浮漂脚本
This commit is contained in:
@@ -26,90 +26,157 @@ public enum BobberControlMode
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public enum BobberBiteType
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{
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None,
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Tap, // 轻点
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SlowSink, // 缓沉
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Lift, // 送漂
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BlackDrift // 黑漂/快速拖入
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Tap, // 轻点
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SlowSink, // 缓沉
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Lift, // 送漂
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BlackDrift // 黑漂/快速拖入
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}
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public enum BobberPosture
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{
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Lying,
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Tilted,
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Upright
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}
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[DisallowMultipleComponent]
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[RequireComponent(typeof(Rigidbody))]
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public class BobberPresentationController : MonoBehaviour
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{
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[Header("Water")] [Tooltip("没有水提供器时使用固定水位")]
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[Header("Water")]
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[Tooltip("没有水提供器时使用固定水位")]
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public float fallbackWaterLevel = 0f;
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[Tooltip("可选:挂实现了 IWaterSurfaceProvider 的组件")]
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public MonoBehaviour waterProviderBehaviour;
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[Header("Enter Water")] [Tooltip("底部进入水面多少米后切换为漂像控制")]
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[Header("Enter Water")]
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[Tooltip("底部进入水面多少米后切换为漂像控制")]
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public float enterWaterDepth = 0.002f;
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[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;
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[Tooltip("离开水面多少米后回到空中物理。一般给负值做滞回")]
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public float exitWaterDepth = -0.01f;
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[Header("Geometry")] [Tooltip("浮漂总高度(米)")]
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[Header("Geometry")]
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[Tooltip("浮漂总高度(米)")]
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public float floatHeight = 0.08f;
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[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")]
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public float bottomOffsetLocalY = 0f;
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[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)]
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[Header("Base Float")]
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[Tooltip("基础吃铅比例,决定静止时有多少在水下")]
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[Range(0.05f, 0.95f)]
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public float baseSubmergeRatio = 0.28f;
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[Tooltip("Y 轴平滑时间,越小响应越快")] public float ySmoothTime = 0.08f;
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[Tooltip("Y 轴平滑时间,越小响应越快")]
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public float ySmoothTime = 0.08f;
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[Tooltip("最大竖直速度限制(用于 SmoothDamp)")] public float maxYSpeed = 2f;
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[Tooltip("最大竖直速度限制(用于 SmoothDamp)")]
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public float maxYSpeed = 2f;
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[Tooltip("静止小死区,减少微抖")] public float yDeadZone = 0.0005f;
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[Tooltip("静止小死区,减少微抖")]
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public float yDeadZone = 0.0005f;
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[Header("Surface Motion")] [Tooltip("是否启用轻微水面起伏")]
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[Header("Surface Motion")]
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[Tooltip("是否启用轻微水面起伏")]
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public bool enableSurfaceBobbing = true;
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[Tooltip("水面轻微起伏振幅(米)")] public float surfaceBobAmplitude = 0.0015f;
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[Tooltip("水面轻微起伏振幅(米)")]
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public float surfaceBobAmplitude = 0.0015f;
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[Tooltip("水面轻微起伏频率")] public float surfaceBobFrequency = 1.2f;
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[Tooltip("水面轻微起伏频率")]
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public float surfaceBobFrequency = 1.2f;
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[Header("XZ Motion")] [Tooltip("入水后是否锁定 XZ 到入水点附近")]
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[Header("XZ Motion")]
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[Tooltip("入水后是否锁定 XZ 到入水点附近")]
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public bool lockXZAroundAnchor = true;
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[Tooltip("XZ 跟随平滑时间")] public float xzSmoothTime = 0.15f;
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[Tooltip("XZ 跟随平滑时间")]
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public float xzSmoothTime = 0.15f;
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[Tooltip("水流/拖拽带来的额外平面偏移最大值")] public float maxPlanarOffset = 0.15f;
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[Tooltip("水流/拖拽带来的额外平面偏移最大值")]
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public float maxPlanarOffset = 0.15f;
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[Header("Upright")] [Tooltip("是否始终保持漂大致竖直")]
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public bool keepUpright = true;
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[Tooltip("姿态平滑速度")] public float rotationLerpSpeed = 8f;
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[Tooltip("允许的最大倾斜角度")] public float maxTiltAngle = 18f;
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[Tooltip("平面拖拽对倾斜的影响强度")] public float planarTiltFactor = 120f;
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[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")]
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[Header("Sink By Weight / Tension")]
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[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")]
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public float downForceToSink = 0.0025f;
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[Tooltip("向下拉力下沉的最大附加量")] public float maxExtraSink = 0.08f;
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[Tooltip("向下拉力下沉的最大附加量")]
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public float maxExtraSink = 0.08f;
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[Header("Bottom Touch")] [Tooltip("触底时是否启用修正")]
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[Header("Bottom Touch")]
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[Tooltip("触底时是否启用修正")]
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public bool enableBottomTouchAdjust = true;
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[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;
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[Tooltip("触底后减少的下沉量(例如铅坠到底,漂会回升一点)")]
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public float bottomTouchLift = 0.01f;
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[Header("Debug Input")] [Tooltip("调试:按 R 恢复默认")]
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[Header("Posture Source")]
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[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")]
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public Rigidbody lureBody;
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[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")]
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public float referenceLength = 0.30f;
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[Header("Posture Threshold")]
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[Tooltip("最小入水比例。不够时优先躺漂")]
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public float minSubmergeToStand = 0.16f;
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[Tooltip("垂直分量比低于该值时,优先躺漂")]
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public float verticalLieThreshold = 0.18f;
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[Tooltip("垂直分量比高于该值,且水平分量较小时,允许立漂")]
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public float verticalUprightThreshold = 0.75f;
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[Tooltip("水平分量比高于该值时,不允许完全立漂")]
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public float planarTiltThreshold = 0.30f;
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[Tooltip("水平分量明显大于垂直分量时,优先躺漂")]
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public float planarDominanceMultiplier = 1.20f;
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[Tooltip("姿态切换滞回")]
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public float postureHysteresis = 0.04f;
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[Header("Posture Rotation")]
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[Tooltip("倾斜状态角度")]
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public float tiltedAngle = 38f;
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[Tooltip("躺漂角度")]
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public float lyingAngle = 88f;
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[Tooltip("立漂时允许的最大附加倾角")]
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public float uprightMaxTiltAngle = 8f;
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[Tooltip("平面方向对立漂/斜漂附加倾角的影响强度")]
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public float planarTiltFactor = 120f;
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[Tooltip("姿态平滑速度")]
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public float rotationLerpSpeed = 8f;
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[Header("Debug Input")]
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[Tooltip("调试:按 R 恢复默认")]
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public bool debugResetKey = true;
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[Header("Debug Input")] [Tooltip("调试:按 T 触发轻点")]
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[Tooltip("调试:按 T 触发轻点")]
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public bool debugTapKey = true;
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[Tooltip("调试:按 G 触发缓沉")] public bool debugSlowSinkKey = true;
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[Tooltip("调试:按 G 触发缓沉")]
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public bool debugSlowSinkKey = true;
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[Tooltip("调试:按 H 触发送漂")] public bool debugLiftKey = true;
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[Tooltip("调试:按 H 触发送漂")]
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public bool debugLiftKey = true;
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[Tooltip("调试:按 B 触发黑漂")] public bool debugBlackDriftKey = true;
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[Tooltip("调试:按 B 触发黑漂")]
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public bool debugBlackDriftKey = true;
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[Header("Debug")] public bool drawDebug = false;
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[Header("Debug")]
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public bool drawDebug = false;
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public BobberControlMode CurrentMode => _mode;
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public BobberPosture CurrentPosture => _posture;
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public float CurrentVerticalRatio => _verticalRatio;
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public float CurrentPlanarRatio => _planarRatio;
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/// <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>
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public float ExternalDownForce { get; set; }
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@@ -123,6 +190,7 @@ public class BobberPresentationController : MonoBehaviour
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private Rigidbody _rb;
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private IWaterSurfaceProvider _waterProvider;
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private BobberControlMode _mode = BobberControlMode.AirPhysics;
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private BobberPosture _posture = BobberPosture.Lying;
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private float _defaultLinearDamping;
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private float _defaultAngularDamping;
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@@ -144,6 +212,12 @@ public class BobberPresentationController : MonoBehaviour
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private float _biteAmplitude;
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private Vector3 _blackDriftDirection;
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// posture runtime
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private float _verticalRatio;
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private float _planarRatio;
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private float _verticalDistance;
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private float _planarDistance;
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private void Awake()
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{
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_rb = GetComponent<Rigidbody>();
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@@ -256,8 +330,10 @@ public class BobberPresentationController : MonoBehaviour
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transform.position = pos;
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// 3. 算目标旋转
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UpdateTargetRotation();
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// 3. 姿态判定 + 目标旋转
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EvaluatePostureByComponents(waterY);
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UpdateTargetRotationByPosture();
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transform.rotation = Quaternion.Slerp(
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transform.rotation,
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_targetRotation,
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@@ -281,6 +357,12 @@ public class BobberPresentationController : MonoBehaviour
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_activeBiteType = BobberBiteType.None;
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_biteTimer = 0f;
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_posture = BobberPosture.Lying;
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_verticalRatio = 0f;
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_planarRatio = 0f;
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_verticalDistance = 0f;
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_planarDistance = 0f;
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_rb.useGravity = false;
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_rb.linearVelocity = Vector3.zero;
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_rb.angularVelocity = Vector3.zero;
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@@ -327,9 +409,6 @@ public class BobberPresentationController : MonoBehaviour
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surfaceBob = Mathf.Sin(Time.time * surfaceBobFrequency * Mathf.PI * 2f) * surfaceBobAmplitude;
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}
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// Pivot 对应的目标 Y:
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// target bottom = waterY - sinkDepth
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// pivotY = target bottom - bottomOffsetLocalY + 动画偏移
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float totalSink = baseSinkDepth + sinkByForce + bottomAdjust;
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float targetBottomY = waterY - totalSink;
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float targetPivotY = targetBottomY - bottomOffsetLocalY + surfaceBob + _biteOffsetY;
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@@ -343,7 +422,6 @@ public class BobberPresentationController : MonoBehaviour
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Vector3 basePos = lockXZAroundAnchor ? _waterAnchorPos : transform.position;
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// 黑漂时额外平面位移
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if (_activeBiteType == BobberBiteType.BlackDrift)
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{
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float t = Mathf.Clamp01(_biteDuration > 0f ? _biteTimer / _biteDuration : 1f);
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@@ -359,28 +437,170 @@ public class BobberPresentationController : MonoBehaviour
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);
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}
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private void UpdateTargetRotation()
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private void EvaluatePostureByComponents(float waterY)
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{
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if (!keepUpright)
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float submergeRatio = Mathf.Clamp01(
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(waterY - GetBottomWorldPosition().y) / Mathf.Max(0.0001f, floatHeight)
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);
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if (lureBody == null)
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{
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_targetRotation = transform.rotation;
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_verticalDistance = 0f;
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_planarDistance = 0f;
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_verticalRatio = 0f;
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_planarRatio = 0f;
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if (submergeRatio < minSubmergeToStand)
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_posture = BobberPosture.Lying;
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else if (ExternalPlanarOffset.magnitude > 0.01f)
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_posture = BobberPosture.Tilted;
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else
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_posture = BobberPosture.Upright;
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return;
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}
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Vector3 up = Vector3.up;
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Vector3 planar = new Vector3(_xzSmoothVelocity.x, 0f, _xzSmoothVelocity.z);
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Vector3 bobberPos = _rb.worldCenterOfMass;
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Vector3 lurePos = lureBody.worldCenterOfMass;
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Vector3 delta = lurePos - bobberPos;
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float speed = planar.magnitude;
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Vector3 tiltAxis = speed > 1e-5f ? Vector3.Cross(up, planar.normalized) : Vector3.zero;
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_verticalDistance = Mathf.Max(0f, Vector3.Dot(delta, Vector3.down));
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_planarDistance = Vector3.ProjectOnPlane(delta, Vector3.up).magnitude;
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float tiltAngle = Mathf.Clamp(speed * planarTiltFactor, 0f, maxTiltAngle);
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float refLen = Mathf.Max(0.0001f, referenceLength);
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_verticalRatio = _verticalDistance / refLen;
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_planarRatio = _planarDistance / refLen;
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Quaternion upright = Quaternion.FromToRotation(transform.up, Vector3.up) * transform.rotation;
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Quaternion tilt = tiltAxis.sqrMagnitude > 1e-6f
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? Quaternion.AngleAxis(tiltAngle, tiltAxis.normalized)
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: Quaternion.identity;
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switch (_posture)
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{
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case BobberPosture.Lying:
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{
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bool canStandUpright =
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submergeRatio >= minSubmergeToStand &&
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_verticalRatio > verticalUprightThreshold + postureHysteresis &&
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_planarRatio < planarTiltThreshold - postureHysteresis;
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_targetRotation = tilt * upright;
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bool canTilt =
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submergeRatio >= minSubmergeToStand * 0.8f &&
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_verticalRatio > verticalLieThreshold + postureHysteresis;
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if (canStandUpright)
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{
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_posture = BobberPosture.Upright;
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}
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else if (canTilt)
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{
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_posture = BobberPosture.Tilted;
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}
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break;
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}
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case BobberPosture.Tilted:
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{
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bool shouldLie =
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submergeRatio < minSubmergeToStand * 0.75f ||
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_verticalRatio < verticalLieThreshold - postureHysteresis ||
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_planarDistance > _verticalDistance * planarDominanceMultiplier;
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bool shouldStand =
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submergeRatio >= minSubmergeToStand &&
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_verticalRatio > verticalUprightThreshold + postureHysteresis &&
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_planarRatio < planarTiltThreshold - postureHysteresis;
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if (shouldLie)
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{
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_posture = BobberPosture.Lying;
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}
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else if (shouldStand)
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{
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_posture = BobberPosture.Upright;
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}
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break;
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}
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case BobberPosture.Upright:
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{
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bool shouldLie =
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submergeRatio < minSubmergeToStand * 0.75f ||
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_verticalRatio < verticalLieThreshold - postureHysteresis ||
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_planarDistance > _verticalDistance * (planarDominanceMultiplier + 0.15f);
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bool shouldTilt =
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_verticalRatio < verticalUprightThreshold - postureHysteresis ||
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_planarRatio > planarTiltThreshold + postureHysteresis;
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if (shouldLie)
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{
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_posture = BobberPosture.Lying;
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}
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else if (shouldTilt)
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{
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_posture = BobberPosture.Tilted;
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}
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break;
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}
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}
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}
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private void UpdateTargetRotationByPosture()
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{
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Vector3 planarDir = Vector3.zero;
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if (lureBody != null)
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{
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Vector3 delta = lureBody.worldCenterOfMass - _rb.worldCenterOfMass;
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planarDir = Vector3.ProjectOnPlane(delta, Vector3.up);
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}
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if (planarDir.sqrMagnitude < 1e-6f)
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{
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planarDir = new Vector3(_xzSmoothVelocity.x, 0f, _xzSmoothVelocity.z);
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}
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if (planarDir.sqrMagnitude < 1e-6f)
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{
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planarDir = new Vector3(ExternalPlanarOffset.x, 0f, ExternalPlanarOffset.y);
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}
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if (planarDir.sqrMagnitude < 1e-6f)
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{
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planarDir = transform.forward;
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}
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planarDir.Normalize();
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Vector3 tiltAxis = Vector3.Cross(Vector3.up, planarDir);
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if (tiltAxis.sqrMagnitude < 1e-6f)
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{
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tiltAxis = transform.right;
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}
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float angle;
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switch (_posture)
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{
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case BobberPosture.Lying:
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||||
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
|
||||
|
||||
|
||||
Reference in New Issue
Block a user