修改
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@@ -402,10 +402,6 @@ MonoBehaviour:
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showDebugInfo: 1
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showDebugInfo: 1
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defaultTransitionSpeed: 2
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defaultTransitionSpeed: 2
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LinelenghtDiferent: 0
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LinelenghtDiferent: 0
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lengthLimitTolerance: 0.01
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breakStretchThreshold: 0.3
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breakStretchPercentMinThreshold: 0.06
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breakLimitDuration: 3
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--- !u!1 &1858052053854210
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--- !u!1 &1858052053854210
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GameObject:
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GameObject:
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m_ObjectHideFlags: 0
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m_ObjectHideFlags: 0
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@@ -781,7 +777,7 @@ MonoBehaviour:
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m_Script: {fileID: 11500000, guid: 7f840e1966fd4c2aafe2f37ca260cdd2, type: 3}
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m_Script: {fileID: 11500000, guid: 7f840e1966fd4c2aafe2f37ca260cdd2, type: 3}
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m_Name:
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m_Name:
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m_EditorClassIdentifier: Assembly-CSharp::NBF.FLineLogicNode
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m_EditorClassIdentifier: Assembly-CSharp::NBF.FLineLogicNode
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NodeType: 1
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NodeType: 0
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rope: {fileID: 0}
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rope: {fileID: 0}
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preRigidbody: {fileID: 0}
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preRigidbody: {fileID: 0}
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--- !u!1 &3739175077773299312
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--- !u!1 &3739175077773299312
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@@ -133,7 +133,7 @@ namespace NBF
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private void Update()
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private void Update()
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{
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{
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LinelenghtDiferent = GetLineDistance();
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// LinelenghtDiferent = GetLineDistance();
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//非钓鱼状态
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//非钓鱼状态
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if (Rod) Rod.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f);
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if (Rod) Rod.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f);
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@@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using System.Collections.Generic;
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using Fantasy.Async;
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using UnityEngine;
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using UnityEngine;
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namespace NBF
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namespace NBF
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@@ -15,12 +16,18 @@ namespace NBF
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public Player Owner;
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public Player Owner;
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public virtual void Init(Player player, int configId, List<int> bindItems)
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public virtual async FTask Init(Player player, int configId, List<int> bindItems)
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{
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{
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Owner = player;
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Owner = player;
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ConfigID = configId;
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ConfigID = configId;
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BindItems.Clear();
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BindItems.Clear();
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BindItems.AddRange(bindItems);
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BindItems.AddRange(bindItems);
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await OnInit();
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}
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protected virtual async FTask OnInit()
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{
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await FTask.CompletedTask;
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}
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}
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}
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}
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}
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}
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@@ -156,7 +156,7 @@ namespace NBF
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yield return 1;
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yield return 1;
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}
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}
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public async FTask InitRod()
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protected override async FTask OnInit()
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{
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{
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transform.localPosition = Vector3.zero;
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transform.localPosition = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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transform.localRotation = Quaternion.identity;
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@@ -293,7 +293,7 @@ namespace NBF
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var solver = Instantiate(lineSolverPrefab, GearRoot);
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var solver = Instantiate(lineSolverPrefab, GearRoot);
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solver.transform.position = Asset.lineConnector.position;
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solver.transform.position = Asset.lineConnector.position;
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solver.transform.rotation = Asset.lineConnector.rotation;
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solver.transform.rotation = Asset.lineConnector.rotation;
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var indexNames = new[] { "fishing line float set", "fishing line spinning" };
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var indexNames = new[] { "LineHand1", "LineHand1" };
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var path =
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var path =
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$"Assets/ResRaw/Prefabs/Line/{indexNames[currentLineTypeIndex]}.prefab";
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$"Assets/ResRaw/Prefabs/Line/{indexNames[currentLineTypeIndex]}.prefab";
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var prefab = Assets.Load<GameObject>(path);
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var prefab = Assets.Load<GameObject>(path);
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@@ -72,7 +72,7 @@ namespace NBF
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private void UpdateTimeOfDay()
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private void UpdateTimeOfDay()
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{
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{
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var p = GameTimer.GetGameDayProgress();
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var p = GameTimer.GetGameDayProgress();
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p = 0.3f;
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p = 0.1f;
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// Debug.Log(p);
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// Debug.Log(p);
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EnviroManager.instance.Time.SetTimeOfDay(p * 24f);
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EnviroManager.instance.Time.SetTimeOfDay(p * 24f);
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// if(AzureCoreSystem)
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// if(AzureCoreSystem)
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@@ -77,6 +77,12 @@ namespace NBF
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await UnUseItem();
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await UnUseItem();
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}
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}
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var itemConfig = Game.Tables.TbItem.Get(configId);
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var Rod = itemConfig.InstantiateAndComponent<FRod>(Map.Instance.GearsNode, Vector3.zero,
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Quaternion.identity);
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await Rod.Init(this, configId, bindItems);
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HandItem = Rod;
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// ModelAsset.PlayerAnimator.OnUseItem(itemView);
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// ModelAsset.PlayerAnimator.OnUseItem(itemView);
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// if (currItem == null)
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// if (currItem == null)
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