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- [Header("Upright")] - public float uprightStrength = 8f; // 站漂恢复力 - public float uprightDamping = 1.2f; - - [Header("Lay Down (躺漂)")] - public float layDownThreshold = 0.15f; // 低于 15% 浸没 → 转入躺漂模式 - public float layDownUprightMultiplier = 0.2f; // 躺漂时保留多少站立力度(越小越“翘头”) - - private Rigidbody rb; - - private void Awake() - { - rb = GetComponent(); - rb.useGravity = true; - - // 重心稍微靠上,配合 AddForceAtPosition,才能让“底在水里、头上翘” - rb.centerOfMass = new Vector3(0, bobberHeight * 0.4f, 0); - } - - private void FixedUpdate() - { - ApplyBuoyancy(); - ApplyFlowForce(); - ApplyOrientationControl(); - } - - void ApplyBuoyancy() - { - float bottom = rb.position.y; // 原点就是最底部 - float depth = waterLevel - bottom; // 浸入深度 = 水面 - 底部 - - if (depth <= 0f) return; // 完全在水面上方,无浮力 - - // 当前浸没比例 - float submersionRatio = Mathf.Clamp01(depth / bobberHeight); - - // 基础浮力(和你之前一致) - float baseForce = maxBuoyancy * submersionRatio * buoyancyMultiplier; - - // ⭐ 竖直速度(用你原来习惯的 linearVelocity) - float vy = rb.linearVelocity.y; - - // ⭐ 阻尼项:速度越快,反向力越大 - // 下沉很快 → 给一个向上的阻尼(减缓下沉) - // 向上很快 → 给一个向下的阻尼(防止弹出水面) - float damping = -vy * verticalDamping; - - // 总的向上力:基础浮力 + 阻尼修正 - float totalUpForce = baseForce + damping; - - // 物理上浮力不能把它“往下按”,所以最少为 0 - if (totalUpForce < 0f) totalUpForce = 0f; - - // ⭐ 浮力作用点 = 浸没体积中心(不动,保持你之前的设计) - float clampedDepth = Mathf.Clamp(depth, 0, bobberHeight); - float centerY = bottom + clampedDepth * 0.5f; - Vector3 buoyancyPoint = new Vector3(rb.position.x, centerY, rb.position.z); - - rb.AddForceAtPosition(Vector3.up * totalUpForce, buoyancyPoint, ForceMode.Acceleration); - - // 水中阻力(保留原逻辑) - rb.AddForce(-rb.linearVelocity * waterDrag, ForceMode.Acceleration); - rb.AddTorque(-rb.angularVelocity * waterAngularDrag, ForceMode.Acceleration); - } - - void ApplyFlowForce() - { - if (waterFlow.sqrMagnitude <= 0.0001f) return; - rb.AddForce((waterFlow - rb.linearVelocity) * 0.3f, ForceMode.Acceleration); - } - - void ApplyOrientationControl() - { - float bottom = rb.position.y; - float depth = waterLevel - bottom; - float submersionRatio = Mathf.Clamp01(depth / bobberHeight); - - Vector3 up = transform.up; - Vector3 worldUp = Vector3.up; - - if (submersionRatio > layDownThreshold) - { - // 深浸 → 正常站漂 - Vector3 uprightTorqueVec = - Vector3.Cross(up, worldUp) * uprightStrength - - rb.angularVelocity * uprightDamping; - - rb.AddTorque(uprightTorqueVec, ForceMode.Acceleration); - } - else - { - // 浅浸 → “躺漂”,只保留少量站立力,让它自然斜、头上翘 - float reduced = uprightStrength * layDownUprightMultiplier; - - Vector3 uprightTorqueVec = - Vector3.Cross(up, worldUp) * reduced - - rb.angularVelocity * uprightDamping; - - rb.AddTorque(uprightTorqueVec, ForceMode.Acceleration); - } - } -} diff --git a/Assets/Scripts/BobberBuoyancy.cs.meta b/Assets/Scripts/BobberBuoyancy.cs.meta deleted file mode 100644 index 5fe662679..000000000 --- a/Assets/Scripts/BobberBuoyancy.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 0d2d3d7643d84524b8841fcf62193a04 -timeCreated: 1764424969 \ No newline at end of file diff --git a/Assets/Scripts/Fishing/BobberController.cs b/Assets/Scripts/Fishing/BobberController.cs index f693c5902..d5b7c6e4b 100644 --- a/Assets/Scripts/Fishing/BobberController.cs +++ b/Assets/Scripts/Fishing/BobberController.cs @@ -7,7 +7,7 @@ namespace NBF [SerializeField] private Rigidbody _rbody; [SerializeField] private ConfigurableJoint joint; - [SerializeField] private Buoyancy _buoyancy; + // [SerializeField] private Buoyancy _buoyancy; public Rigidbody rbody => _rbody; public void SetJoint(Rigidbody rb) @@ -27,7 +27,7 @@ namespace NBF public void SetDetectCollisionEnabled(bool en) { _rbody.detectCollisions = en; - _buoyancy.EnablePhysics(en); + // _buoyancy.EnablePhysics(en); } public void SetVelocity(Vector3 velocity) diff --git a/Assets/Scripts/FloatBobberController.cs b/Assets/Scripts/FloatBobberController.cs deleted file mode 100644 index 3c93e240b..000000000 --- a/Assets/Scripts/FloatBobberController.cs +++ /dev/null @@ -1,105 +0,0 @@ -using UnityEngine; - -public class FloatBobberController : MonoBehaviour -{ - [SerializeField] private Rigidbody _rigidbody; - [Header("水属性")] public float waterLevel = 0f; - - [Header("浮漂最大浮力")] public float bobberVolume = 30f; // 浮漂最大浮力 (cm³) - - public float bobberHeight = 0.25f; // 浮漂长度,用来决定躺漂角度 - - [Header("配件重量")] public float sinkerWeight = 2f; - public float baitWeight = 0.5f; - public float hookWeight = 0.2f; - - [Header("Behaviour")] public float fallSpeed = 8f; - public float riseSpeed = 3f; - // public float smoothDamping = 8f; // 插值平滑 - - [Header("Noise")] public float noiseAmp = 0.015f; - public float noiseFreq = 1.5f; - - float impulseForce = 0f; - float impulseDecay = 4f; - - void FixedUpdate() - { - SimulateBobber(); - } - - void SimulateBobber() - { - if (!_rigidbody.isKinematic) return; - float totalDownwardWeight = sinkerWeight + baitWeight + hookWeight; - - float maxBuoyancy = bobberVolume; // 最大浮力 = 体积 - float netBuoyancy = maxBuoyancy - totalDownwardWeight; - - float targetY; - - // ------------------------- - // 1. 判断浮漂应该沉多少(吃水深度) - // ------------------------- - if (netBuoyancy > 0) - { - float buoyPercent = Mathf.Clamp01(netBuoyancy / maxBuoyancy); - float rise = buoyPercent * 0.1f; // 浮漂露出水面的高度 - - targetY = waterLevel + rise; - } - else - { - // 净浮力为负 → 说明浮漂整体被拉下,沉入水中 - float sinkDistance = Mathf.Abs(netBuoyancy) * 0.03f; - targetY = waterLevel - sinkDistance; - } - - targetY += Mathf.Sin(Time.time * noiseFreq) * noiseAmp; // 微扰模拟波浪 - - // 顿口/顶漂力 - if (impulseForce != 0f) - { - targetY += impulseForce * Time.deltaTime; - impulseForce = Mathf.Lerp(impulseForce, 0, Time.deltaTime * impulseDecay); - } - - // ----------------------------- - // ③ 上浮 / 下沉差速 - // ----------------------------- - float y = transform.position.y; - float diff = targetY - y; - - if (diff > 0) // 上浮 - y += diff * Time.deltaTime * riseSpeed; - else - y += diff * Time.deltaTime * fallSpeed; - - transform.position = new Vector3(transform.position.x, y, transform.position.z); - } - - - // ---------------------------------------- - // 外部控制接口 - // ---------------------------------------- - - public void TriggerDownPulse(float s = 0.8f) - { - impulseForce -= Mathf.Abs(s); - } - - public void TriggerUpPulse(float s = 0.8f) - { - impulseForce += Mathf.Abs(s); - } - - public void AddFishPull(float v) - { - sinkerWeight += v; - } - - public void ReleaseFishPull(float v) - { - sinkerWeight -= v; - } -} \ No newline at end of file diff --git a/Assets/Scripts/FloatBobberController.cs.meta b/Assets/Scripts/FloatBobberController.cs.meta deleted file mode 100644 index cf5cda6d5..000000000 --- a/Assets/Scripts/FloatBobberController.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: c0e5ba2adc224f279b89a0adf2bd97a9 -timeCreated: 1764168783 \ No newline at end of file diff --git a/Assets/Scripts/FloatBobberControllerBack.cs b/Assets/Scripts/FloatBobberControllerBack.cs deleted file mode 100644 index ab78b3c23..000000000 --- a/Assets/Scripts/FloatBobberControllerBack.cs +++ /dev/null @@ -1,298 +0,0 @@ -// using UnityEngine; -// -// public class FloatBobberController : MonoBehaviour -// { -// [Header("Water System")] -// public bool useKWS = false; -// public LayerMask waterLayer; -// public float waterRaycastHeight = 10f; -// -// [Header("Spring Physics")] -// public float stiffness = 0.35f; // 弹性力度 -// public float damping = 0.82f; // 阻尼 -// public float noiseStrength = 0.02f; // 自然颤动 -// -// [Header("Tilt")] -// public Transform lineAttachPoint; // 钓线连接点(让漂倾斜) -// public float tiltStrength = 6f; -// -// private float targetOffsetY = 0f; -// private float offsetY = 0f; -// private float velocity = 0f; -// -// private float baseWaterHeight = 0f; -// -// // 随机噪声 seed -// private float noiseSeed; -// -// void Start() -// { -// noiseSeed = Random.value * 100f; -// } -// -// void Update() -// { -// UpdateWaterHeight(); -// UpdateSpringPhysics(); -// UpdateTilt(); -// ApplyFinalPosition(); -// } -// -// // ----------------------------------------------------------- -// // 1. 水面高度获取 (支持 KWS 或 Raycast) -// // ----------------------------------------------------------- -// void UpdateWaterHeight() -// { -// if (useKWS) -// { -// // ⭐ 你自己替换为 KWS 的 API -// baseWaterHeight = SampleWaterHeight_KWS(); -// } -// else -// { -// // 简单射线获取水面高度 -// Vector3 start = transform.position + Vector3.up * waterRaycastHeight; -// if (Physics.Raycast(start, Vector3.down, out RaycastHit hit, 50f, waterLayer)) -// { -// baseWaterHeight = hit.point.y; -// } -// } -// } -// -// float SampleWaterHeight_KWS() -// { -// // ❗你需要替换成你的 KWS 接口,比如: -// // return KWS.GetWaterHeight(transform.position); -// return transform.position.y; // 临时占位 -// } -// -// // ----------------------------------------------------------- -// // 2. 弹簧-阻尼伪物理 (核心) -// // ----------------------------------------------------------- -// void UpdateSpringPhysics() -// { -// // 弹簧吸附:朝向 targetOffsetY -// velocity += (targetOffsetY - offsetY) * stiffness; -// -// // 阻尼 -// velocity *= damping; -// -// // 移动 -// offsetY += velocity; -// -// // 自然轻微噪声 -// float noise = (Mathf.PerlinNoise(Time.time * 1.2f, noiseSeed) - 0.5f) * noiseStrength; -// offsetY += noise; -// } -// -// // ----------------------------------------------------------- -// // 3. 漂倾斜(依据钓线方向) -// // ----------------------------------------------------------- -// void UpdateTilt() -// { -// if (lineAttachPoint == null) return; -// -// Vector3 dir = lineAttachPoint.position - transform.position; -// if (dir.magnitude > 0.001f) -// { -// Quaternion targetRot = Quaternion.LookRotation(dir, Vector3.up); -// transform.rotation = Quaternion.Slerp(transform.rotation, targetRot, Time.deltaTime * tiltStrength); -// } -// } -// -// // ----------------------------------------------------------- -// // 4. 应用最终位置 -// // ----------------------------------------------------------- -// void ApplyFinalPosition() -// { -// Vector3 pos = transform.position; -// pos.y = baseWaterHeight + offsetY; -// transform.position = pos; -// } -// -// // ============================ 触发动作 API ============================ -// -// /// 小顿口:轻微上升 0.5~1.5 目 -// public void TriggerSmallDonk() -// { -// targetOffsetY = Random.Range(0.3f, 0.9f); -// stiffness = 0.40f; -// damping = 0.82f; -// } -// -// /// 顿口:快速上升,并轻微过冲 -// public void TriggerDonk() -// { -// targetOffsetY = Random.Range(1.0f, 1.8f); -// stiffness = 0.55f; -// damping = 0.78f; -// } -// -// /// 顶漂:慢慢上浮几目 -// public void TriggerTopLift() -// { -// targetOffsetY = Random.Range(1.0f, 3.0f); -// stiffness = 0.18f; -// damping = 0.90f; -// } -// -// /// 黑漂:快速下沉,并保持 -// public void TriggerBlackSink() -// { -// targetOffsetY = Random.Range(-3.0f, -6.0f); -// stiffness = 0.45f; -// damping = 0.75f; -// } -// -// /// 点动:轻微上下动 -// public void TriggerNibble() -// { -// targetOffsetY = Mathf.Sin(Time.time * Random.Range(6f, 12f)) * 0.1f; -// stiffness = 0.25f; -// damping = 0.88f; -// } -// -// /// 走漂(水层有流料或者风),水平漂移你用其他脚本控制即可 -// public void TriggerDrift(float amount) -// { -// targetOffsetY = 0f; -// offsetY = 0f; -// } -// -// /// 恢复到 Idle 状态 -// public void ResetIdle() -// { -// targetOffsetY = 0f; -// stiffness = 0.35f; -// damping = 0.85f; -// } -// } - - - -// -// -// using UnityEngine; -// -// public class FloatBobberControllerPro : MonoBehaviour -// { -// [Header("Water Settings")] public float waterLevel = 0f; // 水面高度世界坐标 -// public float waterDensity = 1f; // 水密度(默认1即可) -// -// [Header("Bobber Physical Settings")] public float bobberVolume = 30f; // 浮漂最大浮力(cm³) -// public float bobberMass = 1f; // 浮漂自身重量(克) -// -// [Header("Tackle Weight Settings")] public float sinkerWeight = 2f; // 铅坠重量(克) -// public float baitWeight = 0.5f; // 鱼饵重量(克) -// public float hookWeight = 0.2f; // 鱼钩重量(克) -// -// [Header("Physics Behaviour")] public float riseSpeed = 1.2f; // 浮漂上浮速度 -// public float fallSpeed = 1.5f; // 浮漂下沉速度 -// public float smoothDamping = 8f; // 插值平滑 -// -// [Header("Random Water Movements")] public float noiseAmplitude = 0.02f; // 微扰幅度 -// public float noiseFrequency = 1f; // 微扰频率 -// -// float velocity = 0f; -// float timeNoise = 0f; -// -// // 用于顿口、顶漂脉冲 -// float impulseForce = 0f; -// float impulseDecay = 4f; -// -// void Update() -// { -// SimulateBobberPhysics(); -// } -// -// void SimulateBobberPhysics() -// { -// float totalDownwardWeight = bobberMass + sinkerWeight + baitWeight + hookWeight; -// -// float maxBuoyancy = bobberVolume; // 最大浮力 = 体积 -// float netBuoyancy = maxBuoyancy - totalDownwardWeight; -// -// float targetY; -// -// // ------------------------- -// // 1. 判断浮漂应该沉多少(吃水深度) -// // ------------------------- -// if (netBuoyancy > 0) -// { -// float buoyPercent = Mathf.Clamp01(netBuoyancy / maxBuoyancy); -// float rise = buoyPercent * 0.1f; // 浮漂露出水面的高度 -// -// targetY = waterLevel + rise; -// -// targetY += Mathf.Sin(Time.time * noiseFrequency) * noiseAmplitude; // 微扰模拟波浪 -// } -// else -// { -// // 净浮力为负 → 说明浮漂整体被拉下,沉入水中 -// float sinkDistance = Mathf.Abs(netBuoyancy) * 0.03f; -// targetY = waterLevel - sinkDistance; -// } -// -// // ------------------------- -// // 2. 顶漂 & 顿口 脉冲 -// // ------------------------- -// if (impulseForce != 0f) -// { -// targetY += impulseForce * Time.deltaTime; -// impulseForce = Mathf.Lerp(impulseForce, 0f, Time.deltaTime * impulseDecay); -// } -// -// // ------------------------- -// // 3. 平滑过渡到目标位置(核心) -// // ------------------------- -// float currentY = transform.position.y; -// -// float newY = Mathf.Lerp( -// currentY, -// targetY, -// Time.deltaTime * smoothDamping -// ); -// -// transform.position = new Vector3( -// transform.position.x, -// newY, -// transform.position.z -// ); -// } -// -// // =========================== -// // 外部函数:模拟钓鱼动作 -// // =========================== -// -// /// -// /// 顿口:浮漂瞬间被向下拉一下(鱼轻轻吸饵) -// /// -// public void TriggerDownPulse(float strength = 0.8f) -// { -// impulseForce -= Mathf.Abs(strength); -// } -// -// /// -// /// 顶漂:浮漂瞬间向上冒一下(鱼儿托饵) -// /// -// public void TriggerUpPulse(float strength = 0.8f) -// { -// impulseForce += Mathf.Abs(strength); -// } -// -// /// -// /// 模拟鱼儿吃饵 → 增加下拉力 -// /// -// public void AddFishPull(float value) -// { -// sinkerWeight += value; -// } -// -// /// -// /// 模拟脱钩 → 拉力消失 -// /// -// public void RemoveFishPull(float value) -// { -// sinkerWeight -= value; -// } -// } \ No newline at end of file diff --git a/Assets/Scripts/FloatBobberControllerBack.cs.meta b/Assets/Scripts/FloatBobberControllerBack.cs.meta deleted file mode 100644 index 52a6a62e5..000000000 --- a/Assets/Scripts/FloatBobberControllerBack.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: aae942875a204e83b90e9713146caded -timeCreated: 1763993650 \ No newline at end of file diff --git a/Assets/Scripts/FloatBobberControllerPro.cs b/Assets/Scripts/FloatBobberControllerPro.cs deleted file mode 100644 index cf7d68c6f..000000000 --- a/Assets/Scripts/FloatBobberControllerPro.cs +++ /dev/null @@ -1,169 +0,0 @@ -using UnityEngine; - -public class FloatBobberControllerPro : MonoBehaviour -{ - [Header("Water")] - public float waterLevel = 0f; - - [Header("Bobber Physical")] - public float bobberVolume = 30f; // 浮漂最大浮力 (cm³) - public float bobberMass = 1f; // 浮漂自重 (g) - public float bobberHeight = 0.25f; // 浮漂长度,用来决定躺漂角度 - - [Header("Tackle Weight")] - public float sinkerWeight = 2f; - public float baitWeight = 0.5f; - public float hookWeight = 0.2f; - - [Header("Behaviour")] - public float fallSpeed = 8f; - public float riseSpeed = 3f; - public float angleLaySpeed = 2f; // 躺漂速度 - public float uprightSpeed = 2f; // 立漂速度 - public float bottomDrag = 1.2f; // 铅坠触底阻力(越大越难被浮漂拉起) - - [Header("Angles")] - public float maxLayAngle = 75f; // 最大躺漂角度 - float currentAngle = 0f; - - [Header("Noise")] - public float noiseAmp = 0.015f; - public float noiseFreq = 1.5f; - - float impulseForce = 0f; - float impulseDecay = 4f; - - void Update() - { - SimulateBobber(); - } - - void SimulateBobber() - { - float totalWeight = bobberMass + sinkerWeight + baitWeight + hookWeight; - float netBuoyancy = bobberVolume - totalWeight; // 正 → 上浮;负 → 下拉 - - // ----------------------------- - // ① 计算浮漂底部 Y 的高度 - // ----------------------------- - float bobberBottomY = transform.position.y - bobberHeight * 0.5f; - float bottomY = waterLevel - 0.02f; // 水底高度(可替换真实地形) - - bool sinkerOnBottom = (bobberBottomY <= bottomY); - - // ----------------------------- - // ② 计算 targetY - // ----------------------------- - float targetY; - - if (!sinkerOnBottom) - { - // 铅坠悬浮 → 浮漂直立 - if (netBuoyancy > 0) - { - float rise = Mathf.Clamp01(netBuoyancy / bobberVolume) * 0.1f; - targetY = waterLevel + rise; - } - else - { - float sink = Mathf.Abs(netBuoyancy) * 0.02f; - targetY = waterLevel - sink; - } - } - else - { - // 铅坠触底 → 浮漂无法再被向下拉 - if (netBuoyancy > bottomDrag) - { - // 浮漂浮力足够将其立起来 - float rise = Mathf.Clamp01((netBuoyancy - bottomDrag) / bobberVolume) * 0.1f; - targetY = waterLevel + rise; // 轻轻立起 - } - else - { - // 浮漂浮力不足 → 躺漂 - targetY = waterLevel + 0.01f; // 漂身贴水 - } - } - - // 水波噪声 - targetY += Mathf.Sin(Time.time * noiseFreq) * noiseAmp; - - // 顿口/顶漂力 - if (impulseForce != 0f) - { - targetY += impulseForce * Time.deltaTime; - impulseForce = Mathf.Lerp(impulseForce, 0, Time.deltaTime * impulseDecay); - } - - // ----------------------------- - // ③ 上浮 / 下沉差速 - // ----------------------------- - float y = transform.position.y; - float diff = targetY - y; - - if (diff > 0) // 上浮 - y += diff * Time.deltaTime * riseSpeed; - else - y += diff * Time.deltaTime * fallSpeed; - - transform.position = new Vector3(transform.position.x, y, transform.position.z); - - // ----------------------------- - // ④ 浮漂角度控制 - // ----------------------------- - float targetAngle = 0f; - - if (sinkerOnBottom) - { - // 触底 → 判断是否能立漂 - if (netBuoyancy > bottomDrag) - { - targetAngle = 0f; // 立漂 - } - else - { - // 躺漂 - targetAngle = maxLayAngle; - } - } - else - { - // 铅坠在水中 → 漂直立 - targetAngle = 0f; - } - - // 平滑角度 - currentAngle = Mathf.Lerp( - currentAngle, - targetAngle, - Time.deltaTime * (targetAngle == 0 ? uprightSpeed : angleLaySpeed) - ); - - transform.rotation = Quaternion.Euler(currentAngle, 0, 0); - } - - // ---------------------------------------- - // 外部控制接口 - // ---------------------------------------- - - public void TriggerDownPulse(float s = 0.8f) - { - impulseForce -= Mathf.Abs(s); - } - - public void TriggerUpPulse(float s = 0.8f) - { - impulseForce += Mathf.Abs(s); - } - - public void AddFishPull(float v) - { - sinkerWeight += v; - } - - public void ReleaseFishPull(float v) - { - sinkerWeight -= v; - } -} diff --git a/Assets/Scripts/FloatBobberControllerPro.cs.meta b/Assets/Scripts/FloatBobberControllerPro.cs.meta deleted file mode 100644 index 8f5b04fc7..000000000 --- a/Assets/Scripts/FloatBobberControllerPro.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 59f0b74408dbbfe44aee75e1ddf784d3 \ No newline at end of file diff --git a/Assets/Scripts/FloatBobberControllerProV4.cs b/Assets/Scripts/FloatBobberControllerProV4.cs deleted file mode 100644 index e895c033c..000000000 --- a/Assets/Scripts/FloatBobberControllerProV4.cs +++ /dev/null @@ -1,206 +0,0 @@ -using UnityEngine; - -public enum BobberState -{ - LyingDown, // 躺漂 - RisingUp, // 起漂 - Standing, // 正常站立 - Bottom, // 挂底 - TopLift, // 顶漂 - DownPull, // 黑漂 - Nibble // 小顿口 -} - -public class FloatBobberControllerProV4 : MonoBehaviour -{ - [Header("Environment")] - public float waterLevel = 0f; - - [Header("Float Settings")] - public float floatLength = 0.20f; // 漂总长度 - public float buoyancyForce = 0.35f; // 浮力强度 - public float mass = 0.015f; // 重量 - public float tiltRecoverySpeed = 3f; // 漂恢复垂直速度 - public float maxTiltAngle = 60f; // 躺漂最大角度 - - [Header("Line Settings")] - public float lineTension = 0f; // 动态线张力(由鱼影响) - public float bottomDrag = 1.5f; // 铅坠触底时的阻力 - - [Header("State Machine")] - public BobberState state = BobberState.LyingDown; - - // internal vars - private float verticalSpeed = 0f; - private float angle = 60f; // 初始躺漂角度 - private float lastHeight; - private float deltaY; - - void Start() - { - lastHeight = transform.position.y; - state = BobberState.LyingDown; - } - - void Update() - { - deltaY = transform.position.y - lastHeight; - lastHeight = transform.position.y; - - ApplyPhysics(); - ProcessStateMachine(); - ApplyRotation(); - } - - // --------------------------------------------------------------------- - // 一切物理都由状态机控制 - // --------------------------------------------------------------------- - void ProcessStateMachine() - { - switch (state) - { - case BobberState.LyingDown: - LyingDownBehaviour(); - break; - - case BobberState.RisingUp: - RisingUpBehaviour(); - break; - - case BobberState.Standing: - StandingBehaviour(); - break; - - case BobberState.Bottom: - BottomBehaviour(); - break; - - case BobberState.TopLift: - TopLiftBehaviour(); - break; - - case BobberState.DownPull: - DownPullBehaviour(); - break; - - case BobberState.Nibble: - NibbleBehaviour(); - break; - } - - AutoTransition(); - } - - // --------------------------------------------------------------------- - // 【状态 → 行为】 - // --------------------------------------------------------------------- - - void LyingDownBehaviour() - { - // 浮漂处于平躺,几乎无浮力 - angle = Mathf.Lerp(angle, maxTiltAngle, Time.deltaTime * 1.5f); - - // 水面浮力很小 - verticalSpeed += (buoyancyForce * 0.1f - mass * 9.8f) * Time.deltaTime; - } - - void RisingUpBehaviour() - { - // 浮漂正在被浮力慢慢扶正 - angle = Mathf.Lerp(angle, 0, Time.deltaTime * (tiltRecoverySpeed * 0.7f)); - - // 浮力略加强 - verticalSpeed += (buoyancyForce * 0.5f) * Time.deltaTime; - } - - void StandingBehaviour() - { - // 完全立稳 - angle = Mathf.Lerp(angle, 0, Time.deltaTime * tiltRecoverySpeed); - - // 浮力与重力平衡,小幅波动 - verticalSpeed += Mathf.Sin(Time.time * 4f) * 0.001f; - } - - void BottomBehaviour() - { - // 铅坠或饵触底 → 浮漂立不起来 - angle = Mathf.Lerp(angle, 20f, Time.deltaTime * 2f); - - // 上浮被底部拖住 - verticalSpeed *= 0.6f; - } - - void TopLiftBehaviour() - { - // 顶漂 → 漂被往上托一点 - verticalSpeed += 0.02f; - } - - void DownPullBehaviour() - { - // 黑漂 → 往下猛拉 - verticalSpeed -= 0.05f; - } - - void NibbleBehaviour() - { - // 小顿口 → 轻微波动 - verticalSpeed += Mathf.Sin(Time.time * 20f) * 0.0015f; - } - - // --------------------------------------------------------------------- - // 状态自动切换 - // --------------------------------------------------------------------- - void AutoTransition() - { - // 1. 浮漂露出 40% 以上 → 起漂或站漂 - float headHeight = transform.position.y + floatLength; - - if (state == BobberState.LyingDown && headHeight > waterLevel - 0.02f) - state = BobberState.RisingUp; - - if (state == BobberState.RisingUp && angle < 12f) - state = BobberState.Standing; - - // 2. 挂底判定 - float tailHeight = transform.position.y - floatLength; - if (tailHeight < waterLevel - 0.03f) - state = BobberState.Bottom; - - // 3. 顶漂 - if (deltaY > 0.015f) - state = BobberState.TopLift; - - // 4. 黑漂 - if (deltaY < -0.02f) - state = BobberState.DownPull; - - // 5. 小顿口 - if (Mathf.Abs(deltaY) > 0.003f && Mathf.Abs(deltaY) < 0.015f) - state = BobberState.Nibble; - } - - // --------------------------------------------------------------------- - // 垂直物理 - // --------------------------------------------------------------------- - void ApplyPhysics() - { - float submerged = Mathf.Clamp01((waterLevel - transform.position.y) * 8f); - float upForce = buoyancyForce * submerged - mass * 9.8f; - - verticalSpeed += upForce * Time.deltaTime; - verticalSpeed = Mathf.Clamp(verticalSpeed, -0.2f, 0.2f); - - transform.position += new Vector3(0, verticalSpeed, 0); - } - - // --------------------------------------------------------------------- - // 倾斜角控制 - // --------------------------------------------------------------------- - void ApplyRotation() - { - Quaternion q = Quaternion.Euler(angle, 0, 0); - transform.rotation = Quaternion.Slerp(transform.rotation, q, Time.deltaTime * 8f); - } -} diff --git a/Assets/Scripts/FloatBobberControllerProV4.cs.meta b/Assets/Scripts/FloatBobberControllerProV4.cs.meta deleted file mode 100644 index 66be78d20..000000000 --- a/Assets/Scripts/FloatBobberControllerProV4.cs.meta +++ /dev/null @@ -1,3 +0,0 @@ -fileFormatVersion: 2 -guid: 725d1d7ecc254c8a980d997ac7a9d5d3 -timeCreated: 1764166393 \ No newline at end of file diff --git a/Assets/Scripts/Test/BobberFloating.cs b/Assets/Scripts/Test/BobberFloating.cs new file mode 100644 index 000000000..678a7cb66 --- /dev/null +++ b/Assets/Scripts/Test/BobberFloating.cs @@ -0,0 +1,219 @@ +using UnityEngine; +using WaveHarmonic.Crest; + +namespace NBF +{ + public sealed class BobberFloating : MonoBehaviour + { + public WaterRenderer _water; + + [SerializeField] Rigidbody _RigidBody; + + [Tooltip("要瞄准哪一层水的碰撞层。")] [SerializeField] + CollisionLayer _Layer = CollisionLayer.AfterAnimatedWaves; + + [Header("浮力")] + [Header("力强度")] + [Tooltip("对于探测器而言,大致为 100 比 1 的质量与力的比例,以使质心保持在表面附近。对于“对齐法线”,默认值适用于具有默认刚体的默认球体。")] + [SerializeField] + float _BuoyancyForceStrength = 10f; + + [Header("扭矩强度")] [Tooltip("使船体方向与水的法线方向一致时所施加扭矩的大小。")] [SerializeField] + float _BuoyancyTorqueStrength = 8f; + + [Header("最大力矩")] [Tooltip("将浮力值固定在此数值上。\n\n适用于处理完全浸没的物体。")] [SerializeField] + float _MaximumBuoyancyForce = 100f; + + [Header("高度偏移")] [Tooltip("从变换中心到船体底部的高度偏移(如果存在)。\n\n默认值适用于默认球体。该值无需精确测量从中心到底部的距离。")] [SerializeField] + float _CenterToBottomOffset = -1f; + + [Tooltip("顺着波浪 “冲浪” 的近似流体动力学效果。")] [Range(0, 1)] [SerializeField] + float _AccelerateDownhill; + + + [Header("拖拽")] [Tooltip("在水中时使用拖拽功能。\n将此属性添加到刚体所声明的拖拽力上。")] [SerializeField] + Vector3 _Drag = new(2f, 3f, 1f); + + [Tooltip("在水中会产生旋转阻力。\n\n将此阻力添加到刚体上已声明的旋转阻力值之上。")] [SerializeField] + float _AngularDrag = 0.2f; + + [Tooltip("施加拉力的位置的垂直偏移量。")] [SerializeField] + float _ForceHeightOffset; + + + [Header("波响应")] [Tooltip("用于物理计算的物体宽度。\n\n此值越大,波响应的滤波效果和平滑程度就越高。如果无法对较大波长进行滤波,则应增加 LOD 级别。")] [SerializeField] + float _ObjectWidth = 3f; + + + // Debug + [Space(10)] [SerializeField] DebugFields _Debug = new(); + + [System.Serializable] + sealed class DebugFields + { + [SerializeField] internal bool _DrawQueries = false; + } + + internal const string k_FixedUpdateMarker = "Crest.FloatingObject.FixedUpdate"; + + static Unity.Profiling.ProfilerMarker s_FixedUpdateMarker = new(k_FixedUpdateMarker); + + /// + /// 这个物体的任何部分是否浸泡在水中? + /// + public bool InWater { get; private set; } + + readonly SampleFlowHelper _SampleFlowHelper = new(); + + Vector3[] _QueryPoints; + Vector3[] _QueryResultDisplacements; + Vector3[] _QueryResultVelocities; + Vector3[] _QueryResultNormal; + + internal FloatingObjectProbe[] _Probe = new FloatingObjectProbe[] { new() { _Weight = 1f } }; + + + private void Start() + { + if (_RigidBody == null) TryGetComponent(out _RigidBody); + + var points = _Probe; + // Advanced 还需要为中心增设一个位置。 + var length = points.Length; + _QueryPoints = new Vector3[length]; + _QueryResultDisplacements = new Vector3[length]; + _QueryResultVelocities = new Vector3[length]; + _QueryResultNormal = new Vector3[length]; + } + + private void FixedUpdate() + { + s_FixedUpdateMarker.Begin(this); + + var points = _Probe; + + // 查询 + var collisions = _water.AnimatedWavesLod.Provider; + + // 更新查询点。 + for (var i = 0; i < points.Length; i++) + { + var point = points[i]; + _QueryPoints[i] = + transform.TransformPoint(point._Position + new Vector3(0, _RigidBody.centerOfMass.y, 0)); + } + + _QueryPoints[^1] = transform.position + new Vector3(0, _RigidBody.centerOfMass.y, 0); + + collisions.Query(GetHashCode(), _ObjectWidth, _QueryPoints, _QueryResultDisplacements, + _QueryResultNormal, _QueryResultVelocities, _Layer); + + + //我们可以将表面速度过滤为最近两帧中的较小值。 + //存在一种极端情况:当波长被开启 / 关闭时,会产生单帧速度尖峰—— + //因为此时水面确实会发生极快的运动。 + var surfaceVelocity = _QueryResultVelocities[^1]; + _SampleFlowHelper.Sample(transform.position, out var surfaceFlow, minimumLength: _ObjectWidth); + surfaceVelocity += new Vector3(surfaceFlow.x, 0, surfaceFlow.y); + + if (_Debug._DrawQueries) + { + Debug.DrawLine(transform.position + 5f * Vector3.up, + transform.position + 5f * Vector3.up + surfaceVelocity, new(1, 1, 1, 0.6f)); + } + + { + var height = _QueryResultDisplacements[0].y + _water.SeaLevel; + var bottomDepth = height - transform.position.y - _CenterToBottomOffset; + var normal = _QueryResultNormal[0]; + + if (_Debug._DrawQueries) + { + var surfPos = transform.position; + surfPos.y = height; + DebugUtility.DrawCross(Debug.DrawLine, surfPos, normal, 1f, Color.red); + } + + InWater = bottomDepth > 0f; + if (!InWater) + { + s_FixedUpdateMarker.End(); + return; + } + + var buoyancy = _BuoyancyForceStrength * bottomDepth * bottomDepth * bottomDepth * + -Physics.gravity.normalized; + if (_MaximumBuoyancyForce < Mathf.Infinity) + { + buoyancy = Vector3.ClampMagnitude(buoyancy, _MaximumBuoyancyForce); + } + + _RigidBody.AddForce(buoyancy, ForceMode.Acceleration); + + // 在水面上滑行的近似流体动力学 + if (_AccelerateDownhill > 0f) + { + _RigidBody.AddForce(_AccelerateDownhill * -Physics.gravity.y * new Vector3(normal.x, 0f, normal.z), + ForceMode.Acceleration); + } + + + // 朝向 + // 与水面垂直。默认使用一个垂直方向,但也可以使用单独的垂直方向。 + // 根据船的长度与宽度的比例。这会根据船只的不同而产生不同的旋转效果。 + // dimensions. + { + var normalLatitudinal = normal; + + if (_Debug._DrawQueries) + Debug.DrawLine(transform.position, transform.position + 5f * normalLatitudinal, Color.green); + + var torqueWidth = Vector3.Cross(transform.up, normalLatitudinal); + _RigidBody.AddTorque(torqueWidth * _BuoyancyTorqueStrength, ForceMode.Acceleration); + _RigidBody.AddTorque(-_AngularDrag * _RigidBody.angularVelocity); + } + } + + // 相对于水进行拖拽操作 + if (_Drag != Vector3.zero) + { + var velocityRelativeToWater = _RigidBody.linearVelocity - surfaceVelocity; + + var forcePosition = _RigidBody.worldCenterOfMass + _ForceHeightOffset * Vector3.up; + _RigidBody.AddForceAtPosition( + _Drag.x * Vector3.Dot(transform.right, -velocityRelativeToWater) * transform.right, forcePosition, + ForceMode.Acceleration); + _RigidBody.AddForceAtPosition(_Drag.y * Vector3.Dot(Vector3.up, -velocityRelativeToWater) * Vector3.up, + forcePosition, ForceMode.Acceleration); + _RigidBody.AddForceAtPosition( + _Drag.z * Vector3.Dot(transform.forward, -velocityRelativeToWater) * transform.forward, + forcePosition, ForceMode.Acceleration); + } + + s_FixedUpdateMarker.End(); + } + } + + static class DebugUtility + { + public delegate void DrawLine(Vector3 position, Vector3 up, Color color, float duration); + + public static void DrawCross(DrawLine draw, Vector3 position, float r, Color color, float duration = 0f) + { + draw(position - Vector3.up * r, position + Vector3.up * r, color, duration); + draw(position - Vector3.right * r, position + Vector3.right * r, color, duration); + draw(position - Vector3.forward * r, position + Vector3.forward * r, color, duration); + } + + public static void DrawCross(DrawLine draw, Vector3 position, Vector3 up, float r, Color color, + float duration = 0f) + { + up.Normalize(); + var right = Vector3.Normalize(Vector3.Cross(up, Vector3.forward)); + var forward = Vector3.Cross(up, right); + draw(position - up * r, position + up * r, color, duration); + draw(position - right * r, position + right * r, color, duration); + draw(position - forward * r, position + forward * r, color, duration); + } + } +} \ No newline at end of file diff --git a/Assets/Scripts/Test/BobberFloating.cs.meta b/Assets/Scripts/Test/BobberFloating.cs.meta new file mode 100644 index 000000000..179ad07c9 --- /dev/null +++ b/Assets/Scripts/Test/BobberFloating.cs.meta @@ -0,0 +1,3 @@ +fileFormatVersion: 2 +guid: c103db8c4b014d87845103a400b1ace5 +timeCreated: 1772159688 \ No newline at end of file diff --git a/Assets/Scripts/Test/Buoyancy.cs b/Assets/Scripts/Test/Buoyancy.cs deleted file mode 100644 index ce797e0e1..000000000 --- a/Assets/Scripts/Test/Buoyancy.cs +++ /dev/null @@ -1,209 +0,0 @@ -using System; -using UnityEngine; - -[ExecuteInEditMode] -[RequireComponent(typeof(Rigidbody))] -public class Buoyancy : MonoBehaviour -{ - // ====== No water plugin dependency ====== - [Header("Water (No Plugin)")] - [Tooltip("Fallback flat water level (Y). Set this to match your scene water height for now.")] - public float waterLevel = 0f; - - [Tooltip("If false, buoyancy is disabled and rigidbody uses gravity.")] - public bool waterAvailable = true; - - // ====== Original fields (kept) ====== - public bool includeDeformation = true; - - [Tooltip("Approxative radius of object for buoyancy.")] - public float sphereRadiusApproximation = 0.25f; - - [Tooltip("Specifies the multiplier for the movement induced by other deformation (waves, swell... etc).")] - public float waveForceMultiplier = 1f; - - [Tooltip("Specifies the multiplier for the movement induced by the current of the water surface.")] - public float currentSpeedMultiplier = 1f; - - [Tooltip("Specifies the multiplier for the drag forces induced by the viscosity of the mediums.")] - public float dragMultiplier = 1f; - - public float defaultRigidbodyDrag = 0.1f; - - public float underwaterRigidbodyAngularDrag = 1f; - - public float overwaterRigidbodyAngularDrag = 0.05f; - - [Tooltip("Specifies the value for surface tension. A high value will stop the object bouncing faster on water.")] - public float surfaceTensionDamping = 10f; - - [Tooltip("When enabled, the net force is applied with a random offset to create an angular velocity.")] - public bool applyForceWithRandomOffset; - - // 原脚本里这个是 HDRP 的“自定义网格水面高度偏移”,这里保留字段但不再依赖水插件 - [Tooltip("Optional extra offset added to sampled water height. Useful if your water mesh pivot isn't at surface level.")] - public float waterHeightOffset = 0f; - - public bool drawDebug; - - private Vector3 currentDirection; - private Vector3 A; - private Vector3 B; - private Vector3 C; - private Vector3 waterPosition; - private Vector3 normal; - private Vector3 deformationDirection; - - private Rigidbody rigidbodyComponent; - - private float h; - private float hNormalized; - - private bool _isEnabled = true; - - private void Start() - { - rigidbodyComponent = GetComponent(); - rigidbodyComponent.useGravity = false; - rigidbodyComponent.linearDamping = defaultRigidbodyDrag; - } - - public void EnablePhysics(bool set) - { - _isEnabled = set; - } - - private void FixedUpdate() - { - // ✅ 关键:没有水 / 禁用时,回到“用Unity重力” - if (!_isEnabled || !waterAvailable) - { - h = (hNormalized = 0f); - rigidbodyComponent.useGravity = true; - return; - } - - rigidbodyComponent.useGravity = false; - - FetchWaterSurfaceData(transform.position, out waterPosition, out normal, out currentDirection); - - deformationDirection = Vector3.ProjectOnPlane(normal, Vector3.up); - - h = Mathf.Clamp( - waterPosition.y - (transform.position.y - sphereRadiusApproximation), - 0f, - 2f * sphereRadiusApproximation - ); - - hNormalized = h * 1f / (2f * sphereRadiusApproximation); - - float num = MathF.PI * h * h / 3f * (3f * sphereRadiusApproximation - h); - - rigidbodyComponent.angularDamping = Mathf.Lerp(overwaterRigidbodyAngularDrag, underwaterRigidbodyAngularDrag, hNormalized); - - // === 以下保持原脚本单位/写法(尽量贴近原行为) === - Vector3 b = rigidbodyComponent.mass * Physics.gravity; - Vector3 vector = Vector3.Lerp(Physics.gravity, b, hNormalized); - - float num2 = 997f; - float num3 = 0.001293f; - float num4 = 1.81E-05f; - float num5 = 0.001f; - float num6 = 0.47f; - - Vector3 vector2 = (0f - num2) * num * Physics.gravity; - - Vector3 a = MathF.PI * 6f * sphereRadiusApproximation * num4 * -rigidbodyComponent.linearVelocity; - Vector3 b2 = MathF.PI * 6f * sphereRadiusApproximation * num5 * -rigidbodyComponent.linearVelocity; - Vector3 vector3 = Vector3.Lerp(a, b2, hNormalized) * dragMultiplier; - - float num7 = Mathf.Lerp( - b: Mathf.Sqrt(2f * rigidbodyComponent.mass * (0f - Physics.gravity.y) / - (num2 * MathF.PI * Mathf.Pow(sphereRadiusApproximation, 2f) * num6)), - a: Mathf.Sqrt(2f * rigidbodyComponent.mass * (0f - Physics.gravity.y) / - (num3 * MathF.PI * Mathf.Pow(sphereRadiusApproximation, 2f) * num6)), - t: hNormalized - ); - - Vector3 force = vector + vector2 + vector3; - - Vector3 vector4 = applyForceWithRandomOffset - ? (new Vector3( - UnityEngine.Random.Range(-1f, 1f), - UnityEngine.Random.Range(-1f, 1f), - UnityEngine.Random.Range(-1f, 1f) - ) * sphereRadiusApproximation / 5f) - : Vector3.zero; - - rigidbodyComponent.AddForceAtPosition(force, transform.position + vector4, ForceMode.Acceleration); - - if (hNormalized > 0f && hNormalized < 1f) - { - Vector3 force2 = -(Vector3.Dot(rigidbodyComponent.linearVelocity, Physics.gravity.normalized) - * Physics.gravity.normalized) * surfaceTensionDamping; - - rigidbodyComponent.AddForce(force2, ForceMode.Acceleration); - - if (includeDeformation) - { - rigidbodyComponent.AddForce(deformationDirection * waveForceMultiplier, ForceMode.Acceleration); - rigidbodyComponent.AddForce(currentDirection * currentSpeedMultiplier, ForceMode.Acceleration); - } - } - - if (rigidbodyComponent.linearVelocity.magnitude > num7) - { - rigidbodyComponent.linearVelocity = rigidbodyComponent.linearVelocity.normalized * num7; - } - } - - private Vector3 FetchWaterSurfaceData(Vector3 point, out Vector3 positionWS, out Vector3 normalWS, out Vector3 currentDirectionWS) - { - // ✅ 插件无关:统一从 GetWaterInfo 拿数据 - GetWaterInfo(point, out float waterHeight, out normalWS, out currentDirectionWS); - - positionWS = new Vector3(point.x, waterHeight + waterHeightOffset, point.z); - - if (normalWS == Vector3.zero) normalWS = Vector3.up; - - return positionWS; - } - - /// - /// Water provider (no plugin dependency). - /// 默认:水平水面,高度 = waterLevel - /// 以后接 Crest5:你只要改这个函数即可。 - /// - protected virtual void GetWaterInfo(Vector3 worldPoint, out float waterHeight, out Vector3 waterNormal, out Vector3 waterCurrentDir) - { - waterHeight = waterLevel; // 默认水面高度(可在Inspector里调对齐) - waterNormal = Vector3.up; // 默认法线 - waterCurrentDir = Vector3.zero; // 默认水流方向 - } - - public Vector3 GetCurrentWaterPosition() => waterPosition; - - public float GetNormalizedHeightOfSphereBelowSurface() => hNormalized; - - private void OnDrawGizmosSelected() - { - if (!drawDebug) return; - - Gizmos.color = Color.magenta; - Gizmos.DrawLine(transform.position, transform.position + normal); - - Gizmos.color = Color.green; - Gizmos.DrawLine(transform.position, transform.position + deformationDirection * 10f); - - Gizmos.color = Color.red; - Gizmos.DrawLine(transform.position, transform.position + currentDirection); - - Gizmos.color = Color.yellow; - Gizmos.DrawSphere(transform.position, sphereRadiusApproximation); - - Gizmos.color = Color.blue; - Gizmos.DrawSphere(A, sphereRadiusApproximation / 10f); - Gizmos.DrawSphere(B, sphereRadiusApproximation / 10f); - Gizmos.DrawSphere(C, sphereRadiusApproximation / 10f); - } -} \ No newline at end of file diff --git a/Assets/Scripts/Test/Buoyancy.cs.meta b/Assets/Scripts/Test/Buoyancy.cs.meta deleted file mode 100644 index e6646fccf..000000000 --- a/Assets/Scripts/Test/Buoyancy.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: dd1aa9f0de8b435448c6893ecc60d021 \ No newline at end of file diff --git a/Assets/Scripts/Test/FlatWaterHeightProvider.cs b/Assets/Scripts/Test/FlatWaterHeightProvider.cs deleted file mode 100644 index 42eb531fc..000000000 --- a/Assets/Scripts/Test/FlatWaterHeightProvider.cs +++ /dev/null @@ -1,16 +0,0 @@ -using UnityEngine; - -public interface IWaterHeightProvider -{ - /// 返回 worldPos 位置的水面高度(Y) - float GetWaterHeight(Vector3 worldPos); -} - -/// -/// 最简单的水面:固定平面(适合先跑通逻辑) -/// -public class FlatWaterHeightProvider : MonoBehaviour, IWaterHeightProvider -{ - public float waterY = 0f; - public float GetWaterHeight(Vector3 worldPos) => waterY; -} \ No newline at end of file diff --git a/Assets/Scripts/Test/FlatWaterHeightProvider.cs.meta b/Assets/Scripts/Test/FlatWaterHeightProvider.cs.meta deleted file mode 100644 index 2dbc53a1d..000000000 --- a/Assets/Scripts/Test/FlatWaterHeightProvider.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: a1300e9b5a5c347408708087176324c0 \ No newline at end of file diff --git a/Assets/Scripts/Test/FloatBobberController.cs b/Assets/Scripts/Test/FloatBobberController.cs deleted file mode 100644 index 083933b5e..000000000 --- a/Assets/Scripts/Test/FloatBobberController.cs +++ /dev/null @@ -1,370 +0,0 @@ -// using UnityEngine; -// -// [DisallowMultipleComponent] -// public class FloatBobberController : MonoBehaviour -// { -// public enum FloatState -// { -// FreePhysics, // 正常物理 -// Standing, // 站漂(可选:更“稳”的物理态) -// Laying, // 躺漂(浮力过大/出水过多) -// AnimBite // 漂相动画接管:黑漂/顿漂/移漂/顶漂 -// } -// -// public enum BiteType -// { -// Black, // 黑漂:快速下沉 -// Dip, // 顿漂:下压一下回弹 -// Move, // 移漂:水平拖动 -// Lift // 顶漂:上顶(上浮) -// } -// -// [Header("Refs")] -// public Rigidbody rb; -// public ConfigurableJoint joint; // 浮漂与鱼钩端连接的 joint -// public MonoBehaviour waterProviderMB; // 拖一个实现 IWaterHeightProvider 的组件(如 FlatWaterHeightProvider / KWS适配器) -// private IWaterHeightProvider water; -// -// [Header("Buoyancy")] -// [Tooltip("浮漂的有效高度(决定淹没比例计算)")] -// public float floatHeight = 0.18f; -// [Tooltip("浮力系数(越大越容易浮起)")] -// public float buoyancy = 18f; -// [Tooltip("水中阻尼(抑制乱抖/失控)")] -// public float waterDrag = 2.0f; -// [Tooltip("水中角阻尼")] -// public float waterAngularDrag = 2.0f; -// -// [Header("Auto Lay (躺漂判定)")] -// [Tooltip("出水比例超过这个值(0~1),且浮力明显大于重力时,进入躺漂")] -// [Range(0f, 1f)] public float tooMuchOutOfWater01 = 0.55f; -// [Tooltip("浮力/重力比超过该值,认为浮力过大(更容易躺漂)")] -// public float buoyancyOverGravityToLay = 1.15f; -// [Tooltip("躺漂时目标倾角(度)")] -// public float layTiltAngle = 75f; -// [Tooltip("躺漂倾斜速度")] -// public float layTiltSpeed = 6f; -// -// [Header("Joint Drive (用于动画接管)")] -// public float animDriveSpring = 1200f; -// public float animDriveDamper = 120f; -// public float animMaxForce = 10000f; -// -// [Header("Bite Animation Settings")] -// public BiteAnim black = new BiteAnim -// { -// duration = 0.35f, -// verticalOffset = -0.14f, -// curve = AnimationCurve.EaseInOut(0, 0, 1, 1) -// }; -// -// public BiteAnim dip = new BiteAnim -// { -// duration = 0.55f, -// verticalOffset = -0.08f, -// curve = new AnimationCurve( -// new Keyframe(0, 0), -// new Keyframe(0.25f, 1f), -// new Keyframe(0.6f, 0.2f), -// new Keyframe(1f, 0) -// ) -// }; -// -// public BiteAnim lift = new BiteAnim -// { -// duration = 0.6f, -// verticalOffset = +0.06f, -// curve = new AnimationCurve( -// new Keyframe(0, 0), -// new Keyframe(0.3f, 1f), -// new Keyframe(1f, 0) -// ) -// }; -// -// public BiteAnim move = new BiteAnim -// { -// duration = 0.9f, -// horizontalOffset = 0.18f, -// curve = AnimationCurve.EaseInOut(0, 0, 1, 1) -// }; -// -// [System.Serializable] -// public struct BiteAnim -// { -// public float duration; -// public AnimationCurve curve; -// [Tooltip("相对水面的竖直偏移幅度(m),负数=下沉,正数=上顶")] -// public float verticalOffset; -// [Tooltip("水平偏移幅度(m),用于移漂(沿 forward 或指定方向)")] -// public float horizontalOffset; -// } -// -// [Header("Runtime")] -// public FloatState state = FloatState.FreePhysics; -// -// // 内部:动画接管 -// private BiteType currentBite; -// private float biteT; -// private float biteDuration; -// private BiteAnim biteAnim; -// private Vector3 biteDirWorld; // 移漂方向 -// private Vector3 jointBaseTargetPos; -// private bool jointHadTarget; -// -// private void Reset() -// { -// rb = GetComponent(); -// joint = GetComponent(); -// } -// -// private void Awake() -// { -// if (!rb) rb = GetComponent(); -// if (!joint) joint = GetComponent(); -// -// water = waterProviderMB as IWaterHeightProvider; -// if (water == null && waterProviderMB != null) -// water = waterProviderMB.GetComponent(); -// -// // joint 初始化建议(确保 targetPosition 驱动生效) -// if (joint) -// { -// joint.configuredInWorldSpace = false; // targetPosition 在 joint 的本地坐标系更稳定 -// joint.rotationDriveMode = RotationDriveMode.Slerp; -// -// // 建议锁住角度,避免动画接管时乱拧;如果你需要漂转向可放开 -// joint.angularXMotion = ConfigurableJointMotion.Locked; -// joint.angularYMotion = ConfigurableJointMotion.Locked; -// joint.angularZMotion = ConfigurableJointMotion.Locked; -// -// // 位置建议:X/Z 限制,Y 可自由(看你钓组结构) -// // 这里不强制修改,你项目里如果已经配好了就别动 -// } -// } -// -// private void FixedUpdate() -// { -// if (water == null) -// { -// // 没水面采样就只能纯物理 -// state = FloatState.FreePhysics; -// return; -// } -// -// Vector3 pos = rb.position; -// float waterY = water.GetWaterHeight(pos); -// -// // 计算淹没比例:以浮漂中心为基准,上下 floatHeight/2 -// float topY = pos.y + floatHeight * 0.5f; -// float bottomY = pos.y - floatHeight * 0.5f; -// -// float submerged01 = 0f; -// if (waterY <= bottomY) submerged01 = 0f; -// else if (waterY >= topY) submerged01 = 1f; -// else submerged01 = Mathf.InverseLerp(bottomY, topY, waterY); -// -// float outOfWater01 = 1f - submerged01; -// -// // 基础浮力 & 阻尼(只在水中起作用) -// ApplyBuoyancy(submerged01, waterY); -// -// // 躺漂判定(只在非动画接管时) -// if (state != FloatState.AnimBite) -// { -// bool shouldLay = ShouldLay(outOfWater01, submerged01); -// if (shouldLay) -// state = FloatState.Laying; -// else -// state = FloatState.FreePhysics; // 你也可以在这里细分 Standing -// } -// -// // 状态行为 -// switch (state) -// { -// case FloatState.Laying: -// DoLay(waterY); -// break; -// -// case FloatState.AnimBite: -// DoBiteAnim(waterY); -// break; -// -// default: -// // 正常物理时恢复 joint drive(避免被动画参数影响) -// RestoreJointDriveIfNeeded(); -// break; -// } -// } -// -// private void ApplyBuoyancy(float submerged01, float waterY) -// { -// // 水中阻尼:淹没越多阻尼越强 -// rb.linearDamping = Mathf.Lerp(rb.linearDamping, submerged01 > 0 ? waterDrag : 0f, 0.25f); -// rb.angularDamping = Mathf.Lerp(rb.angularDamping, submerged01 > 0 ? waterAngularDrag : 0.05f, 0.25f); -// -// if (submerged01 <= 0f) return; -// -// // 浮力:与淹没比例近似线性(你也可以换成平方让“接近全淹没时更强”) -// float g = Physics.gravity.magnitude; -// float buoyForce = buoyancy * submerged01; -// -// // 让浮力作用点略低于中心,产生一点“站漂”稳定性(可选) -// Vector3 forcePoint = rb.worldCenterOfMass + Vector3.down * (floatHeight * 0.15f); -// -// rb.AddForceAtPosition(Vector3.up * buoyForce, forcePoint, ForceMode.Force); -// -// // 额外:把浮漂轻轻拉向水面(避免小抖导致上下乱跳) -// float surfacePull = 6f * submerged01; -// float yError = waterY - rb.position.y; -// rb.AddForce(Vector3.up * (yError * surfacePull), ForceMode.Force); -// } -// -// private bool ShouldLay(float outOfWater01, float submerged01) -// { -// if (submerged01 <= 0f) return false; -// -// // “浮力/重力”粗判:浮力系数与质量、g相关 -// float gravityForce = rb.mass * Physics.gravity.magnitude; -// // 这里的 buoyancy 是 ForceMode.Force 下的“牛顿”,所以直接比值即可 -// float buoyForceAtFull = buoyancy; // submerged=1 时 -// float ratio = buoyForceAtFull / Mathf.Max(0.0001f, gravityForce); -// -// return (outOfWater01 >= tooMuchOutOfWater01) && (ratio >= buoyancyOverGravityToLay); -// } -// -// private void DoLay(float waterY) -// { -// // 躺漂:把浮漂慢慢倾斜到 layTiltAngle,同时让它更贴近水面 -// Quaternion targetRot = Quaternion.AngleAxis(layTiltAngle, transform.right) * Quaternion.LookRotation(transform.forward, Vector3.up); -// rb.MoveRotation(Quaternion.Slerp(rb.rotation, targetRot, layTiltSpeed * Time.fixedDeltaTime)); -// -// // 贴近水面一点(不要完全锁死,保持自然) -// float targetY = waterY + floatHeight * 0.15f; -// Vector3 p = rb.position; -// p.y = Mathf.Lerp(p.y, targetY, 3f * Time.fixedDeltaTime); -// rb.MovePosition(p); -// -// RestoreJointDriveIfNeeded(); -// } -// -// private void DoBiteAnim(float waterY) -// { -// biteT += Time.fixedDeltaTime; -// float t01 = (biteDuration <= 0.0001f) ? 1f : Mathf.Clamp01(biteT / biteDuration); -// float k = biteAnim.curve != null ? biteAnim.curve.Evaluate(t01) : t01; -// -// // 目标偏移:相对水面 -// float yOff = biteAnim.verticalOffset * k; -// float xzOff = biteAnim.horizontalOffset * k; -// -// // 用 joint.targetPosition 驱动:更像“鱼线/钓组拉着漂走/压漂” -// if (joint) -// { -// EnsureJointDriveForAnim(); -// -// // joint.targetPosition 是在 joint space(本地) -// // 这里做一个“基准 targetPosition + 偏移”,基准取进入动画时的 targetPosition -// Vector3 target = jointBaseTargetPos; -// -// // 竖直:沿 joint 的 local Y -// target += Vector3.up * yOff; -// -// // 移漂:我们用世界方向投到 joint 的 local XZ(近似) -// if (currentBite == BiteType.Move && xzOff != 0f) -// { -// Vector3 worldOffset = biteDirWorld.normalized * xzOff; -// Vector3 localOffset = transform.InverseTransformVector(worldOffset); -// target += new Vector3(localOffset.x, 0f, localOffset.z); -// } -// -// joint.targetPosition = target; -// } -// else -// { -// // 没 joint 就退化:用 MovePosition 做受控位移(稳定但不如 joint 自然) -// Vector3 p = rb.position; -// p.y = Mathf.Lerp(p.y, waterY + yOff, 12f * Time.fixedDeltaTime); -// if (currentBite == BiteType.Move && xzOff != 0f) -// p += biteDirWorld.normalized * (xzOff * 0.2f); // 轻推 -// rb.MovePosition(p); -// } -// -// // 动画结束,回到物理 -// if (t01 >= 1f) -// { -// state = FloatState.FreePhysics; -// RestoreJointDriveIfNeeded(); -// } -// } -// -// private void EnsureJointDriveForAnim() -// { -// if (!joint) return; -// -// if (!jointHadTarget) -// { -// jointHadTarget = true; -// jointBaseTargetPos = joint.targetPosition; -// } -// -// // 只设置一次也行,这里每次保证一致 -// JointDrive d = new JointDrive -// { -// positionSpring = animDriveSpring, -// positionDamper = animDriveDamper, -// maximumForce = animMaxForce -// }; -// -// joint.xDrive = d; -// joint.yDrive = d; -// joint.zDrive = d; -// } -// -// private void RestoreJointDriveIfNeeded() -// { -// // 退出动画时恢复基准 target(避免残留偏移) -// if (!joint) return; -// if (!jointHadTarget) return; -// -// // 慢慢回到基准 targetPosition(更平滑) -// joint.targetPosition = Vector3.Lerp(joint.targetPosition, jointBaseTargetPos, 8f * Time.fixedDeltaTime); -// -// // 当接近后释放 -// if ((joint.targetPosition - jointBaseTargetPos).sqrMagnitude < 0.000001f) -// { -// joint.targetPosition = jointBaseTargetPos; -// jointHadTarget = false; -// } -// } -// -// /// -// /// 外部触发漂相(鱼咬钩/流水/风/玩家提竿前的反馈等) -// /// -// public void PlayBite(BiteType type, Vector3? moveDirWorld = null) -// { -// currentBite = type; -// biteT = 0f; -// -// biteAnim = type switch -// { -// BiteType.Black => black, -// BiteType.Dip => dip, -// BiteType.Move => move, -// BiteType.Lift => lift, -// _ => black -// }; -// -// biteDuration = Mathf.Max(0.02f, biteAnim.duration); -// biteDirWorld = moveDirWorld ?? transform.forward; -// -// // 进入动画接管 -// state = FloatState.AnimBite; -// -// // 记录进入动画时 joint 的基准 target -// if (joint) -// { -// jointBaseTargetPos = joint.targetPosition; -// jointHadTarget = true; -// } -// } -// } \ No newline at end of file diff --git a/Assets/Scripts/Test/FloatBobberController.cs.meta b/Assets/Scripts/Test/FloatBobberController.cs.meta deleted file mode 100644 index 6a64211b5..000000000 --- a/Assets/Scripts/Test/FloatBobberController.cs.meta +++ /dev/null @@ -1,2 +0,0 @@ -fileFormatVersion: 2 -guid: 4c9bb50ca0b0b5547937d3ce82577fad \ No newline at end of file diff --git a/Fishing2.sln.DotSettings.user b/Fishing2.sln.DotSettings.user index 38f4c86c8..d062a4622 100644 --- a/Fishing2.sln.DotSettings.user +++ b/Fishing2.sln.DotSettings.user @@ -17,6 +17,7 @@ ForceIncluded ForceIncluded ForceIncluded + ForceIncluded ForceIncluded ForceIncluded ForceIncluded diff --git a/Packages/com.waveharmonic.crest/Runtime/Materials/Water Volume.mat b/Packages/com.waveharmonic.crest/Runtime/Materials/Water Volume.mat index 1f420c8dc..0a459305e 100644 --- a/Packages/com.waveharmonic.crest/Runtime/Materials/Water Volume.mat +++ b/Packages/com.waveharmonic.crest/Runtime/Materials/Water Volume.mat @@ -12,22 +12,26 @@ Material: m_Parent: {fileID: 0} m_ModifiedSerializedProperties: 0 m_ValidKeywords: + - _CREST_FLOW_LOD - d_Crest_NoMaskDepth - d_Dithering m_InvalidKeywords: + - CREST_CAUSTICS_ON + - CREST_FOAM_ON - _ALPHATEST_ON - _BUILTIN_ALPHATEST_ON - _BUILTIN_AlphaClip - _BUILTIN_SURFACE_TYPE_TRANSPARENT + - _BUILTIN_TRANSPARENT_RECEIVES_SHADOWS - _DOUBLESIDED_ON + - _EMISSION - _ENABLE_FOG_ON_TRANSPARENT - - _REFRACTION_PLANE - _SURFACE_TYPE_TRANSPARENT - _TRANSPARENT_WRITES_MOTION_VEC - m_LightmapFlags: 2 + m_LightmapFlags: 4 m_EnableInstancingVariants: 0 - m_DoubleSidedGI: 1 - m_CustomRenderQueue: 3000 + m_DoubleSidedGI: 0 + m_CustomRenderQueue: -1 stringTagMap: {} disabledShaderPasses: [] m_LockedProperties: @@ -48,7 +52,7 @@ Material: - _Crest_Version: 0 m_Floats: - CREST_FLOW: 0 - - _CREST_FLOW_LOD: 0 + - _CREST_FLOW_LOD: 1 - _Crest_AmbientTerm: 1 - _Crest_Anisotropy: 0.5 - _Crest_CausticsDepthOfField: 6 diff --git a/UserSettings/EditorUserSettings.asset b/UserSettings/EditorUserSettings.asset index f0d8fbce1..947833d1d 100644 --- a/UserSettings/EditorUserSettings.asset +++ b/UserSettings/EditorUserSettings.asset @@ -9,32 +9,32 @@ EditorUserSettings: value: 18134705175a055722080a3115371d4a0d55006876786860616b0471b8b07a68ffab74f9ee2a3a30300cea1a11320d0beb1a0c25f7060f494b4cc80018eb09361fc211cb1f862d19c51d19dcc413d6ade0d8ddfcddf9f4d9d29195fcfde6ebeae6f0a9c9afa6f8c5b89ff7a1aacececac4eba4d7c9d28bda flags: 0 RecentlyUsedSceneGuid-0: - value: 5403560050570a5a08085523137709114e15492e7c7f74677e2f4c61b0b3633e - flags: 0 - RecentlyUsedSceneGuid-1: - value: 0700575604020d0a5c0a0a2643770d45134f487e74782031287d1f65b7b4623b - flags: 0 - RecentlyUsedSceneGuid-2: - value: 535552075c510a595b5f557040770e484e164d792d7d75657d791e62b4e4366b - flags: 0 - RecentlyUsedSceneGuid-3: - value: 550350030051080c080c0d21437759124716197b792977697a2b4936e6e26c3d - flags: 0 - RecentlyUsedSceneGuid-4: - value: 0104025352005d0f0e0d0d2741775c12401519287c297167282a1935b1b13269 - flags: 0 - RecentlyUsedSceneGuid-5: - value: 5409035450035e0e0c5d5a7a13770a40454e4f722f7f24347e2d1f30b0b76360 - flags: 0 - RecentlyUsedSceneGuid-6: - value: 07060c5454040c0a545b547240700a441216417e7f2e7268752c4966b4b0663d - flags: 0 - RecentlyUsedSceneGuid-7: value: 5309035757065a0a54575f7216265c4444151d28792e72627d2f1935bbb8673a flags: 0 - RecentlyUsedSceneGuid-8: + RecentlyUsedSceneGuid-1: value: 5505015f5c515a085f5b092149760f441716407a787d7564287b1b36e7e1366e flags: 0 + RecentlyUsedSceneGuid-2: + value: 515250075c0c595e5f5a5e71122159444e4e4a2f7a7d7f602f284d66b4b76661 + flags: 0 + RecentlyUsedSceneGuid-3: + value: 005704520005080c5959542646205b4447154d2e7b7d7e34787f1e6ab0b56c3a + flags: 0 + RecentlyUsedSceneGuid-4: + value: 53525155015459595c5d5e7315700744174e1a7f7a797e627f2b4b6abab3326f + flags: 0 + RecentlyUsedSceneGuid-5: + value: 5a09065056055c0e595d0a20447b0b4415164e2b297c75682f7c1866b0b3656c + flags: 0 + RecentlyUsedSceneGuid-6: + value: 0750065f5d57580c5c0b5d7741275e44464e1d297b7e77342e784a64b3e13539 + flags: 0 + RecentlyUsedSceneGuid-7: + value: 01085257040c5f0e0c0d5f27457b0f444e4e192c7b2d7e6428794d67e3b36668 + flags: 0 + RecentlyUsedSceneGuid-8: + value: 52530c5601535f020f565a2043770d1612154d2f747975692c7b4e66b5e3303b + flags: 0 RecentlyUsedSceneGuid-9: value: 0054045155060d5a5c575f7045270d44474f4e7c7f7924637e2a1832b1b5636d flags: 0