浮漂脚本

This commit is contained in:
2026-03-22 22:34:05 +08:00
parent 685cfbc809
commit 67c4bc0347
2 changed files with 330 additions and 71 deletions

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@@ -26,90 +26,157 @@ public enum BobberControlMode
public enum BobberBiteType
{
None,
Tap, // 轻点
SlowSink, // 缓沉
Lift, // 送漂
BlackDrift // 黑漂/快速拖入
Tap, // 轻点
SlowSink, // 缓沉
Lift, // 送漂
BlackDrift // 黑漂/快速拖入
}
public enum BobberPosture
{
Lying,
Tilted,
Upright
}
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody))]
public class BobberPresentationController : MonoBehaviour
{
[Header("Water")] [Tooltip("没有水提供器时使用固定水位")]
[Header("Water")]
[Tooltip("没有水提供器时使用固定水位")]
public float fallbackWaterLevel = 0f;
[Tooltip("可选:挂实现了 IWaterSurfaceProvider 的组件")]
public MonoBehaviour waterProviderBehaviour;
[Header("Enter Water")] [Tooltip("底部进入水面多少米后切换为漂像控制")]
[Header("Enter Water")]
[Tooltip("底部进入水面多少米后切换为漂像控制")]
public float enterWaterDepth = 0.002f;
[Tooltip("离开水面多少米后回到空中物理。一般给负值做滞回")] public float exitWaterDepth = -0.01f;
[Tooltip("离开水面多少米后回到空中物理。一般给负值做滞回")]
public float exitWaterDepth = -0.01f;
[Header("Geometry")] [Tooltip("浮漂总高度(米)")]
[Header("Geometry")]
[Tooltip("浮漂总高度(米)")]
public float floatHeight = 0.08f;
[Tooltip("如果 Pivot 在浮漂底部,这里填 0如果 Pivot 在模型中心,就填底部相对 Pivot 的本地 Y")]
public float bottomOffsetLocalY = 0f;
[Header("Base Float")] [Tooltip("基础吃铅比例,决定静止时有多少在水下")] [Range(0.05f, 0.95f)]
[Header("Base Float")]
[Tooltip("基础吃铅比例,决定静止时有多少在水下")]
[Range(0.05f, 0.95f)]
public float baseSubmergeRatio = 0.28f;
[Tooltip("Y 轴平滑时间,越小响应越快")] public float ySmoothTime = 0.08f;
[Tooltip("Y 轴平滑时间,越小响应越快")]
public float ySmoothTime = 0.08f;
[Tooltip("最大竖直速度限制(用于 SmoothDamp")] public float maxYSpeed = 2f;
[Tooltip("最大竖直速度限制(用于 SmoothDamp")]
public float maxYSpeed = 2f;
[Tooltip("静止小死区,减少微抖")] public float yDeadZone = 0.0005f;
[Tooltip("静止小死区,减少微抖")]
public float yDeadZone = 0.0005f;
[Header("Surface Motion")] [Tooltip("是否启用轻微水面起伏")]
[Header("Surface Motion")]
[Tooltip("是否启用轻微水面起伏")]
public bool enableSurfaceBobbing = true;
[Tooltip("水面轻微起伏振幅(米)")] public float surfaceBobAmplitude = 0.0015f;
[Tooltip("水面轻微起伏振幅(米)")]
public float surfaceBobAmplitude = 0.0015f;
[Tooltip("水面轻微起伏频率")] public float surfaceBobFrequency = 1.2f;
[Tooltip("水面轻微起伏频率")]
public float surfaceBobFrequency = 1.2f;
[Header("XZ Motion")] [Tooltip("入水后是否锁定 XZ 到入水点附近")]
[Header("XZ Motion")]
[Tooltip("入水后是否锁定 XZ 到入水点附近")]
public bool lockXZAroundAnchor = true;
[Tooltip("XZ 跟随平滑时间")] public float xzSmoothTime = 0.15f;
[Tooltip("XZ 跟随平滑时间")]
public float xzSmoothTime = 0.15f;
[Tooltip("水流/拖拽带来的额外平面偏移最大值")] public float maxPlanarOffset = 0.15f;
[Tooltip("水流/拖拽带来的额外平面偏移最大值")]
public float maxPlanarOffset = 0.15f;
[Header("Upright")] [Tooltip("是否始终保持漂大致竖直")]
public bool keepUpright = true;
[Tooltip("姿态平滑速度")] public float rotationLerpSpeed = 8f;
[Tooltip("允许的最大倾斜角度")] public float maxTiltAngle = 18f;
[Tooltip("平面拖拽对倾斜的影响强度")] public float planarTiltFactor = 120f;
[Header("Sink By Weight / Tension")] [Tooltip("外部向下拉力映射为下沉量的系数。你可以把钩/铅/线组的等效向下拉力喂进来")]
[Header("Sink By Weight / Tension")]
[Tooltip("外部向下拉力映射为下沉量的系数。你可以把钩/铅/线组的等效向下拉力喂进来")]
public float downForceToSink = 0.0025f;
[Tooltip("向下拉力下沉的最大附加量")] public float maxExtraSink = 0.08f;
[Tooltip("向下拉力下沉的最大附加量")]
public float maxExtraSink = 0.08f;
[Header("Bottom Touch")] [Tooltip("触底时是否启用修正")]
[Header("Bottom Touch")]
[Tooltip("触底时是否启用修正")]
public bool enableBottomTouchAdjust = true;
[Tooltip("触底后减少的下沉量(例如铅坠到底,漂会回升一点)")] public float bottomTouchLift = 0.01f;
[Tooltip("触底后减少的下沉量(例如铅坠到底,漂会回升一点)")]
public float bottomTouchLift = 0.01f;
[Header("Debug Input")] [Tooltip("调试:按 R 恢复默认")]
[Header("Posture Source")]
[Tooltip("下方 Lure / 钩组 / 铅坠的刚体。姿态主要根据它和浮漂的相对位置判断")]
public Rigidbody lureBody;
[Tooltip("用于归一化的参考长度。一般填:浮漂到 Lure 在“正常拉直”时的大致长度")]
public float referenceLength = 0.30f;
[Header("Posture Threshold")]
[Tooltip("最小入水比例。不够时优先躺漂")]
public float minSubmergeToStand = 0.16f;
[Tooltip("垂直分量比低于该值时,优先躺漂")]
public float verticalLieThreshold = 0.18f;
[Tooltip("垂直分量比高于该值,且水平分量较小时,允许立漂")]
public float verticalUprightThreshold = 0.75f;
[Tooltip("水平分量比高于该值时,不允许完全立漂")]
public float planarTiltThreshold = 0.30f;
[Tooltip("水平分量明显大于垂直分量时,优先躺漂")]
public float planarDominanceMultiplier = 1.20f;
[Tooltip("姿态切换滞回")]
public float postureHysteresis = 0.04f;
[Header("Posture Rotation")]
[Tooltip("倾斜状态角度")]
public float tiltedAngle = 38f;
[Tooltip("躺漂角度")]
public float lyingAngle = 88f;
[Tooltip("立漂时允许的最大附加倾角")]
public float uprightMaxTiltAngle = 8f;
[Tooltip("平面方向对立漂/斜漂附加倾角的影响强度")]
public float planarTiltFactor = 120f;
[Tooltip("姿态平滑速度")]
public float rotationLerpSpeed = 8f;
[Header("Debug Input")]
[Tooltip("调试:按 R 恢复默认")]
public bool debugResetKey = true;
[Header("Debug Input")] [Tooltip("调试:按 T 触发轻点")]
[Tooltip("调试:按 T 触发轻点")]
public bool debugTapKey = true;
[Tooltip("调试:按 G 触发缓沉")] public bool debugSlowSinkKey = true;
[Tooltip("调试:按 G 触发缓沉")]
public bool debugSlowSinkKey = true;
[Tooltip("调试:按 H 触发送漂")] public bool debugLiftKey = true;
[Tooltip("调试:按 H 触发送漂")]
public bool debugLiftKey = true;
[Tooltip("调试:按 B 触发黑漂")] public bool debugBlackDriftKey = true;
[Tooltip("调试:按 B 触发黑漂")]
public bool debugBlackDriftKey = true;
[Header("Debug")] public bool drawDebug = false;
[Header("Debug")]
public bool drawDebug = false;
public BobberControlMode CurrentMode => _mode;
public BobberPosture CurrentPosture => _posture;
public float CurrentVerticalRatio => _verticalRatio;
public float CurrentPlanarRatio => _planarRatio;
/// <summary>外部可写:等效向下拉力(不是必须是真实力,作为输入信号即可)</summary>
public float ExternalDownForce { get; set; }
@@ -123,6 +190,7 @@ public class BobberPresentationController : MonoBehaviour
private Rigidbody _rb;
private IWaterSurfaceProvider _waterProvider;
private BobberControlMode _mode = BobberControlMode.AirPhysics;
private BobberPosture _posture = BobberPosture.Lying;
private float _defaultLinearDamping;
private float _defaultAngularDamping;
@@ -144,6 +212,12 @@ public class BobberPresentationController : MonoBehaviour
private float _biteAmplitude;
private Vector3 _blackDriftDirection;
// posture runtime
private float _verticalRatio;
private float _planarRatio;
private float _verticalDistance;
private float _planarDistance;
private void Awake()
{
_rb = GetComponent<Rigidbody>();
@@ -256,8 +330,10 @@ public class BobberPresentationController : MonoBehaviour
transform.position = pos;
// 3. 目标旋转
UpdateTargetRotation();
// 3. 姿态判定 + 目标旋转
EvaluatePostureByComponents(waterY);
UpdateTargetRotationByPosture();
transform.rotation = Quaternion.Slerp(
transform.rotation,
_targetRotation,
@@ -281,6 +357,12 @@ public class BobberPresentationController : MonoBehaviour
_activeBiteType = BobberBiteType.None;
_biteTimer = 0f;
_posture = BobberPosture.Lying;
_verticalRatio = 0f;
_planarRatio = 0f;
_verticalDistance = 0f;
_planarDistance = 0f;
_rb.useGravity = false;
_rb.linearVelocity = Vector3.zero;
_rb.angularVelocity = Vector3.zero;
@@ -327,9 +409,6 @@ public class BobberPresentationController : MonoBehaviour
surfaceBob = Mathf.Sin(Time.time * surfaceBobFrequency * Mathf.PI * 2f) * surfaceBobAmplitude;
}
// Pivot 对应的目标 Y
// target bottom = waterY - sinkDepth
// pivotY = target bottom - bottomOffsetLocalY + 动画偏移
float totalSink = baseSinkDepth + sinkByForce + bottomAdjust;
float targetBottomY = waterY - totalSink;
float targetPivotY = targetBottomY - bottomOffsetLocalY + surfaceBob + _biteOffsetY;
@@ -343,7 +422,6 @@ public class BobberPresentationController : MonoBehaviour
Vector3 basePos = lockXZAroundAnchor ? _waterAnchorPos : transform.position;
// 黑漂时额外平面位移
if (_activeBiteType == BobberBiteType.BlackDrift)
{
float t = Mathf.Clamp01(_biteDuration > 0f ? _biteTimer / _biteDuration : 1f);
@@ -359,28 +437,170 @@ public class BobberPresentationController : MonoBehaviour
);
}
private void UpdateTargetRotation()
private void EvaluatePostureByComponents(float waterY)
{
if (!keepUpright)
float submergeRatio = Mathf.Clamp01(
(waterY - GetBottomWorldPosition().y) / Mathf.Max(0.0001f, floatHeight)
);
if (lureBody == null)
{
_targetRotation = transform.rotation;
_verticalDistance = 0f;
_planarDistance = 0f;
_verticalRatio = 0f;
_planarRatio = 0f;
if (submergeRatio < minSubmergeToStand)
_posture = BobberPosture.Lying;
else if (ExternalPlanarOffset.magnitude > 0.01f)
_posture = BobberPosture.Tilted;
else
_posture = BobberPosture.Upright;
return;
}
Vector3 up = Vector3.up;
Vector3 planar = new Vector3(_xzSmoothVelocity.x, 0f, _xzSmoothVelocity.z);
Vector3 bobberPos = _rb.worldCenterOfMass;
Vector3 lurePos = lureBody.worldCenterOfMass;
Vector3 delta = lurePos - bobberPos;
float speed = planar.magnitude;
Vector3 tiltAxis = speed > 1e-5f ? Vector3.Cross(up, planar.normalized) : Vector3.zero;
_verticalDistance = Mathf.Max(0f, Vector3.Dot(delta, Vector3.down));
_planarDistance = Vector3.ProjectOnPlane(delta, Vector3.up).magnitude;
float tiltAngle = Mathf.Clamp(speed * planarTiltFactor, 0f, maxTiltAngle);
float refLen = Mathf.Max(0.0001f, referenceLength);
_verticalRatio = _verticalDistance / refLen;
_planarRatio = _planarDistance / refLen;
Quaternion upright = Quaternion.FromToRotation(transform.up, Vector3.up) * transform.rotation;
Quaternion tilt = tiltAxis.sqrMagnitude > 1e-6f
? Quaternion.AngleAxis(tiltAngle, tiltAxis.normalized)
: Quaternion.identity;
switch (_posture)
{
case BobberPosture.Lying:
{
bool canStandUpright =
submergeRatio >= minSubmergeToStand &&
_verticalRatio > verticalUprightThreshold + postureHysteresis &&
_planarRatio < planarTiltThreshold - postureHysteresis;
_targetRotation = tilt * upright;
bool canTilt =
submergeRatio >= minSubmergeToStand * 0.8f &&
_verticalRatio > verticalLieThreshold + postureHysteresis;
if (canStandUpright)
{
_posture = BobberPosture.Upright;
}
else if (canTilt)
{
_posture = BobberPosture.Tilted;
}
break;
}
case BobberPosture.Tilted:
{
bool shouldLie =
submergeRatio < minSubmergeToStand * 0.75f ||
_verticalRatio < verticalLieThreshold - postureHysteresis ||
_planarDistance > _verticalDistance * planarDominanceMultiplier;
bool shouldStand =
submergeRatio >= minSubmergeToStand &&
_verticalRatio > verticalUprightThreshold + postureHysteresis &&
_planarRatio < planarTiltThreshold - postureHysteresis;
if (shouldLie)
{
_posture = BobberPosture.Lying;
}
else if (shouldStand)
{
_posture = BobberPosture.Upright;
}
break;
}
case BobberPosture.Upright:
{
bool shouldLie =
submergeRatio < minSubmergeToStand * 0.75f ||
_verticalRatio < verticalLieThreshold - postureHysteresis ||
_planarDistance > _verticalDistance * (planarDominanceMultiplier + 0.15f);
bool shouldTilt =
_verticalRatio < verticalUprightThreshold - postureHysteresis ||
_planarRatio > planarTiltThreshold + postureHysteresis;
if (shouldLie)
{
_posture = BobberPosture.Lying;
}
else if (shouldTilt)
{
_posture = BobberPosture.Tilted;
}
break;
}
}
}
private void UpdateTargetRotationByPosture()
{
Vector3 planarDir = Vector3.zero;
if (lureBody != null)
{
Vector3 delta = lureBody.worldCenterOfMass - _rb.worldCenterOfMass;
planarDir = Vector3.ProjectOnPlane(delta, Vector3.up);
}
if (planarDir.sqrMagnitude < 1e-6f)
{
planarDir = new Vector3(_xzSmoothVelocity.x, 0f, _xzSmoothVelocity.z);
}
if (planarDir.sqrMagnitude < 1e-6f)
{
planarDir = new Vector3(ExternalPlanarOffset.x, 0f, ExternalPlanarOffset.y);
}
if (planarDir.sqrMagnitude < 1e-6f)
{
planarDir = transform.forward;
}
planarDir.Normalize();
Vector3 tiltAxis = Vector3.Cross(Vector3.up, planarDir);
if (tiltAxis.sqrMagnitude < 1e-6f)
{
tiltAxis = transform.right;
}
float angle;
switch (_posture)
{
case BobberPosture.Lying:
angle = lyingAngle;
break;
case BobberPosture.Tilted:
{
float extra = Mathf.Clamp(_planarRatio * planarTiltFactor, 0f, 18f);
angle = Mathf.Clamp(tiltedAngle + extra, tiltedAngle, lyingAngle);
break;
}
default:
{
float extra = Mathf.Clamp(_planarRatio * planarTiltFactor, 0f, uprightMaxTiltAngle);
angle = extra;
break;
}
}
_targetRotation = Quaternion.AngleAxis(angle, tiltAxis.normalized);
}
#endregion
@@ -406,7 +626,7 @@ public class BobberPresentationController : MonoBehaviour
/// <summary>
/// 送漂:向上抬
/// </summary>
public void PlayLift(float amplitude = 0.015f, float duration = 0.6f)
public void PlayLift(float amplitude = 0.015f, float duration = 1.2f)
{
StartBite(BobberBiteType.Lift, amplitude, duration);
}
@@ -452,8 +672,14 @@ public class BobberPresentationController : MonoBehaviour
{
if (_activeBiteType == BobberBiteType.None)
{
_biteOffsetY = Mathf.SmoothDamp(_biteOffsetY, 0f, ref _biteOffsetYVelocity, 0.08f, Mathf.Infinity,
Time.fixedDeltaTime);
_biteOffsetY = Mathf.SmoothDamp(
_biteOffsetY,
0f,
ref _biteOffsetYVelocity,
0.08f,
Mathf.Infinity,
Time.fixedDeltaTime
);
return;
}
@@ -465,7 +691,6 @@ public class BobberPresentationController : MonoBehaviour
switch (_activeBiteType)
{
case BobberBiteType.Tap:
// 先快速下压,再回弹
if (t < 0.35f)
{
float k = t / 0.35f;
@@ -476,7 +701,6 @@ public class BobberPresentationController : MonoBehaviour
float k = (t - 0.35f) / 0.65f;
targetOffset = -Mathf.Lerp(_biteAmplitude, 0f, k);
}
break;
case BobberBiteType.SlowSink:
@@ -505,7 +729,6 @@ public class BobberPresentationController : MonoBehaviour
{
if (_activeBiteType == BobberBiteType.SlowSink || _activeBiteType == BobberBiteType.BlackDrift)
{
// 这两种默认停留在最终状态,由外部决定何时 StopBite
return;
}
@@ -536,7 +759,7 @@ public class BobberPresentationController : MonoBehaviour
{
StopBite();
}
if (debugTapKey && Input.GetKeyDown(KeyCode.T))
PlayTap();
@@ -569,6 +792,19 @@ public class BobberPresentationController : MonoBehaviour
Debug.DrawLine(a + Vector3.left * 0.03f, a + Vector3.right * 0.03f, Color.green);
Debug.DrawLine(a + Vector3.forward * 0.03f, a + Vector3.back * 0.03f, Color.green);
}
if (lureBody != null)
{
Vector3 bobber = _rb.worldCenterOfMass;
Vector3 lure = lureBody.worldCenterOfMass;
Debug.DrawLine(bobber, lure, Color.magenta);
Vector3 verticalEnd = bobber + Vector3.down * _verticalDistance;
Debug.DrawLine(bobber, verticalEnd, Color.red);
Vector3 planar = Vector3.ProjectOnPlane(lure - bobber, Vector3.up);
Debug.DrawLine(verticalEnd, verticalEnd + planar, Color.blue);
}
}
#if UNITY_EDITOR
@@ -579,13 +815,26 @@ public class BobberPresentationController : MonoBehaviour
maxYSpeed = Mathf.Max(0.01f, maxYSpeed);
xzSmoothTime = Mathf.Max(0.001f, xzSmoothTime);
rotationLerpSpeed = Mathf.Max(0.01f, rotationLerpSpeed);
maxTiltAngle = Mathf.Clamp(maxTiltAngle, 0f, 89f);
maxPlanarOffset = Mathf.Max(0f, maxPlanarOffset);
downForceToSink = Mathf.Max(0f, downForceToSink);
maxExtraSink = Mathf.Max(0f, maxExtraSink);
surfaceBobAmplitude = Mathf.Max(0f, surfaceBobAmplitude);
surfaceBobFrequency = Mathf.Max(0f, surfaceBobFrequency);
yDeadZone = Mathf.Max(0f, yDeadZone);
referenceLength = Mathf.Max(0.0001f, referenceLength);
minSubmergeToStand = Mathf.Clamp01(minSubmergeToStand);
verticalLieThreshold = Mathf.Clamp(verticalLieThreshold, 0f, 2f);
verticalUprightThreshold = Mathf.Max(verticalLieThreshold, verticalUprightThreshold);
planarTiltThreshold = Mathf.Clamp(planarTiltThreshold, 0f, 2f);
planarDominanceMultiplier = Mathf.Max(0.1f, planarDominanceMultiplier);
postureHysteresis = Mathf.Clamp(postureHysteresis, 0f, 0.3f);
tiltedAngle = Mathf.Clamp(tiltedAngle, 0f, 89f);
lyingAngle = Mathf.Clamp(lyingAngle, tiltedAngle, 89.9f);
uprightMaxTiltAngle = Mathf.Clamp(uprightMaxTiltAngle, 0f, tiltedAngle);
planarTiltFactor = Mathf.Max(0f, planarTiltFactor);
}
#endif