, tolerance, result);
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}
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}
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private static float PerpendicularDistance(Vector3 point, Vector3 lineStart, Vector3 lineEnd)
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{
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if (lineStart == lineEnd) return Vector3.Distance(point, lineStart);
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Vector3 projected = Vector3.Project(point - lineStart, lineEnd - lineStart);
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Vector3 closest = lineStart + projected;
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return Vector3.Distance(point, closest);
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}
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}
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public static class PhysicsHelper
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{
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public const float AirDensity = 1.225f;
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}
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}
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// using UnityEngine;
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// using System.Collections.Generic;
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//
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// namespace NBF
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// {
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// public class LureTrajectorySimulator : MonoBehaviour
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// {
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// [Header("基础参数")] public int maxSimulationSteps = 1000;
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// public float simulationDuration = 10f;
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// public float timeStep = 0.02f;
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//
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// [Header("抛投力度")] public float minThrowPower = 15f;
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// public float maxThrowPower = 45f;
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//
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// [Header("空气阻力参数")] [Tooltip("阻力系数,非流线钓饵建议 0.8~1.2")]
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// public float dragCoefficient = 0.2f;
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//
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// [Tooltip("迎风面积,0.005m² ≈ 5cm²")] public float lureArea = 0.001f;
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//
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//
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// public List<Vector3> CalculateTrajectory(FishingLureCastInput input, Vector3 startPosition,
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// Vector3 castDirection)
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// {
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// List<Vector3> trajectory = new List<Vector3>();
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//
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// Vector3 position = startPosition;
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// Vector3 direction = castDirection.normalized;
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// float throwPower = Mathf.Lerp(minThrowPower, maxThrowPower, input.power);
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// Vector3 velocity = direction * throwPower;
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//
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// float lureMass = input.lureWeight / 1000f; // 转 kg
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// Vector3 windDir = input.windDirection.normalized;
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// float windStrength = input.windStrength;
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//
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// float currentTime = 0f;
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// int steps = 0;
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//
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// while (currentTime < simulationDuration && steps < maxSimulationSteps)
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// {
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// if (position.y <= 0f) break;
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//
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// // 模拟风力逐渐生效
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// float windInfluenceFactor = Mathf.Clamp01(currentTime / 1.5f); // 1.5秒内增长
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// Vector3 windVelocity = windDir * windStrength * windInfluenceFactor;
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//
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// // 真实空气阻力模型
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// Vector3 relVelocity = velocity - windVelocity;
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//
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// // 空气阻力
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// float dragMag = 0.5f * PhysicsHelper.AirDensity *
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// relVelocity.sqrMagnitude *
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// dragCoefficient * lureArea;
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//
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//
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// // --- 钓线空气阻力模拟 ---
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// // 假设飞行中展开的线长度近似为当前位置的XZ平面长度
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// float lineLength = Vector3.Distance(new Vector3(position.x, 0, position.z),
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// new Vector3(startPosition.x, 0, startPosition.z));
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// float lineRadius = input.lineDiameter / 2000f; // mm转m再除以2得到半径
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//
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// // 钓线的迎风面积估算:长度 * 直径
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// float lineArea = lineLength * (lineRadius * 2f); // 近似为圆柱体侧面积的一部分
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//
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// // 简化模型:线的附加空气阻力方向与当前速度方向相反
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// float lineDragMag = 0.5f * PhysicsHelper.AirDensity * velocity.sqrMagnitude * dragCoefficient *
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// lineArea;
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// Vector3 lineDragForce = -velocity.normalized * lineDragMag;
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//
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//
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// Vector3 dragForce = -relVelocity.normalized * dragMag;
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//
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// // 合力 = 重力 + 空气阻力
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// // Vector3 acceleration = (Physics.gravity + dragForce / lureMass);
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// Vector3 totalForce = dragForce + lineDragForce;
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// // 合力 = 重力 + 空气阻力 + 线阻力
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// Vector3 acceleration = (Physics.gravity + totalForce / lureMass);
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//
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//
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// velocity += acceleration * timeStep;
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// position += velocity * timeStep;
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//
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// trajectory.Add(position);
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// currentTime += timeStep;
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// steps++;
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// }
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//
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// return trajectory;
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// }
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//
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//
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// // 示例调用
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// private List<Vector3> _trajectory;
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//
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// private int _windIndex;
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//
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// public List<Vector3> Test(Transform cameraTransform)
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// {
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// Vector3[] directions =
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// {
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// Vector3.forward,
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// Vector3.back,
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// Vector3.right,
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// Vector3.left,
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// (Vector3.forward + Vector3.right).normalized,
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// (Vector3.forward + Vector3.left).normalized,
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// (Vector3.back + Vector3.right).normalized,
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// (Vector3.back + Vector3.left).normalized
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// };
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//
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// FishingLureCastInput baseInput = new FishingLureCastInput
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// {
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// power = 1f,
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// lureWeight = 2.2f,
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// windStrength = 0f, // 风力大小
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// lineDiameter = 0.14f
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// };
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//
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//
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// Vector3 startPos = cameraTransform.position;
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// Vector3 throwDir = cameraTransform.forward.normalized;
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//
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// baseInput.windDirection = directions[_windIndex];
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// _trajectory = CalculateTrajectory(baseInput, startPos, throwDir);
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// _trajectory = SimplifyTrajectoryRDP(_trajectory, 0.1f);
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// _windIndex++;
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// if (_windIndex >= directions.Length)
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// {
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// _windIndex = 0;
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// }
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//
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// var length = CalculateTrajectoryLength(_trajectory);
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// var distance = CalculateHorizontalDistance(_trajectory);
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// Debug.LogError($"轨迹点位数={_trajectory.Count} length={length} distance={distance}");
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// SceneSettings.Instance.LineRenderer.startWidth = 0.1f;
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// SceneSettings.Instance.LineRenderer.endWidth = 0.1f;
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// SceneSettings.Instance.LineRenderer.positionCount = _trajectory.Count;
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// SceneSettings.Instance.LineRenderer.useWorldSpace = true;
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// SceneSettings.Instance.LineRenderer.SetPositions(_trajectory.ToArray());
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// return _trajectory;
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// }
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//
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// /// <summary>
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// /// 计算轨迹总长度(线的实际长度)
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// /// </summary>
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// public float CalculateTrajectoryLength(List<Vector3> trajectory)
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// {
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// if (trajectory == null || trajectory.Count < 2)
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// return 0f;
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//
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// float totalLength = 0f;
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// for (int i = 1; i < trajectory.Count; i++)
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// {
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// totalLength += Vector3.Distance(trajectory[i - 1], trajectory[i]);
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// }
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//
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// return totalLength;
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// }
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//
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// /// <summary>
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// /// 计算水平距离(XZ平面上的直线距离)
|
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// /// </summary>
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// public float CalculateHorizontalDistance(List<Vector3> trajectory)
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// {
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// if (trajectory == null || trajectory.Count == 0)
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// return 0f;
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//
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// Vector3 startPoint = trajectory[0];
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// Vector3 endPoint = trajectory[trajectory.Count - 1];
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//
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// // 将Y坐标设为相同(地面高度)
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// startPoint.y = 0;
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// endPoint.y = 0;
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//
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// return Vector3.Distance(startPoint, endPoint);
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// }
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//
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// private void OnDrawGizmos()
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// {
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// if (_trajectory == null) return;
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//
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// Gizmos.color = Color.cyan;
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// for (int i = 0; i < _trajectory.Count - 1; i++)
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// {
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// Gizmos.DrawLine(_trajectory[i], _trajectory[i + 1]);
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// }
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//
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// if (_trajectory.Count > 0)
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// {
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// Gizmos.color = Color.green;
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// Gizmos.DrawSphere(_trajectory[0], 0.1f);
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//
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// Gizmos.color = Color.red;
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// Gizmos.DrawSphere(_trajectory[_trajectory.Count - 1], 0.1f);
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//
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// for (int i = 1; i < _trajectory.Count; i += 10)
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// {
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// Gizmos.color = Color.Lerp(Color.green, Color.red, i / (float)_trajectory.Count);
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// Gizmos.DrawSphere(_trajectory[i], 0.05f);
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// }
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// }
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// }
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//
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//
|
||||
// public static List<Vector3> SimplifyTrajectoryRDP(List<Vector3> points, float tolerance)
|
||||
// {
|
||||
// if (points == null || points.Count < 3)
|
||||
// return new List<Vector3>(points);
|
||||
//
|
||||
// List<Vector3> result = new List<Vector3>();
|
||||
// SimplifySection(points, 0, points.Count - 1, tolerance, result);
|
||||
// result.Add(points[points.Count - 1]);
|
||||
// return result;
|
||||
// }
|
||||
//
|
||||
// private static void SimplifySection(List<Vector3> points, int start, int end, float tolerance,
|
||||
// List<Vector3> result)
|
||||
// {
|
||||
// if (end <= start + 1)
|
||||
// return;
|
||||
//
|
||||
// float maxDistance = -1f;
|
||||
// int index = -1;
|
||||
// Vector3 startPoint = points[start];
|
||||
// Vector3 endPoint = points[end];
|
||||
//
|
||||
// for (int i = start + 1; i < end; i++)
|
||||
// {
|
||||
// float distance = PerpendicularDistance(points[i], startPoint, endPoint);
|
||||
// if (distance > maxDistance)
|
||||
// {
|
||||
// maxDistance = distance;
|
||||
// index = i;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// if (maxDistance > tolerance)
|
||||
// {
|
||||
// SimplifySection(points, start, index, tolerance, result);
|
||||
// result.Add(points[index]);
|
||||
// SimplifySection(points, index, end, tolerance, result);
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// private static float PerpendicularDistance(Vector3 point, Vector3 lineStart, Vector3 lineEnd)
|
||||
// {
|
||||
// if (lineStart == lineEnd) return Vector3.Distance(point, lineStart);
|
||||
// Vector3 projected = Vector3.Project(point - lineStart, lineEnd - lineStart);
|
||||
// Vector3 closest = lineStart + projected;
|
||||
// return Vector3.Distance(point, closest);
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// public static class PhysicsHelper
|
||||
// {
|
||||
// public const float AirDensity = 1.225f;
|
||||
// }
|
||||
// }
|
||||
@@ -4,156 +4,156 @@ namespace NBF
|
||||
{
|
||||
public static class PrefabCreator
|
||||
{
|
||||
#region 轮
|
||||
// #region 轮
|
||||
//
|
||||
// public static ReelAsset Create(this GameReels self, Transform parent, bool isPreview = false)
|
||||
// {
|
||||
// ReelAsset ret = null;
|
||||
// var prefab = self.Instantiate(parent);
|
||||
//
|
||||
// prefab.transform.localPosition = Vector3.zero;
|
||||
// prefab.transform.localRotation = Quaternion.identity;
|
||||
//
|
||||
// if (prefab.TryGetComponent<ReelAsset>(out var reel))
|
||||
// {
|
||||
// ret = reel;
|
||||
//
|
||||
// if (!isPreview)
|
||||
// {
|
||||
// prefab.AddComponent<FReel>();
|
||||
// // prefab.AddJoint();
|
||||
// // var dis = prefab.AddComponent<FWaterDisplacement>();
|
||||
// // dis.moveCharacteristic = FWaterDisplacement.MoveCharacteristic.Custom;
|
||||
// // dis.objectDisplacement = 2;
|
||||
// // dis.outwaterMass = 0.1f;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// return ret;
|
||||
// }
|
||||
//
|
||||
// #endregion
|
||||
|
||||
public static ReelAsset Create(this GameReels self, Transform parent, bool isPreview = false)
|
||||
{
|
||||
ReelAsset ret = null;
|
||||
var prefab = self.Instantiate(parent);
|
||||
|
||||
prefab.transform.localPosition = Vector3.zero;
|
||||
prefab.transform.localRotation = Quaternion.identity;
|
||||
|
||||
if (prefab.TryGetComponent<ReelAsset>(out var reel))
|
||||
{
|
||||
ret = reel;
|
||||
|
||||
if (!isPreview)
|
||||
{
|
||||
prefab.AddComponent<FReel>();
|
||||
// prefab.AddJoint();
|
||||
// var dis = prefab.AddComponent<FWaterDisplacement>();
|
||||
// dis.moveCharacteristic = FWaterDisplacement.MoveCharacteristic.Custom;
|
||||
// dis.objectDisplacement = 2;
|
||||
// dis.outwaterMass = 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 浮漂
|
||||
|
||||
public static BobberAsset Create(this GameFloats self, Transform parent, bool isPreview = false)
|
||||
{
|
||||
BobberAsset ret = null;
|
||||
var prefab = self.Instantiate(parent);
|
||||
|
||||
prefab.transform.localPosition = Vector3.zero;
|
||||
prefab.transform.localRotation = Quaternion.identity;
|
||||
|
||||
if (prefab.TryGetComponent<BobberAsset>(out var lure))
|
||||
{
|
||||
ret = lure;
|
||||
|
||||
if (!isPreview)
|
||||
{
|
||||
prefab.AddComponent<FFloat>();
|
||||
prefab.AddJoint();
|
||||
var dis = prefab.AddComponent<FWaterDisplacement>();
|
||||
dis.moveCharacteristic = FWaterDisplacement.MoveCharacteristic.Custom;
|
||||
dis.objectDisplacement = 2;
|
||||
dis.outwaterMass = 0.1f;
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
|
||||
#region 饵
|
||||
|
||||
public static LureAsset Create(this GameLures self, Transform parent, bool isPreview = false)
|
||||
{
|
||||
LureAsset ret = null;
|
||||
var prefab = self.Instantiate(parent);
|
||||
|
||||
|
||||
if (prefab.TryGetComponent<LureAsset>(out var lure))
|
||||
{
|
||||
ret = lure;
|
||||
|
||||
if (!isPreview)
|
||||
{
|
||||
prefab.AddComponent<FLure>();
|
||||
prefab.AddJoint();
|
||||
var rigidbody = prefab.GetComponent<Rigidbody>();
|
||||
rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
||||
rigidbody.linearDamping = 0.5f;
|
||||
var dis = prefab.AddComponent<FWaterDisplacement>();
|
||||
// dis.moveCharacteristic = FWaterDisplacement.MoveCharacteristic.Custom;
|
||||
// dis.objectDisplacement = 2;
|
||||
dis.outwaterMass = 0.5f;
|
||||
}
|
||||
|
||||
if (lure.hookPoints != null && lure.hookPoints.Length > 0)
|
||||
{
|
||||
for (int i = 0; i < lure.hookPoints.Length; i++)
|
||||
{
|
||||
var hookPoint = lure.hookPoints[i];
|
||||
var hook = self.hook[0];
|
||||
var hookConfig = GameHooks.Get(hook);
|
||||
var hookAsset = hookConfig.Create(hookPoint, true);
|
||||
hookAsset.transform.localPosition = Vector3.zero;
|
||||
hookAsset.transform.localRotation = Quaternion.identity;
|
||||
var configurableJoint = hookAsset.GetComponent<ConfigurableJoint>();
|
||||
configurableJoint.connectedBody = prefab.GetComponent<Rigidbody>();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
public static BaitAsset Create(this GameBaits self, Transform parent, bool isPreview = false)
|
||||
{
|
||||
var prefab = self.Instantiate(parent);
|
||||
BaitAsset ret = null;
|
||||
if (prefab.TryGetComponent<BaitAsset>(out var hook))
|
||||
{
|
||||
ret = hook;
|
||||
}
|
||||
|
||||
prefab.transform.localPosition = Vector3.zero;
|
||||
prefab.transform.localRotation = Quaternion.identity;
|
||||
if (!isPreview)
|
||||
{
|
||||
prefab.AddComponent<FBait>();
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 钩
|
||||
|
||||
public static HookAsset Create(this GameHooks self, Transform parent, bool isPreview = false)
|
||||
{
|
||||
var prefab = self.Instantiate(parent);
|
||||
HookAsset ret = null;
|
||||
if (prefab.TryGetComponent<HookAsset>(out var hook))
|
||||
{
|
||||
ret = hook;
|
||||
}
|
||||
|
||||
prefab.transform.localPosition = Vector3.zero;
|
||||
prefab.transform.localRotation = Quaternion.identity;
|
||||
if (!isPreview)
|
||||
{
|
||||
prefab.AddComponent<FHook>();
|
||||
var d = prefab.AddComponent<FWaterDisplacement>();
|
||||
d.outwaterMass = 0.1f;
|
||||
}
|
||||
|
||||
return ret;
|
||||
}
|
||||
|
||||
#endregion
|
||||
// #region 浮漂
|
||||
//
|
||||
// public static BobberAsset Create(this GameFloats self, Transform parent, bool isPreview = false)
|
||||
// {
|
||||
// BobberAsset ret = null;
|
||||
// var prefab = self.Instantiate(parent);
|
||||
//
|
||||
// prefab.transform.localPosition = Vector3.zero;
|
||||
// prefab.transform.localRotation = Quaternion.identity;
|
||||
//
|
||||
// if (prefab.TryGetComponent<BobberAsset>(out var lure))
|
||||
// {
|
||||
// ret = lure;
|
||||
//
|
||||
// if (!isPreview)
|
||||
// {
|
||||
// prefab.AddComponent<FFloat>();
|
||||
// prefab.AddJoint();
|
||||
// var dis = prefab.AddComponent<FWaterDisplacement>();
|
||||
// dis.moveCharacteristic = FWaterDisplacement.MoveCharacteristic.Custom;
|
||||
// dis.objectDisplacement = 2;
|
||||
// dis.outwaterMass = 0.1f;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// return ret;
|
||||
// }
|
||||
//
|
||||
// #endregion
|
||||
//
|
||||
//
|
||||
// #region 饵
|
||||
//
|
||||
// public static LureAsset Create(this GameLures self, Transform parent, bool isPreview = false)
|
||||
// {
|
||||
// LureAsset ret = null;
|
||||
// var prefab = self.Instantiate(parent);
|
||||
//
|
||||
//
|
||||
// if (prefab.TryGetComponent<LureAsset>(out var lure))
|
||||
// {
|
||||
// ret = lure;
|
||||
//
|
||||
// if (!isPreview)
|
||||
// {
|
||||
// prefab.AddComponent<FLure>();
|
||||
// prefab.AddJoint();
|
||||
// var rigidbody = prefab.GetComponent<Rigidbody>();
|
||||
// rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
|
||||
// rigidbody.linearDamping = 0.5f;
|
||||
// var dis = prefab.AddComponent<FWaterDisplacement>();
|
||||
// // dis.moveCharacteristic = FWaterDisplacement.MoveCharacteristic.Custom;
|
||||
// // dis.objectDisplacement = 2;
|
||||
// dis.outwaterMass = 0.5f;
|
||||
// }
|
||||
//
|
||||
// if (lure.hookPoints != null && lure.hookPoints.Length > 0)
|
||||
// {
|
||||
// for (int i = 0; i < lure.hookPoints.Length; i++)
|
||||
// {
|
||||
// var hookPoint = lure.hookPoints[i];
|
||||
// var hook = self.hook[0];
|
||||
// var hookConfig = GameHooks.Get(hook);
|
||||
// var hookAsset = hookConfig.Create(hookPoint, true);
|
||||
// hookAsset.transform.localPosition = Vector3.zero;
|
||||
// hookAsset.transform.localRotation = Quaternion.identity;
|
||||
// var configurableJoint = hookAsset.GetComponent<ConfigurableJoint>();
|
||||
// configurableJoint.connectedBody = prefab.GetComponent<Rigidbody>();
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// return ret;
|
||||
// }
|
||||
//
|
||||
// public static BaitAsset Create(this GameBaits self, Transform parent, bool isPreview = false)
|
||||
// {
|
||||
// var prefab = self.Instantiate(parent);
|
||||
// BaitAsset ret = null;
|
||||
// if (prefab.TryGetComponent<BaitAsset>(out var hook))
|
||||
// {
|
||||
// ret = hook;
|
||||
// }
|
||||
//
|
||||
// prefab.transform.localPosition = Vector3.zero;
|
||||
// prefab.transform.localRotation = Quaternion.identity;
|
||||
// if (!isPreview)
|
||||
// {
|
||||
// prefab.AddComponent<FBait>();
|
||||
// }
|
||||
//
|
||||
// return ret;
|
||||
// }
|
||||
//
|
||||
// #endregion
|
||||
//
|
||||
// #region 钩
|
||||
//
|
||||
// public static HookAsset Create(this GameHooks self, Transform parent, bool isPreview = false)
|
||||
// {
|
||||
// var prefab = self.Instantiate(parent);
|
||||
// HookAsset ret = null;
|
||||
// if (prefab.TryGetComponent<HookAsset>(out var hook))
|
||||
// {
|
||||
// ret = hook;
|
||||
// }
|
||||
//
|
||||
// prefab.transform.localPosition = Vector3.zero;
|
||||
// prefab.transform.localRotation = Quaternion.identity;
|
||||
// if (!isPreview)
|
||||
// {
|
||||
// prefab.AddComponent<FHook>();
|
||||
// var d = prefab.AddComponent<FWaterDisplacement>();
|
||||
// d.outwaterMass = 0.1f;
|
||||
// }
|
||||
//
|
||||
// return ret;
|
||||
// }
|
||||
//
|
||||
// #endregion
|
||||
|
||||
#region 工具
|
||||
|
||||
|
||||
Reference in New Issue
Block a user