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272
Assets/Scripts/Fishing/New/View/FishingLine/FishingLineSolver.cs
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272
Assets/Scripts/Fishing/New/View/FishingLine/FishingLineSolver.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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namespace NBF
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{
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public enum LineType
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{
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Hand,
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HandDouble,
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Spinning,
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SpinningFloat,
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}
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public class FishingLineSolver : FGearBase
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{
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[SerializeField] public LineType LineType;
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[Header("References")] [SerializeField]
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private Transform anchorTransform;
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[SerializeField] private FishingLineNode[] logicalNodes = Array.Empty<FishingLineNode>();
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public JointPinchController PinchController;
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protected override void OnInit()
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{
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// var tipRb = Rod.Asset.LineConnectorRigidbody;
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// anchorTransform = tipRb.transform;
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//
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// GetComponentsInChildren<Transform>(includeInactive: true).ToList().ForEach(delegate(Transform i)
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// {
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// i.gameObject.SetActive(true);
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// });
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}
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private void Start()
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{
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GetComponentsInChildren<Transform>(includeInactive: true).ToList().ForEach(delegate(Transform i)
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{
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i.gameObject.SetActive(true);
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});
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}
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private void FixedUpdate()
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{
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UpdateAnchorNode();
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}
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#region Start Node
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private void ConfigureStartNode()
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{
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if (logicalNodes == null || logicalNodes.Length == 0 || logicalNodes[0] == null)
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{
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return;
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}
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var startNode = logicalNodes[0];
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startNode.Type = FishingLineNode.NodeType.Start;
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if (startNode.Body != null)
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{
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startNode.Body.isKinematic = true;
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startNode.Body.interpolation = RigidbodyInterpolation.Interpolate;
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startNode.Body.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
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}
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UpdateAnchorNode();
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}
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private void UpdateAnchorNode()
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{
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if (anchorTransform == null || logicalNodes == null || logicalNodes.Length == 0 || logicalNodes[0] == null)
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{
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return;
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}
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var startNode = logicalNodes[0];
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startNode.transform.SetPositionAndRotation(anchorTransform.position, anchorTransform.rotation);
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if (startNode.Body != null)
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{
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if (!startNode.Body.isKinematic)
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{
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startNode.Body.linearVelocity = Vector3.zero;
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startNode.Body.angularVelocity = Vector3.zero;
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}
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}
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}
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#endregion
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#region Line
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/// <summary>
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/// 当前逻辑链总长度超出配置总长度的部分,小于等于零时记为 0。
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/// </summary>
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public float CurrentStretchLength { get; private set; }
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/// <summary>
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/// 设置指定逻辑段的配置长度。
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/// segmentIndex 为 0 时表示第一段;大于 0 时表示对应逻辑节点到下一个逻辑节点的线长。
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/// </summary>
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public void SetLenght(float length, int index = 0)
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{
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ConfigureStartNode();
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var node = logicalNodes[index];
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if (node != null)
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{
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node.SetLenght(length);
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}
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}
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#endregion
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#region LineNode
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/// <summary>
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/// 当前配置的逻辑节点只读列表。
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/// 外部可读取节点顺序,但不应直接修改数组内容。
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/// </summary>
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public IReadOnlyList<FishingLineNode> LogicalNodes => logicalNodes;
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/// <summary>
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/// 根据类型获取逻辑节点类型
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/// </summary>
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/// <param name="nodeType"></param>
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/// <returns></returns>
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public FishingLineNode GetLogicalNode(FishingLineNode.NodeType nodeType)
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{
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foreach (var fishingLineNode in logicalNodes)
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{
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if (fishingLineNode.Type == nodeType)
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{
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return fishingLineNode;
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}
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}
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return null;
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}
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/// <summary>
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/// 获取指定顺序索引的逻辑节点。
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/// 索引基于 logicalNodes 配置顺序;超出范围或节点为空时返回 null。
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/// </summary>
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public FishingLineNode GetLogicalNode(int logicalIndex)
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{
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if (logicalNodes == null || logicalIndex < 0 || logicalIndex >= logicalNodes.Length)
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{
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return null;
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}
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return logicalNodes[logicalIndex];
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}
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/// <summary>
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/// 获取当前起点逻辑节点。
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/// 会返回配置顺序中第一个非空节点。
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/// </summary>
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public FishingLineNode GetStartNode()
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{
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return FindFirstValidLogicalNode();
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}
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/// <summary>
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/// 获取当前终点逻辑节点。
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/// 会返回配置顺序中最后一个非空节点。
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/// </summary>
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public FishingLineNode GetEndNode()
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{
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return FindLastValidLogicalNode();
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}
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private FishingLineNode FindFirstValidLogicalNode()
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{
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if (logicalNodes == null)
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{
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return null;
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}
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for (var i = 0; i < logicalNodes.Length; i++)
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{
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if (logicalNodes[i] != null)
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{
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return logicalNodes[i];
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}
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}
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return null;
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}
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private FishingLineNode FindLastValidLogicalNode()
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{
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if (logicalNodes == null)
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{
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return null;
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}
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for (var i = logicalNodes.Length - 1; i >= 0; i--)
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{
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if (logicalNodes[i] != null)
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{
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return logicalNodes[i];
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}
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}
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return null;
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}
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#endregion
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#region 极限判定
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[Header("Limit Detection")]
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[Min(0f)]
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// 极限判定的长度容差,允许链路在总长或单段长度上存在少量误差。
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[SerializeField]
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private float lengthLimitTolerance = 0.01f;
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[Min(0f)]
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// 达到极限后,只有当前超长值大于该阈值时,才开始进入断线候选计时。
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[SerializeField]
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private float breakStretchThreshold = 0.05f;
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/// <summary>
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/// 当鱼线达到断线条件时发出的一次性消息。
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/// 外部可订阅该事件,在回调中执行切线、播放表现或状态切换。
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/// </summary>
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public event Action<FishingLineSolver> OnLineBreakRequested;
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/// <summary>
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/// 当前断线候选状态的累计时间。
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/// 只有在处于极限状态,且 CurrentStretchLength 大于断线阈值时才会累加;否则重置为 0。
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/// </summary>
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public float LimitStateTime { get; private set; }
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/// <summary>
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/// 当前拉力极限百分比。
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/// 当超长值小于等于 lengthLimitTolerance 时为 0;
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/// 当超长值大于等于 breakStretchThreshold 时为 100;
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/// 中间区间按线性比例映射,供 UI 显示使用。
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/// </summary>
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public float CurrentBreakStretchPercent => EvaluateBreakStretchPercent(CurrentStretchLength);
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private float EvaluateBreakStretchPercent(float stretchLength)
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{
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if (stretchLength <= lengthLimitTolerance)
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{
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return 0f;
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}
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if (stretchLength >= breakStretchThreshold)
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{
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return 100f;
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}
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if (breakStretchThreshold <= lengthLimitTolerance)
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{
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return 100f;
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}
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return Mathf.InverseLerp(lengthLimitTolerance, breakStretchThreshold, stretchLength) * 100f;
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}
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#endregion
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}
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}
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