diff --git a/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs b/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs
index 44197e091..2682bc49e 100644
--- a/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs
+++ b/Assets/Scripts/Fishing/New/View/Player/States/PlayerStageViewThrow.cs
@@ -56,7 +56,7 @@ namespace NBF
if (rod != null && rod.Line != null && rod.Line.Lure != null)
{
// 使用 ChargedProgress 作为力度系数 (0-1)
- float throwForce = 20f + ChargedProgress * 50f;
+ float throwForce = 20f + ChargedProgress * 90f;
// 水平向前 + 向上抛出,形成抛物线轨迹
Vector3 throwDirection = PlayerView.Unity.transform.forward;// + Vector3.up * throwUpAngle;
diff --git a/Assets/Scripts/Fishing/Rope/Rope.cs b/Assets/Scripts/Fishing/Rope/Rope.cs
index 0c76df1db..9dc6f3bf1 100644
--- a/Assets/Scripts/Fishing/Rope/Rope.cs
+++ b/Assets/Scripts/Fishing/Rope/Rope.cs
@@ -513,58 +513,6 @@ public class Rope : MonoBehaviour
_pPrev[last] = e - endAnchor.linearVelocity * _dt;
}
- private void SolveDistanceConstraints_FABRIK()
- {
- int last = _physicsNodes - 1;
- if (last < 1) return;
-
- // 起点固定
- _pCurr[0] = _startTr ? _startTr.position : startAnchor.position;
-
- // Forward: from start to end
- for (int i = 1; i <= last; i++)
- {
- float rest = (i == 1) ? _headRestLen : physicsSegmentLen;
-
- Vector3 prev = _pCurr[i - 1];
- Vector3 curr = _pCurr[i];
- Vector3 dir = curr - prev;
- float sq = dir.sqrMagnitude;
-
- if (sq < 1e-12f)
- dir = Vector3.down;
- else
- dir /= Mathf.Sqrt(sq);
-
- _pCurr[i] = prev + dir * rest;
- }
-
- // 终点固定
- _pCurr[last] = _endTr ? _endTr.position : endAnchor.position;
-
- // Backward: from end to start
- for (int i = last - 1; i >= 0; i--)
- {
- float rest = (i == 0) ? _headRestLen : physicsSegmentLen;
-
- Vector3 next = _pCurr[i + 1];
- Vector3 curr = _pCurr[i];
- Vector3 dir = curr - next;
- float sq = dir.sqrMagnitude;
-
- if (sq < 1e-12f)
- dir = Vector3.up;
- else
- dir /= Mathf.Sqrt(sq);
-
- _pCurr[i] = next + dir * rest;
- }
-
- // 再锁一次两端
- _pCurr[0] = _startTr ? _startTr.position : startAnchor.position;
- _pCurr[last] = _endTr ? _endTr.position : endAnchor.position;
- }
-
private void SolveDistanceConstraints_HeadOnly_Fast()
{
int last = _physicsNodes - 1;
diff --git a/Assets/Scripts/Fishing/Rope/RopeBack b/Assets/Scripts/Fishing/Rope/RopeBack
deleted file mode 100644
index e37c49023..000000000
--- a/Assets/Scripts/Fishing/Rope/RopeBack
+++ /dev/null
@@ -1,782 +0,0 @@
-using System;
-using NBF;
-using UnityEngine;
-
-[RequireComponent(typeof(LineRenderer))]
-public class Rope : MonoBehaviour
-{
- [Header("Anchors")] [SerializeField] public Rigidbody startAnchor;
- [SerializeField] public Rigidbody endAnchor;
-
- /// 鱼线宽度倍数
- public int LineMultiple = 1;
-
- [Header("Physics (Dynamic Nodes, Fixed Segment Len)")] [SerializeField, Min(0.01f), Tooltip("物理每段固定长度(越小越细致越耗)")]
- private float physicsSegmentLen = 0.15f;
-
- [SerializeField, Range(2, 200)] private int minPhysicsNodes = 12;
-
- [SerializeField, Range(2, 400), Tooltip("物理节点上限(仅用于性能保护;与“最大长度不限制”不是一回事)")]
- private int maxPhysicsNodes = 120;
-
- [SerializeField] private float gravityStrength = 2.0f;
- [SerializeField, Range(0f, 1f)] private float velocityDampen = 0.95f;
-
- [SerializeField, Range(0.0f, 1.0f), Tooltip("约束修正强度,越大越硬。0.6~0.9 常用")]
- private float stiffness = 0.8f;
-
- [SerializeField, Range(1, 80), Tooltip("迭代次数。鱼线 10~30 通常够用")]
- private int iterations = 20;
-
- [Header("Length Control (No Min/Max Clamp)")]
- [Tooltip("初始总长度(米)。如果为 0,则用 physicsSegmentLen*(minPhysicsNodes-1) 作为初始长度")]
- [SerializeField, Min(0f)]
- private float initialLength = 0f;
-
- [Tooltip("长度变化平滑时间(越小越跟手,越大越稳)")] [SerializeField, Min(0.0001f)]
- private float lengthSmoothTime = 0.15f;
-
- [Tooltip("当长度在变化时,额外把速度压掉一些(防抖)。0=不额外处理,1=变化时几乎清速度(建议只在收线生效)")] [SerializeField, Range(0f, 1f)]
- private float lengthChangeVelocityKill = 0.6f;
-
- [Tooltip("允许的最小松弛余量(避免目标长度刚好等于锚点距离时抖动)")] [SerializeField, Min(0f)]
- private float minSlack = 0.002f;
-
- [Header("Head Segment Clamp")] [Tooltip("第一段(起点->第1节点)允许的最小长度,避免收线时第一段被压到0导致数值炸")] [SerializeField, Min(0.0001f)]
- private float headMinLen = 0.01f;
-
- [Header("Node Count Stability")] [SerializeField, Tooltip("节点数切换迟滞(米)。避免长度在临界点抖动导致节点数来回跳 -> 卡顿")]
- private float nodeHysteresis = 0.05f;
-
- [Header("Simple Ground/Water Constraint (Cheap)")] [SerializeField]
- private bool constrainToGround = true;
-
- [SerializeField] private LayerMask groundMask = ~0;
- [SerializeField, Min(0f)] private float groundRadius = 0.01f;
- [SerializeField, Min(0f)] private float groundCastHeight = 1.0f;
- [SerializeField, Min(0.01f)] private float groundCastDistance = 2.5f;
-
- [SerializeField, Range(1, 8), Tooltip("每隔多少个节点做一次地面检测;越大越省")]
- private int groundSampleStep = 3;
-
- [SerializeField, Tooltip("未采样的点用插值还是直接拷贝邻近采样值")]
- private bool groundInterpolate = true;
-
- [SerializeField, Range(1, 8), Tooltip("每隔多少次FixedUpdate更新一次地面约束")]
- private int groundUpdateEvery = 2;
- private int _groundFrameCounter;
-
- [Header("Simple Water Float (Cheap)")]
- [SerializeField, Tooltip("绳子落到水面以下时,是否把节点约束回水面")]
- private bool constrainToWaterSurface = true;
-
- [SerializeField, Tooltip("静态水面高度;如果你后面接波浪水面,可改成采样函数")]
- private float waterLevelY = 0f;
-
- [SerializeField, Min(0f), Tooltip("把线抬到水面上方一点,避免视觉穿插")]
- private float waterSurfaceOffset = 0.002f;
-
- [SerializeField, Range(1, 8), Tooltip("每隔多少个节点做一次水面约束采样;越大越省")]
- private int waterSampleStep = 2;
-
- [SerializeField, Tooltip("未采样节点是否插值水面高度")]
- private bool waterInterpolate = true;
-
- [SerializeField, Range(1, 8), Tooltip("每隔多少次FixedUpdate更新一次水面约束")]
- private int waterUpdateEvery = 1;
-
- [SerializeField, Range(0, 8), Tooltip("水面约束后,再做几次长度约束,减少局部折角")]
- private int waterPostConstraintIterations = 2;
-
- private int _waterFrameCounter;
-
- [Header("Render (High Resolution)")] [SerializeField, Min(1), Tooltip("静止时每段物理线段插值加密数量(越大越顺,越耗)")]
- private int renderSubdivisionsIdle = 6;
-
- [SerializeField, Min(1), Tooltip("甩动时每段物理线段插值加密数量(动态降LOD以防卡顿)")]
- private int renderSubdivisionsMoving = 2;
-
- [SerializeField, Min(0f), Tooltip("平均速度超过该阈值认为在甩动(用于动态降 subdiv)")]
- private float movingSpeedThreshold = 2.0f;
-
- [SerializeField, Tooltip("是否使用 Catmull-Rom 平滑(开启更顺,但更耗)")]
- private bool smooth = true;
-
- [SerializeField, Min(0.0001f)] private float lineWidth = 0.001f;
-
- [Header("Air Drag (Stable)")] [SerializeField, Range(0f, 5f), Tooltip("空气阻力(Y向),指数衰减,越大越不飘")]
- private float airDrag = 0.9f;
-
- [SerializeField, Range(0f, 2f), Tooltip("横向额外阻力(XZ),指数衰减,越大越不左右飘")]
- private float airDragXZ = 0.6f;
-
- private LineRenderer _lineRenderer;
-
- // physics
- private int _physicsNodes;
- private Vector3[] _pCurr;
- private Vector3[] _pPrev;
-
- // render (一次性分配到最大,后续不再 new)
- private Vector3[] _rPoints;
- private int _rCapacity;
-
- private Vector3 _gravity;
-
- // length control runtime
- private float _targetLength;
- private float _currentLength;
- private float _lengthSmoothVel;
-
- // rest length head
- private float _headRestLen;
-
- // node stability
- private int _lastDesiredNodes = 0;
-
- // caches
- private Transform _startTr;
- private Transform _endTr;
-
- // precomputed
- private float _dt;
- private float _dt2;
- private float _kY;
- private float _kXZ;
-
- private FRod _rod;
- public void Init(FRod rod) => _rod = rod;
-
- // Catmull t caches(只缓存 idle/moving 两档,减少每帧重复乘法)
- private struct TCaches
- {
- public float[] t;
- public float[] t2;
- public float[] t3;
- }
-
- private TCaches _tIdle;
- private TCaches _tMoving;
-
- private void Awake()
- {
- _lineRenderer = GetComponent();
- _gravity = new Vector3(0f, -gravityStrength, 0f);
-
- _startTr = startAnchor ? startAnchor.transform : null;
- _endTr = endAnchor ? endAnchor.transform : null;
-
- InitLengthSystem();
- AllocateAndInitNodes();
-
- int maxSubdiv = Mathf.Max(1, renderSubdivisionsIdle);
- _rCapacity = (maxPhysicsNodes - 1) * maxSubdiv + 1;
- _rPoints = new Vector3[_rCapacity];
-
- BuildTCaches(renderSubdivisionsIdle, ref _tIdle);
- BuildTCaches(renderSubdivisionsMoving, ref _tMoving);
- }
-
- private void OnValidate()
- {
- renderSubdivisionsIdle = Mathf.Max(renderSubdivisionsIdle, 1);
- renderSubdivisionsMoving = Mathf.Max(renderSubdivisionsMoving, 1);
- iterations = Mathf.Clamp(iterations, 1, 80);
- groundCastDistance = Mathf.Max(groundCastDistance, 0.01f);
- groundCastHeight = Mathf.Max(groundCastHeight, 0f);
- lineWidth = Mathf.Max(lineWidth, 0.0001f);
-
- lengthSmoothTime = Mathf.Max(lengthSmoothTime, 0.0001f);
-
- physicsSegmentLen = Mathf.Max(physicsSegmentLen, 0.01f);
- minPhysicsNodes = Mathf.Max(minPhysicsNodes, 2);
- maxPhysicsNodes = Mathf.Max(maxPhysicsNodes, minPhysicsNodes);
-
- headMinLen = Mathf.Max(headMinLen, 0.0001f);
- nodeHysteresis = Mathf.Max(0f, nodeHysteresis);
-
- groundSampleStep = Mathf.Max(1, groundSampleStep);
- groundUpdateEvery = Mathf.Max(1, groundUpdateEvery);
-
- waterSampleStep = Mathf.Max(1, waterSampleStep);
- waterUpdateEvery = Mathf.Max(1, waterUpdateEvery);
- waterSurfaceOffset = Mathf.Max(0f, waterSurfaceOffset);
- waterPostConstraintIterations = Mathf.Clamp(waterPostConstraintIterations, 0, 8);
- }
-
- private void InitLengthSystem()
- {
- float defaultLen = physicsSegmentLen * (Mathf.Max(minPhysicsNodes, 2) - 1);
- _currentLength = (initialLength > 0f) ? initialLength : defaultLen;
- _targetLength = _currentLength;
- }
-
- private void AllocateAndInitNodes()
- {
- _physicsNodes = Mathf.Clamp(ComputeDesiredNodesStable(_currentLength), 2, maxPhysicsNodes);
-
- _pCurr = new Vector3[maxPhysicsNodes];
- _pPrev = new Vector3[maxPhysicsNodes];
-
- Vector3 start = startAnchor ? startAnchor.position : transform.position;
- Vector3 dir = Vector3.down;
-
- for (int i = 0; i < _physicsNodes; i++)
- {
- Vector3 pos = start + dir * (physicsSegmentLen * i);
- _pCurr[i] = pos;
- _pPrev[i] = pos;
- }
-
- UpdateHeadRestLenFromCurrentLength();
-
- if (startAnchor && endAnchor)
- LockAnchorsHard();
- }
-
- private int ComputeDesiredNodes(float lengthMeters)
- {
- int desired = Mathf.FloorToInt(Mathf.Max(0f, lengthMeters) / physicsSegmentLen) + 1;
- desired = Mathf.Clamp(desired, minPhysicsNodes, maxPhysicsNodes);
- return desired;
- }
-
- private int ComputeDesiredNodesStable(float lengthMeters)
- {
- int desired = ComputeDesiredNodes(lengthMeters);
-
- if (_lastDesiredNodes == 0)
- {
- _lastDesiredNodes = desired;
- return desired;
- }
-
- if (desired == _lastDesiredNodes)
- return desired;
-
- float boundary = (_lastDesiredNodes - 1) * physicsSegmentLen;
- if (Mathf.Abs(lengthMeters - boundary) < nodeHysteresis)
- return _lastDesiredNodes;
-
- _lastDesiredNodes = desired;
- return desired;
- }
-
- public void SetTargetLength(float lengthMeters) => _targetLength = Mathf.Max(0f, lengthMeters);
- public float GetCurrentLength() => _currentLength;
- public float GetTargetLength() => _targetLength;
- public float GetLengthSmoothVel() => _lengthSmoothVel;
-
- public float GetLengthByPoints()
- {
- if (_rPoints == null || _lineRenderer == null) return 0f;
-
- int count = _lineRenderer.positionCount;
- if (count < 2) return 0f;
-
- float totalLength = 0f;
- for (int i = 1; i < count; i++)
- {
- Vector3 a = _rPoints[i - 1];
- Vector3 b = _rPoints[i];
- totalLength += Vector3.Distance(a, b);
- }
-
- return totalLength;
- }
-
- public float GetPhysicsPolylineLength()
- {
- float total = 0f;
- for (int i = 1; i < _physicsNodes; i++)
- total += Vector3.Distance(_pCurr[i - 1], _pCurr[i]);
- return total;
- }
-
- public void DebugLength()
- {
- Debug.Log(
- $"current={_currentLength}, target={_targetLength}, nodes={_physicsNodes}, " +
- $"seg={physicsSegmentLen}, head={_headRestLen}, headMin={headMinLen}, " +
- $"solverRestTotal={(_physicsNodes - 2) * physicsSegmentLen + _headRestLen}, " +
- $"poly={GetPhysicsPolylineLength()}"
- );
- }
-
- private void FixedUpdate()
- {
- if (!startAnchor || !endAnchor) return;
-
- _dt = Time.fixedDeltaTime;
- if (_dt < 1e-6f) _dt = 1e-6f;
- _dt2 = _dt * _dt;
-
- _gravity.y = -gravityStrength;
-
- _kY = Mathf.Exp(-airDrag * _dt);
- _kXZ = Mathf.Exp(-airDragXZ * _dt);
-
- UpdateLengthSmooth();
- UpdateNodesFromLength();
- UpdateHeadRestLenFromCurrentLength();
-
- Simulate_VerletFast();
-
- LockAnchorsHard();
-
- for (int it = 0; it < iterations; it++)
- SolveDistanceConstraints_HeadOnly_Fast();
-
- LockAnchorsHard();
-
- if (constrainToGround)
- {
- _groundFrameCounter++;
- if (_groundFrameCounter >= groundUpdateEvery)
- {
- _groundFrameCounter = 0;
- ConstrainToGround();
- }
- }
-
- if (constrainToWaterSurface)
- {
- _waterFrameCounter++;
- if (_waterFrameCounter >= waterUpdateEvery)
- {
- _waterFrameCounter = 0;
- ConstrainToWaterSurface();
-
- // 水面抬升后补几次长度约束,让形状更顺一点
- for (int it = 0; it < waterPostConstraintIterations; it++)
- SolveDistanceConstraints_HeadOnly_Fast();
- }
- }
-
- LockAnchorsHard();
- }
-
- private void LateUpdate()
- {
- if (!startAnchor || !endAnchor || _pCurr == null || _physicsNodes < 2) return;
-
- int last = _physicsNodes - 1;
-
- Vector3 s = _startTr.position;
- Vector3 e = _endTr.position;
-
- _pCurr[0] = s;
- _pPrev[0] = s;
- _pCurr[last] = e;
- _pPrev[last] = e;
-
- DrawHighResLine_Fast();
- }
-
- private void UpdateLengthSmooth()
- {
- float minFeasible = 0.01f;
- float desired = Mathf.Max(_targetLength, minFeasible);
-
- _currentLength = Mathf.SmoothDamp(
- _currentLength,
- desired,
- ref _lengthSmoothVel,
- lengthSmoothTime,
- Mathf.Infinity,
- Time.fixedDeltaTime
- );
-
- // 长度变化时额外压一点速度,减少收放线时抖动
- float delta = Mathf.Abs(_targetLength - _currentLength);
- if (delta > 0.0001f && lengthChangeVelocityKill > 0f)
- {
- float keep = 1f - Mathf.Clamp01(lengthChangeVelocityKill);
- for (int i = 1; i < _physicsNodes - 1; i++)
- {
- Vector3 curr = _pCurr[i];
- Vector3 prev = _pPrev[i];
- Vector3 disp = curr - prev;
- _pPrev[i] = curr - disp * keep;
- }
- }
- }
-
- private void UpdateNodesFromLength()
- {
- int desired = ComputeDesiredNodesStable(_currentLength);
- desired = Mathf.Clamp(desired, 2, maxPhysicsNodes);
- if (desired == _physicsNodes) return;
-
- if (desired > _physicsNodes) AddNodesAtStart(desired - _physicsNodes);
- else RemoveNodesAtStart(_physicsNodes - desired);
-
- _physicsNodes = desired;
- }
-
- private void AddNodesAtStart(int addCount)
- {
- if (addCount <= 0) return;
-
- int oldCount = _physicsNodes;
- int newCount = Mathf.Min(oldCount + addCount, maxPhysicsNodes);
- addCount = newCount - oldCount;
- if (addCount <= 0) return;
-
- Array.Copy(_pCurr, 1, _pCurr, 1 + addCount, oldCount - 1);
- Array.Copy(_pPrev, 1, _pPrev, 1 + addCount, oldCount - 1);
-
- Vector3 s = _startTr ? _startTr.position : startAnchor.position;
-
- Vector3 dir = Vector3.down;
- int firstOld = 1 + addCount;
- if (oldCount >= 2 && firstOld < maxPhysicsNodes)
- {
- Vector3 toOld1 = (_pCurr[firstOld] - s);
- float sq = toOld1.sqrMagnitude;
- if (sq > 1e-6f) dir = toOld1 / Mathf.Sqrt(sq);
- }
-
- Vector3 inheritDisp = Vector3.zero;
- if (oldCount >= 2 && firstOld < maxPhysicsNodes)
- inheritDisp = (_pCurr[firstOld] - _pPrev[firstOld]);
-
- for (int k = 1; k <= addCount; k++)
- {
- Vector3 pos = s + dir * (physicsSegmentLen * k);
- _pCurr[k] = pos;
- _pPrev[k] = pos - inheritDisp;
- }
-
- LockAnchorsHard();
- }
-
- private void RemoveNodesAtStart(int removeCount)
- {
- if (removeCount <= 0) return;
-
- int oldCount = _physicsNodes;
- int newCount = Mathf.Max(oldCount - removeCount, 2);
- removeCount = oldCount - newCount;
- if (removeCount <= 0) return;
-
- Array.Copy(_pCurr, 1 + removeCount, _pCurr, 1, newCount - 2);
- Array.Copy(_pPrev, 1 + removeCount, _pPrev, 1, newCount - 2);
-
- LockAnchorsHard();
- }
-
- private void UpdateHeadRestLenFromCurrentLength()
- {
- int fixedSegCount = Mathf.Max(0, _physicsNodes - 2);
- float baseLen = fixedSegCount * physicsSegmentLen;
-
- _headRestLen = _currentLength - baseLen;
- _headRestLen = Mathf.Clamp(_headRestLen, headMinLen, physicsSegmentLen * 1.5f);
- }
-
- private void Simulate_VerletFast()
- {
- for (int i = 1; i < _physicsNodes - 1; i++)
- {
- Vector3 disp = _pCurr[i] - _pPrev[i];
-
- disp.x *= _kXZ;
- disp.z *= _kXZ;
- disp.y *= _kY;
-
- disp *= velocityDampen;
-
- Vector3 next = _pCurr[i] + disp + _gravity * _dt2;
-
- _pPrev[i] = _pCurr[i];
- _pCurr[i] = next;
- }
- }
-
- private void LockAnchorsHard()
- {
- if (!startAnchor || !endAnchor || _pCurr == null || _pPrev == null || _physicsNodes < 2) return;
-
- Vector3 s = _startTr ? _startTr.position : startAnchor.position;
- Vector3 e = _endTr ? _endTr.position : endAnchor.position;
-
- _pCurr[0] = s;
- _pPrev[0] = s - startAnchor.linearVelocity * _dt;
-
- int last = _physicsNodes - 1;
- _pCurr[last] = e;
- _pPrev[last] = e - endAnchor.linearVelocity * _dt;
- }
-
- private void SolveDistanceConstraints_HeadOnly_Fast()
- {
- int last = _physicsNodes - 1;
-
- for (int i = 0; i < last; i++)
- {
- float rest = (i == 0) ? _headRestLen : physicsSegmentLen;
-
- Vector3 a = _pCurr[i];
- Vector3 b = _pCurr[i + 1];
-
- Vector3 delta = b - a;
- float sq = delta.sqrMagnitude;
- if (sq < 1e-12f) continue;
-
- float dist = Mathf.Sqrt(sq);
- float diff = (dist - rest) / dist;
- Vector3 corr = delta * (diff * stiffness);
-
- if (i != 0) _pCurr[i] = a + corr * 0.5f;
- if (i + 1 != last) _pCurr[i + 1] = b - corr * 0.5f;
- }
- }
-
- private void ConstrainToGround()
- {
- if (groundMask == 0) return;
-
- int last = _physicsNodes - 1;
- int step = Mathf.Max(1, groundSampleStep);
-
- int prevSampleIdx = 1;
- float prevMinY = SampleMinY(_pCurr[prevSampleIdx]);
-
- ApplyMinY(prevSampleIdx, prevMinY);
-
- for (int i = 1 + step; i < last; i += step)
- {
- float nextMinY = SampleMinY(_pCurr[i]);
- ApplyMinY(i, nextMinY);
-
- if (groundInterpolate)
- {
- int a = prevSampleIdx;
- int b = i;
- int span = b - a;
- for (int j = 1; j < span; j++)
- {
- int idx = a + j;
- float t = j / (float)span;
- float minY = Mathf.Lerp(prevMinY, nextMinY, t);
- ApplyMinY(idx, minY);
- }
- }
- else
- {
- for (int idx = prevSampleIdx + 1; idx < i; idx++)
- ApplyMinY(idx, prevMinY);
- }
-
- prevSampleIdx = i;
- prevMinY = nextMinY;
- }
-
- for (int i = prevSampleIdx + 1; i < last; i++)
- ApplyMinY(i, prevMinY);
- }
-
- private float SampleMinY(Vector3 p)
- {
- Vector3 origin = p + Vector3.up * groundCastHeight;
- if (Physics.Raycast(origin, Vector3.down, out RaycastHit hit, groundCastDistance, groundMask,
- QueryTriggerInteraction.Ignore))
- return hit.point.y + groundRadius;
-
- return float.NegativeInfinity;
- }
-
- private void ApplyMinY(int i, float minY)
- {
- if (float.IsNegativeInfinity(minY)) return;
-
- Vector3 p = _pCurr[i];
- if (p.y < minY)
- {
- p.y = minY;
- _pCurr[i] = p;
-
- // prev 同步抬上来,避免下一帧又被惯性拉回去造成抖动
- Vector3 prev = _pPrev[i];
- if (prev.y < minY) prev.y = minY;
- _pPrev[i] = prev;
- }
- }
-
- private void ConstrainToWaterSurface()
- {
- int last = _physicsNodes - 1;
- if (last <= 1) return;
-
- int step = Mathf.Max(1, waterSampleStep);
- float surfaceY = waterLevelY + waterSurfaceOffset;
-
- int prevSampleIdx = 1;
- float prevSurfaceY = surfaceY;
-
- ApplyWaterSurface(prevSampleIdx, prevSurfaceY);
-
- for (int i = 1 + step; i < last; i += step)
- {
- float nextSurfaceY = surfaceY;
- ApplyWaterSurface(i, nextSurfaceY);
-
- if (waterInterpolate)
- {
- int a = prevSampleIdx;
- int b = i;
- int span = b - a;
- for (int j = 1; j < span; j++)
- {
- int idx = a + j;
- float t = j / (float)span;
- float y = Mathf.Lerp(prevSurfaceY, nextSurfaceY, t);
- ApplyWaterSurface(idx, y);
- }
- }
- else
- {
- for (int idx = prevSampleIdx + 1; idx < i; idx++)
- ApplyWaterSurface(idx, prevSurfaceY);
- }
-
- prevSampleIdx = i;
- prevSurfaceY = nextSurfaceY;
- }
-
- for (int i = prevSampleIdx + 1; i < last; i++)
- ApplyWaterSurface(i, prevSurfaceY);
- }
-
- private void ApplyWaterSurface(int i, float surfaceY)
- {
- Vector3 p = _pCurr[i];
- if (p.y < surfaceY)
- {
- p.y = surfaceY;
- _pCurr[i] = p;
-
- // 同步 prev,杀掉向下惯性,避免反复穿透水面
- Vector3 prev = _pPrev[i];
- if (prev.y < surfaceY) prev.y = surfaceY;
- _pPrev[i] = prev;
- }
- }
-
- private void DrawHighResLine_Fast()
- {
- if (_pCurr == null || _physicsNodes < 2) return;
-
- float w = lineWidth * LineMultiple;
- _lineRenderer.startWidth = w;
- _lineRenderer.endWidth = w;
-
- if (!smooth)
- {
- _lineRenderer.positionCount = _physicsNodes;
- _lineRenderer.SetPositions(_pCurr);
- return;
- }
-
- int subdiv = PickRenderSubdivisions_Fast();
- TCaches tc = (subdiv == renderSubdivisionsMoving) ? _tMoving : _tIdle;
-
- int needed = (_physicsNodes - 1) * subdiv + 1;
- if (needed > _rCapacity)
- {
- _rCapacity = needed;
- _rPoints = new Vector3[_rCapacity];
- }
-
- int idx = 0;
- int last = _physicsNodes - 1;
-
- for (int seg = 0; seg < last; seg++)
- {
- int i0 = seg - 1;
- if (i0 < 0) i0 = 0;
- int i1 = seg;
- int i2 = seg + 1;
- int i3 = seg + 2;
- if (i3 > last) i3 = last;
-
- Vector3 p0 = _pCurr[i0];
- Vector3 p1 = _pCurr[i1];
- Vector3 p2 = _pCurr[i2];
- Vector3 p3 = _pCurr[i3];
-
- for (int s = 0; s < subdiv; s++)
- {
- float t = tc.t[s];
- float t2 = tc.t2[s];
- float t3 = tc.t3[s];
-
- Vector3 cr =
- 0.5f * (
- (2f * p1) +
- (-p0 + p2) * t +
- (2f * p0 - 5f * p1 + 4f * p2 - p3) * t2 +
- (-p0 + 3f * p1 - 3f * p2 + p3) * t3
- );
-
- cr.y = p1.y + (p2.y - p1.y) * t;
-
- _rPoints[idx++] = cr;
- }
- }
-
- _rPoints[idx++] = _pCurr[last];
-
- _lineRenderer.positionCount = idx;
- _lineRenderer.SetPositions(_rPoints);
- }
-
- private int PickRenderSubdivisions_Fast()
- {
- int idle = Mathf.Max(1, renderSubdivisionsIdle);
- int moving = Mathf.Max(1, renderSubdivisionsMoving);
-
- float thr = movingSpeedThreshold;
- float thrSq = (thr * _dt) * (thr * _dt);
-
- float sumSq = 0f;
- int count = Mathf.Max(1, _physicsNodes - 2);
-
- for (int i = 1; i < _physicsNodes - 1; i++)
- {
- Vector3 disp = _pCurr[i] - _pPrev[i];
- sumSq += disp.sqrMagnitude;
- }
-
- float avgSq = sumSq / count;
-
- return (avgSq > thrSq) ? moving : idle;
- }
-
- private static void BuildTCaches(int subdiv, ref TCaches caches)
- {
- subdiv = Mathf.Max(1, subdiv);
- caches.t = new float[subdiv];
- caches.t2 = new float[subdiv];
- caches.t3 = new float[subdiv];
-
- float inv = 1f / subdiv;
- for (int s = 0; s < subdiv; s++)
- {
- float t = s * inv;
- float t2 = t * t;
- caches.t[s] = t;
- caches.t2[s] = t2;
- caches.t3[s] = t2 * t;
- }
- }
-
- private void OnDrawGizmosSelected()
- {
- if (_pCurr == null) return;
- Gizmos.color = Color.yellow;
- for (int i = 0; i < _physicsNodes; i++)
- Gizmos.DrawSphere(_pCurr[i], 0.01f);
- }
-}
\ No newline at end of file
diff --git a/Assets/Scripts/Fishing/Rope/RopeBack.meta b/Assets/Scripts/Fishing/Rope/RopeBack.meta
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--- a/Assets/Scripts/Fishing/Rope/RopeBack.meta
+++ /dev/null
@@ -1,3 +0,0 @@
-fileFormatVersion: 2
-guid: d44eb051084541ebb5c082445b2111c0
-timeCreated: 1774151232
\ No newline at end of file
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