修改鱼线相关逻辑

This commit is contained in:
2026-04-12 21:17:29 +08:00
parent 8fbb21a66c
commit b83dfd47b1
15 changed files with 1446 additions and 1389 deletions

View File

@@ -42,7 +42,7 @@ Rigidbody:
m_GameObject: {fileID: 2696931885206049402}
serializedVersion: 5
m_Mass: 1
m_LinearDamping: 0
m_LinearDamping: 1
m_AngularDamping: 0.05
m_CenterOfMass: {x: 0, y: 0, z: 0}
m_InertiaTensor: {x: 1, y: 1, z: 1}
@@ -238,7 +238,7 @@ Rigidbody:
m_GameObject: {fileID: 5252216124238432432}
serializedVersion: 5
m_Mass: 1
m_LinearDamping: 0
m_LinearDamping: 1
m_AngularDamping: 0.05
m_CenterOfMass: {x: 0, y: 0, z: 0}
m_InertiaTensor: {x: 1, y: 1, z: 1}
@@ -407,6 +407,8 @@ MonoBehaviour:
m_Script: {fileID: 11500000, guid: dcd0fd8d96f994444b2d8663af6b915d, type: 3}
m_Name:
m_EditorClassIdentifier: Assembly-CSharp::NBF.FishingLineSolver
ConfigId: 0
LineType: 0
anchorTransform: {fileID: 0}
logicalNodes:
- {fileID: 5572865435543895569}
@@ -482,7 +484,7 @@ LineRenderer:
m_Curve:
- serializedVersion: 3
time: 0
value: 0.01
value: 0.002
inSlope: 0
outSlope: 0
tangentMode: 0

View File

@@ -1,29 +1,29 @@
using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(Rope))]
public class RopeFishLineEditor : Editor
{
private Rope _target;
void OnEnable()
{
_target = target as Rope;
// lookAtPoint = serializedObject.FindProperty("lookAtPoint");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (GUILayout.Button("打印总长度"))
{
_target.DebugLength();
// Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()} PolylineLength={_target.GetPhysicsPolylineLength()}");
}
// serializedObject.Update();
// EditorGUILayout.PropertyField(lookAtPoint);
// serializedObject.ApplyModifiedProperties();
}
}
// using UnityEditor;
// using UnityEngine;
//
// [CustomEditor(typeof(Rope))]
// public class RopeFishLineEditor : Editor
// {
// private Rope _target;
//
// void OnEnable()
// {
// _target = target as Rope;
// // lookAtPoint = serializedObject.FindProperty("lookAtPoint");
// }
//
// public override void OnInspectorGUI()
// {
// base.OnInspectorGUI();
//
//
// if (GUILayout.Button("打印总长度"))
// {
// _target.DebugLength();
// // Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()} PolylineLength={_target.GetPhysicsPolylineLength()}");
// }
// // serializedObject.Update();
// // EditorGUILayout.PropertyField(lookAtPoint);
// // serializedObject.ApplyModifiedProperties();
// }
// }

View File

@@ -1,59 +1,59 @@
using System;
using UnityEngine;
namespace NBF
{
public class LureController : MonoBehaviour
{
[SerializeField] private Rigidbody rBody;
[SerializeField] private ConfigurableJoint joint;
public Rigidbody RBody => rBody;
public ConfigurableJoint Joint => joint;
private void Start()
{
RBody.detectCollisions = true;
RBody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
RBody.interpolation = RigidbodyInterpolation.Interpolate;
}
public void SetJoint(Rigidbody rb)
{
joint.connectedBody = rb;
}
public void EnableCollision(bool enable)
{
if (rBody == null)
{
rBody = GetComponent<Rigidbody>();
}
// rBody.detectCollisions = enable;
}
public void SetKinematic(bool value)
{
rBody.isKinematic = value;
}
public void SetJointDistance(float limit)
{
joint.linearLimit = new SoftJointLimit
{
limit = limit
};
}
private void OnCollisionEnter(Collision other)
{
Debug.Log($"OnCollisionEnter:{other.gameObject.name}");
}
private void OnCollisionExit(Collision other)
{
Debug.Log($"OnCollisionExit:{other.gameObject.name}");
}
}
}
// using System;
// using UnityEngine;
//
// namespace NBF
// {
// public class LureController : MonoBehaviour
// {
// [SerializeField] private Rigidbody rBody;
// [SerializeField] private ConfigurableJoint joint;
// public Rigidbody RBody => rBody;
//
// public ConfigurableJoint Joint => joint;
//
// private void Start()
// {
// RBody.detectCollisions = true;
// RBody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
// RBody.interpolation = RigidbodyInterpolation.Interpolate;
// }
//
// public void SetJoint(Rigidbody rb)
// {
// joint.connectedBody = rb;
// }
//
//
// public void EnableCollision(bool enable)
// {
// if (rBody == null)
// {
// rBody = GetComponent<Rigidbody>();
// }
//
// // rBody.detectCollisions = enable;
// }
//
// public void SetKinematic(bool value)
// {
// rBody.isKinematic = value;
// }
//
// public void SetJointDistance(float limit)
// {
// joint.linearLimit = new SoftJointLimit
// {
// limit = limit
// };
// }
//
// private void OnCollisionEnter(Collision other)
// {
// Debug.Log($"OnCollisionEnter:{other.gameObject.name}");
// }
// private void OnCollisionExit(Collision other)
// {
// Debug.Log($"OnCollisionExit:{other.gameObject.name}");
// }
// }
// }

View File

@@ -18,7 +18,7 @@ namespace NBF
private FishingLineSolver _solver;
[Header("Node")] [SerializeField] private NodeType nodeType = NodeType.Tail;
[SerializeField] private Rigidbody body;
[SerializeField] public Rigidbody body;
[SerializeField] private MonoBehaviour interaction;
[Header("Segment To Next Logical Node")] [Min(0f)] [SerializeField]

View File

@@ -5,7 +5,15 @@ using UnityEngine;
namespace NBF
{
public class FishingLineSolver : MonoBehaviour
public enum LineType
{
Hand,
HandDouble,
Spinning,
SpinningFloat,
}
public class FishingLineSolver : FGearBase
{
[Serializable]
public sealed class ChainPoint
@@ -36,6 +44,9 @@ namespace NBF
public int VirtualNodeCount => Mathf.Max(0, GapLengths.Length - 1);
}
[SerializeField] public LineType LineType;
[Header("References")] [SerializeField]
private Transform anchorTransform;
@@ -202,6 +213,12 @@ namespace NBF
}
}
protected override void OnInit()
{
var tipRb = Rod.Asset.LineConnectorRigidbody;
anchorTransform = tipRb.transform;
}
private void Start()
{
if (autoBuildOnStart)
@@ -312,28 +329,46 @@ namespace NBF
}
/// <summary>
/// 获取指定顺序索引的逻辑节点
/// 索引基于 logicalNodes 配置顺序;超出范围或节点为空时返回 null。
/// 根据类型获取逻辑节点类型
/// </summary>
public FishingLineNode GetLogicalNode(int logicalIndex)
/// <param name="nodeType"></param>
/// <returns></returns>
public FishingLineNode GetLogicalNode(FishingLineNode.NodeType nodeType)
{
if (logicalNodes == null || logicalIndex < 0 || logicalIndex >= logicalNodes.Length)
foreach (var fishingLineNode in logicalNodes)
{
return null;
if (fishingLineNode.Type == nodeType)
{
return fishingLineNode;
}
}
return logicalNodes[logicalIndex];
return null;
}
/// <summary>
/// 尝试获取指定顺序索引的逻辑节点。
/// 获取失败时返回 false并将 node 置为 null。
/// </summary>
public bool TryGetLogicalNode(int logicalIndex, out FishingLineNode node)
{
node = GetLogicalNode(logicalIndex);
return node != null;
}
// /// <summary>
// /// 获取指定顺序索引的逻辑节点。
// /// 索引基于 logicalNodes 配置顺序;超出范围或节点为空时返回 null。
// /// </summary>
// public FishingLineNode GetLogicalNode(int logicalIndex)
// {
// if (logicalNodes == null || logicalIndex < 0 || logicalIndex >= logicalNodes.Length)
// {
// return null;
// }
//
// return logicalNodes[logicalIndex];
// }
//
// /// <summary>
// /// 尝试获取指定顺序索引的逻辑节点。
// /// 获取失败时返回 false并将 node 置为 null。
// /// </summary>
// public bool TryGetLogicalNode(int logicalIndex, out FishingLineNode node)
// {
// node = GetLogicalNode(logicalIndex);
// return node != null;
// }
/// <summary>
/// 获取当前起点逻辑节点。

View File

@@ -13,7 +13,8 @@ namespace NBF
public struct ThrowAnimationRequest
{
public LureController Lure;
// public LureController Lure;
public FishingLineNode EndNode;
public Vector3 ThrowOriginPosition;
public Vector3 StartPosition;
public Vector3 Forward;

View File

@@ -22,7 +22,7 @@ namespace NBF
private float _castElapsedTime;
private Vector3 _castStartPos;
private Vector3 _castTargetPos;
private LureController _castingLure;
private FishingLineNode _castingLure;
public bool IsPlaying => _castingLure != null;
@@ -40,18 +40,18 @@ namespace NBF
public void Play(ThrowAnimationRequest request)
{
if (request.Lure == null)
if (request.EndNode == null)
{
return;
}
Stop(snapToTarget: false);
_castingLure = request.Lure;
_castingLure = request.EndNode;
_chargedProgress = Mathf.Clamp01(request.ChargedProgress);
_castElapsedTime = 0f;
var lureBody = request.Lure.RBody;
var lureBody = request.EndNode.body;
_castStartPos = request.StartPosition;
Vector3 forward = GetHorizontalForward(request.Forward);
@@ -81,7 +81,7 @@ namespace NBF
return;
}
var lureBody = _castingLure.RBody;
var lureBody = _castingLure.body;
if (snapToTarget)
{
_castingLure.transform.position = _castTargetPos;

View File

@@ -101,10 +101,10 @@ namespace NBF
var handItemView = Player.HandItem.GetComponent<PlayerItemView>();
if (handItemView != null && handItemView.Rod != null)
{
if (handItemView.Rod.Line.PinchController != null)
{
handItemView.Rod.Line.PinchController.StartPinch(view.Unity.ModelAsset.Pinch);
}
// if (handItemView.Rod.Line.PinchController != null)
// {
// handItemView.Rod.Line.PinchController.StartPinch(view.Unity.ModelAsset.Pinch);
// }
}
}
}
@@ -118,10 +118,10 @@ namespace NBF
var handItemView = Player.HandItem.GetComponent<PlayerItemView>();
if (handItemView != null && handItemView.Rod != null)
{
if (handItemView.Rod.Line.PinchController != null)
{
handItemView.Rod.Line.PinchController.ReleasePinch();
}
// if (handItemView.Rod.Line.PinchController != null)
// {
// handItemView.Rod.Line.PinchController.ReleasePinch();
// }
}
}
}

View File

@@ -61,7 +61,12 @@ namespace NBF
PlayerView.Unity.ModelAsset.PlayerAnimator.StartThrow = false;
var rod = GetRod();
if (rod == null || rod.Line == null || rod.Line.Lure == null)
if (rod == null || rod.Line == null )
{
return;
}
var endNode = rod.Line.GetEndNode();
if (endNode == null)
{
return;
}
@@ -70,9 +75,9 @@ namespace NBF
_throwAnimation.Player = Player;
_throwAnimation?.Play(new ThrowAnimationRequest
{
Lure = rod.Line.Lure,
EndNode = endNode,
ThrowOriginPosition = PlayerView.Unity.transform.position,
StartPosition = rod.Line.Lure.RBody.position,
StartPosition = endNode.body.position,
Forward = PlayerView.Unity.transform.forward,
ChargedProgress = ChargedProgress
});

View File

@@ -7,7 +7,9 @@ namespace NBF
protected override void OnInit()
{
// transform.position = Rod.lineHandler.LineConnector_1.transform.position;
SetParent(Rod.Line.Bobber.transform);
var node = Rod.Line.GetLogicalNode(FishingLineNode.NodeType.Float);
SetParent(node.transform);
transform.localPosition = Vector3.zero;
// var buoyancy = GetComponentInParent<CapsuleBuoyancyStable>();
// buoyancy.InitBobber();

View File

@@ -18,8 +18,10 @@ namespace NBF
// transform.rotation = Rod.lineHandler.LineConnector_2.transform.rotation; // 确保旋转也同步
// SetParent(Rod.lineHandler.LineConnector_2.transform);
var node = Rod.Line.GetLogicalNode(FishingLineNode.NodeType.Tail);
SetParent(node.transform);
SetParent(Rod.Line.Lure.transform);
// SetParent(Rod.Line.Lure.transform);
transform.localPosition = Vector3.zero;
// var target = lineHandler.LineConnector_2.GetComponent<Rigidbody>();

View File

@@ -1,173 +1,173 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NBC;
// using Obi;
using UnityEngine;
namespace NBF
{
public enum LineType
{
Hand,
HandDouble,
Spinning,
SpinningFloat,
}
public class FLine : FGearBase
{
public LineType LineType;
[SerializeField] private bool isLureConnect;
[SerializeField] private RodLine rodLine;
/// <summary>
/// 主线
/// </summary>
[SerializeField] private Rope fishingRope;
/// <summary>
/// 浮漂和鱼钩线
/// </summary>
[SerializeField] private Rope bobberRope;
public LureController Lure;
public BobberController Bobber;
public JointPinchController PinchController;
public float LinelenghtDiferent;
protected override void OnInit()
{
var tipRb = Rod.Asset.LineConnectorRigidbody;
if (isLureConnect)
{
Lure.SetJoint(tipRb);
Lure.EnableCollision(false);
}
else
{
fishingRope.startAnchor = tipRb;
Bobber.SetJoint(tipRb);
Lure.SetJoint(Bobber.rbody);
Lure.gameObject.SetActive(true);
Lure.EnableCollision(false);
Lure.SetKinematic(false);
}
GetComponentsInChildren<Transform>(includeInactive: true).ToList().ForEach(delegate(Transform i)
{
i.gameObject.SetActive(true);
});
StartCoroutine(LureUseGravity());
if (isLureConnect)
{
fishingRope.Init(Rod);
}
else
{
fishingRope.Init(Rod);
bobberRope.Init(Rod);
}
// rodLine.GenerateLineRendererRope(guides.ToArray(), _LineThickness);
}
public void InitTest(Rigidbody tipRb)
{
if (isLureConnect)
{
Lure.SetJoint(tipRb);
Lure.EnableCollision(false);
}
else
{
fishingRope.startAnchor = tipRb;
Bobber.SetJoint(tipRb);
Lure.SetJoint(Bobber.rbody);
Lure.gameObject.SetActive(true);
Lure.EnableCollision(false);
Lure.SetKinematic(false);
}
GetComponentsInChildren<Transform>(includeInactive: true).ToList().ForEach(delegate(Transform i)
{
i.gameObject.SetActive(true);
});
StartCoroutine(LureUseGravity());
if (isLureConnect)
{
fishingRope.Init(Rod);
}
else
{
fishingRope.Init(Rod);
bobberRope.Init(Rod);
}
}
private IEnumerator LureUseGravity()
{
yield return 1;
Lure.gameObject.SetActive(false);
Lure.gameObject.SetActive(true);
yield return 1;
Lure.RBody.useGravity = true;
}
public void SetTargetLength(float value)
{
Log.Error($"SetObiRopeStretch={value}");
if (value > 3)
{
// value -= 0.2f;
}
fishingRope.SetTargetLength(value);
}
public void SetLureLength(float value)
{
Log.Error($"SetObiRopeStretch={value}");
bobberRope.SetTargetLength(value);
}
private void Update()
{
LinelenghtDiferent = GetLineDistance();
//非钓鱼状态
Rod.PlayerItem.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f);
}
#region Tension
private float GetLineDistance()
{
if (!Bobber.JointRb)
{
return 0;
}
// return 0;
//第一个节点到竿稍的位置-第一段鱼线长度
return Vector3.Distance(Bobber.transform.position, Bobber.JointRb.transform.position) -
fishingRope.GetCurrentLength();
}
public float GetTension(float weight)
{
return weight * GetLineDistance();
}
#endregion
}
}
// using System;
// using System.Collections;
// using System.Collections.Generic;
// using System.Linq;
// using NBC;
// // using Obi;
// using UnityEngine;
//
// namespace NBF
// {
// public enum LineType
// {
// Hand,
// HandDouble,
// Spinning,
// SpinningFloat,
// }
//
// public class FLine : FGearBase
// {
// public LineType LineType;
//
// [SerializeField] private bool isLureConnect;
// [SerializeField] private RodLine rodLine;
//
// /// <summary>
// /// 主线
// /// </summary>
// [SerializeField] private Rope fishingRope;
//
// /// <summary>
// /// 浮漂和鱼钩线
// /// </summary>
// [SerializeField] private Rope bobberRope;
//
// public LureController Lure;
// public BobberController Bobber;
//
// public JointPinchController PinchController;
//
//
// public float LinelenghtDiferent;
//
// protected override void OnInit()
// {
// var tipRb = Rod.Asset.LineConnectorRigidbody;
// if (isLureConnect)
// {
// Lure.SetJoint(tipRb);
// Lure.EnableCollision(false);
// }
// else
// {
// fishingRope.startAnchor = tipRb;
// Bobber.SetJoint(tipRb);
// Lure.SetJoint(Bobber.rbody);
// Lure.gameObject.SetActive(true);
// Lure.EnableCollision(false);
// Lure.SetKinematic(false);
// }
//
// GetComponentsInChildren<Transform>(includeInactive: true).ToList().ForEach(delegate(Transform i)
// {
// i.gameObject.SetActive(true);
// });
//
// StartCoroutine(LureUseGravity());
// if (isLureConnect)
// {
// fishingRope.Init(Rod);
// }
// else
// {
// fishingRope.Init(Rod);
// bobberRope.Init(Rod);
// }
//
// // rodLine.GenerateLineRendererRope(guides.ToArray(), _LineThickness);
// }
//
// public void InitTest(Rigidbody tipRb)
// {
// if (isLureConnect)
// {
// Lure.SetJoint(tipRb);
// Lure.EnableCollision(false);
// }
// else
// {
// fishingRope.startAnchor = tipRb;
// Bobber.SetJoint(tipRb);
// Lure.SetJoint(Bobber.rbody);
// Lure.gameObject.SetActive(true);
// Lure.EnableCollision(false);
// Lure.SetKinematic(false);
// }
//
// GetComponentsInChildren<Transform>(includeInactive: true).ToList().ForEach(delegate(Transform i)
// {
// i.gameObject.SetActive(true);
// });
//
// StartCoroutine(LureUseGravity());
// if (isLureConnect)
// {
// fishingRope.Init(Rod);
// }
// else
// {
// fishingRope.Init(Rod);
// bobberRope.Init(Rod);
// }
// }
//
// private IEnumerator LureUseGravity()
// {
// yield return 1;
// Lure.gameObject.SetActive(false);
// Lure.gameObject.SetActive(true);
// yield return 1;
// Lure.RBody.useGravity = true;
// }
//
// public void SetTargetLength(float value)
// {
// Log.Error($"SetObiRopeStretch={value}");
// if (value > 3)
// {
// // value -= 0.2f;
// }
//
// fishingRope.SetTargetLength(value);
// }
//
// public void SetLureLength(float value)
// {
// Log.Error($"SetObiRopeStretch={value}");
// bobberRope.SetTargetLength(value);
// }
//
//
// private void Update()
// {
// LinelenghtDiferent = GetLineDistance();
//
// //非钓鱼状态
// Rod.PlayerItem.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f);
// }
//
// #region Tension
//
// private float GetLineDistance()
// {
// if (!Bobber.JointRb)
// {
// return 0;
// }
//
// // return 0;
//
// //第一个节点到竿稍的位置-第一段鱼线长度
// return Vector3.Distance(Bobber.transform.position, Bobber.JointRb.transform.position) -
// fishingRope.GetCurrentLength();
// }
//
// public float GetTension(float weight)
// {
// return weight * GetLineDistance();
// }
//
// #endregion
// }
// }

View File

@@ -14,7 +14,10 @@ namespace NBF
// SetParent(Rod.lineHandler.LineConnector_1.transform);
SetParent(Rod.Line.Lure.transform);
var node = Rod.Line.GetLogicalNode(FishingLineNode.NodeType.Float);
SetParent(node.transform);
// SetParent(Rod.Line.Lure.transform);
transform.localPosition = Vector3.zero;
}
}

View File

@@ -25,7 +25,7 @@ namespace NBF
public FBait Bait;
public FLure Lure;
public FWeight Weight;
public FLine Line;
public FishingLineSolver Line;
public Transform GearRoot;
@@ -72,24 +72,29 @@ namespace NBF
if (Line.LineType == LineType.Spinning)
{
//没有浮漂类型
Line.Lure.SetJointDistance(PlayerItem.LineLength);
if (PlayerItem.StretchRope)
{
// Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength);
Line.SetTargetLength(PlayerItem.LineLength);
}
// Line.Lure.SetJointDistance(PlayerItem.LineLength);
// if (PlayerItem.StretchRope)
// {
// // Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength);
// Line.SetTargetLength(PlayerItem.LineLength);
// }
Line.SetLenght(PlayerItem.LineLength);
}
else
{
//有浮漂
Line.Lure.SetJointDistance(PlayerItem.FloatLength);
Line.Bobber.SetJointDistance(PlayerItem.LineLength - PlayerItem.FloatLength);
if (PlayerItem.StretchRope)
{
// Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength - PlayerItem.FloatLength);
Line.SetTargetLength(PlayerItem.LineLength - PlayerItem.FloatLength);
Line.SetLureLength(PlayerItem.FloatLength);
}
// Line.Lure.SetJointDistance(PlayerItem.FloatLength);
// Line.Bobber.SetJointDistance(PlayerItem.LineLength - PlayerItem.FloatLength);
// if (PlayerItem.StretchRope)
// {
// // Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength - PlayerItem.FloatLength);
// Line.SetTargetLength(PlayerItem.LineLength - PlayerItem.FloatLength);
// Line.SetLureLength(PlayerItem.FloatLength);
// }
Line.SetLenght(PlayerItem.LineLength - PlayerItem.FloatLength);
Line.SetLenght(PlayerItem.FloatLength, 1);
}
}
@@ -251,7 +256,7 @@ namespace NBF
var solver = Instantiate(lineSolverPrefab, GearRoot);
solver.transform.position = Asset.lineConnector.position;
solver.transform.rotation = Asset.lineConnector.rotation;
var indexNames = new[] { "fishing line float set", "fishing line spinning" };
var indexNames = new[] { "FishingLine1", "FishingLine1" };
var path =
$"Assets/ResRaw/Prefabs/Line/{indexNames[currentLineTypeIndex]}.prefab";
var prefab = Assets.Load<GameObject>(path);
@@ -261,7 +266,7 @@ namespace NBF
obj.transform.localScale = Vector3.one;
obj.transform.rotation = Quaternion.identity;
Line = obj.GetComponent<FLine>();
Line = obj.GetComponent<FishingLineSolver>();
Line.transform.position = Asset.lineConnector.position;
Line.Init(this);
}
@@ -339,11 +344,13 @@ namespace NBF
var state = PlayerItem.Owner.State;
Vector3 vector = Line.Lure.transform.position;
var endNode = Line.GetEndNode();
Vector3 vector = endNode.transform.position;
// 当前物体的朝向与指向 Lure 的方向之间的夹角,在 0完全对齐到 1完全相反之间的一个比例值
float headingAlignment = Vector3.Angle(base.transform.forward,
(Line.Lure.transform.position - transform.position).normalized) / 180f;
(endNode.transform.position - transform.position).normalized) / 180f;
// 经过朝向调制后的有效张力
var effectiveTension = Mathf.Clamp(CurrentTension01 * headingAlignment, 0f, 1f);

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