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

@@ -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);