注释脚本

This commit is contained in:
Bob.Song
2026-04-29 12:42:00 +08:00
parent 4b129668fd
commit bf2f9f7a27
148 changed files with 2422 additions and 41 deletions

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fileFormatVersion: 2
guid: dcae353a013f4bd8bd4818abbcbe6959
timeCreated: 1766743259

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using UnityEngine;
namespace NBF
{
public class ReelAnimator : MonoBehaviour
{
public FReel Reel;
private Animator _animator;
#region
private static readonly int ReelingHash = Animator.StringToHash("Reeling");
private static readonly int LineOutHash = Animator.StringToHash("LineOut");
private static readonly int UnlockHash = Animator.StringToHash("Unlock");
private static readonly int LineOutUnlockHash = Animator.StringToHash("LineOutUnlock");
public float Reeling
{
get => _animator.GetFloat(ReelingHash);
set => _animator.SetFloat(ReelingHash, value);
}
public float Reeling2
{
get => _animator.GetFloat(ReelingHash);
set => _animator.SetFloat(ReelingHash, value);
}
public float LineOut
{
get => _animator.GetFloat(LineOutHash);
set => _animator.SetFloat(LineOutHash, value);
}
public bool Unlock
{
get => _animator.GetBool(UnlockHash);
set => _animator.SetBool(UnlockHash, value);
}
public bool LineOutUnlock
{
get => _animator.GetBool(LineOutUnlockHash);
set => _animator.SetBool(LineOutUnlockHash, value);
}
#endregion
private void Awake()
{
_animator = GetComponent<Animator>();
}
}
}

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fileFormatVersion: 2
guid: dad5b24d68464595b58a0d8fea28a10b
timeCreated: 1766743262

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// using UnityEngine;
//
// namespace NBF
// {
// public class BobberController : MonoBehaviour
// {
// [SerializeField] private Rigidbody _rbody;
//
// [SerializeField] private ConfigurableJoint joint;
// // [SerializeField] private Buoyancy _buoyancy;
// public Rigidbody rbody => _rbody;
//
// public Rigidbody JointRb => joint.connectedBody;
//
// public void SetJoint(Rigidbody rb)
// {
// joint = joint == null ? GetComponent<ConfigurableJoint>() : joint;
// joint.connectedBody = rb;
// }
//
// public void SetJointDistance(float limit)
// {
// joint.linearLimit = new SoftJointLimit
// {
// limit = limit
// };
// }
//
// public void SetDetectCollisionEnabled(bool en)
// {
// _rbody.detectCollisions = en;
// // _buoyancy.EnablePhysics(en);
// }
//
// public void SetVelocity(Vector3 velocity)
// {
// _rbody.linearVelocity = velocity;
// }
// }
// }

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fileFormatVersion: 2
guid: 8e9411b5edc6466a8014c59e3821bbaa
timeCreated: 1768918059

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using System.Collections.Generic;
using Fantasy;
using Fantasy.Async;
using Fantasy.Entitas;
using NBF.Fishing2;
using RootMotion.FinalIK;
using Log = NBC.Log;
namespace NBF
{
public class Fishing
{
private static Fishing _instance;
public static Fishing Instance
{
get
{
_instance ??= new Fishing();
return _instance;
}
}
public MapRoom OldMap { get; private set; }
public MapRoom Map { get; private set; }
public async FTask<bool> Go(int mapId, string roomCode = "")
{
if (mapId == 0)
{
Log.Warning("账号没有进入过地图,进入新手引导地图");
mapId = 99;
}
var response = (G2C_EnterMapResponse)await Net.Call(new C2G_EnterMapRequest()
{
MapId = mapId,
RoomCode = roomCode
});
Log.Info($"进入地图请求返回={response.ErrorCode}");
if (response.ErrorCode != 0)
{
Notices.Error("enter room error");
return false;
}
LoadingPanel.Show();
await ChangeMap(response.MapId, response.RoomCode, response.Units);
LoadingPanel.Hide();
return true;
}
public async FTask ChangeMap(int mapId, string roomCode, List<MapUnitInfo> units)
{
OldMap = Map;
Map = Entity.Create<MapRoom>(Game.Main,true, true);
Map.Code = roomCode;
Map.Map = mapId;
var sceneName = "Map1";
//加载场景==
await SceneHelper.LoadScene(sceneName);
foreach (var mapUnitInfo in units)
{
Map.AddUnit(mapUnitInfo);
}
}
}
}

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fileFormatVersion: 2
guid: 0afcee9eb5f848e08b2fae2cc673b6d8
timeCreated: 1766414593

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using System;
using UnityEngine;
namespace NBF
{
public class FixedLine : MonoBehaviour
{
public Transform target;
private Rigidbody _rigidbody;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody>();
}
private void LateUpdate()
{
FixLine();
}
private void FixedUpdate()
{
FixLine();
}
private void FixLine()
{
if (!target) return;
_rigidbody.MovePosition(target.position);
}
}
}

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fileFormatVersion: 2
guid: ec22ad0246c24123a6511e60e753ee38
timeCreated: 1766586205

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fileFormatVersion: 2
guid: b4177c0c4cf94787b06ec92973ba4722
timeCreated: 1766412118

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using Fantasy;
using Fantasy.Async;
using Fantasy.Network;
using NBC;
using NBF.Fishing2;
using Newtonsoft.Json;
using Log = NBC.Log;
namespace NBF
{
public static class LoginHelper
{
private static Session _session;
public static async FTask Login(string account)
{
_session = Net.CreateSession("127.0.0.1:20001");
// _session.Scene.AddComponent<UnitUnityComponent>();
var acc = account;
// 发送登录的请求给服务器
var response = (A2C_LoginResponse)await Net.Call(new C2A_LoginRequest()
{
Username = acc,
Password = acc,
LoginType = 1
});
if (response.ErrorCode != 0)
{
Log.Error($"登录发生错误{response.ErrorCode}");
return;
}
if (!Game.Main.GetComponent<JWTParseComponent>().Parse(response.ToKen, out var payload))
{
return;
}
// 根据ToKen返回的Address登录到Gate服务器
_session = Net.CreateSession(payload.Address);
// 发送登录请求到Gate服务器
var loginResponse = (G2C_LoginResponse)await Net.Call(new C2G_LoginRequest()
{
ToKen = response.ToKen
});
if (loginResponse.ErrorCode != 0)
{
Log.Error($"登录发生错误{loginResponse.ErrorCode}");
return;
}
// var role = Game.Main.AddComponent<Role>(loginResponse.RoleId);
RoleModel.Instance.Id = loginResponse.RoleId;
Log.Info($"登录到Gate服务器成功ErrorCode:{loginResponse.ErrorCode}");
await RoleModel.Instance.GetRoleInfo();
Log.Info(
$"获取角色信息成功roleId={RoleModel.Instance.Id} Room={RoleModel.Instance.RoomCode} RoleInfo={JsonConvert.SerializeObject(RoleModel.Instance.Info)}");
//获取背包数据
await RoleModel.Instance.GetBagInfo();
}
}
}

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fileFormatVersion: 2
guid: 031ed023449844cdb9d6c4eb5d7fee90
timeCreated: 1755698636

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// using System;
// using System.Collections.Generic;
// using Fantasy;
// using Fantasy.Async;
// using NBC;
// using Fantasy.Entitas;
// using UnityEngine;
// using Log = NBC.Log;
// using Object = System.Object;
//
// namespace NBF.Fishing2
// {
// public static class MapHelper
// {
// #region Map
//
// /// <summary>
// /// 开始进入地图
// /// </summary>
// public static async FTask<int> EnterMap(int mapId, string roomCode = "")
// {
// try
// {
// var root = Game.Main;
//
// var response = (G2C_EnterMapResponse)await Net.Call(new C2G_EnterMapRequest()
// {
// MapId = mapId,
// RoomCode = roomCode
// });
// Log.Info($"进入地图请求返回={response.ErrorCode}");
//
// await ChangeMap(response.MapId, response.RoomCode, response.Units);
// // 等待场景切换完成
// // await root.GetComponent<ObjectWait>().Wait<Wait_SceneChangeFinish>();
// Log.Info($"等待场景切换结束");
// await root.EventComponent.PublishAsync(new EnterMapFinish());
// LoadingPanel.Hide();
// }
// catch (Exception e)
// {
// Log.Error(e);
// return ErrorCode.Error;
// }
//
// return ErrorCode.Success;
// }
//
//
// public static async FTask ChangeMap(int mapId, string roomCode, List<MapUnitInfo> units)
// {
// LoadingPanel.Show();
//
// var oldMap = App.Main.GetComponent<Map>();
// await oldMap.UnLoadMap();
//
// var map = App.Main.AddComponent<Map>();
// map.MapId = mapId;
// map.RoomCode = roomCode;
// map.SelfId = Game.SelfId;
// foreach (var mapUnitInfo in units)
// {
// map.CreateMapUnit(mapUnitInfo);
// }
//
// await map.LoadMap();
// }
//
//
// /// <summary>
// /// 卸载旧场景
// /// </summary>
// /// <param name="self"></param>
// public static async FTask UnLoadMap(this Map self)
// {
// await FTask.CompletedTask;
// }
//
// public static async FTask LoadMap(this Map self)
// {
// var sceneName = "Map1";
// //加载场景==
// await SceneHelper.LoadScene(sceneName);
// await self.LoadAllUnit();
// FishingPanel.Show();
//
// // 通知等待场景切换的协程
// App.Main.GetComponent<ObjectWait>().Notify(new Wait_SceneChangeFinish());
// }
//
// #endregion
//
// #region Unit
//
// /// <summary>
// /// 加载所有unit单位
// /// </summary>
// /// <param name="self"></param>
// public static async FTask LoadAllUnit(this Map self)
// {
// foreach (var (_, unit) in self.Units)
// {
// await unit.CreateView();
// }
//
// var cameraComponent = self.Scene.GetComponent<CameraComponent>();
// if (cameraComponent != null)
// {
// cameraComponent.Mode = CameraShowMode.FPP;
// }
// }
//
// #endregion
// }
// }

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fileFormatVersion: 2
guid: dfc04c7d83084b7784cb7cf69dde1be6
timeCreated: 1756132207

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using Fantasy;
using NBC;
using NBC.Asset;
using NBF.Utils;
using UnityEngine;
namespace NBF.Fishing2
{
public static class PrefabsHelper
{
public static GameObject LoadPrefab(string path, Transform parent = null)
{
var prefab = Assets.Load<GameObject>(path);
if (prefab == null)
{
}
return parent == null ? Object.Instantiate(prefab) : Object.Instantiate(prefab, parent);
}
/// <summary>
/// 创建角色预制体
/// </summary>
/// <param name="parent"></param>
/// <param name="modelName"></param>
/// <returns></returns>
public static GameObject CreatePlayer(Transform parent, string modelName = "Player")
{
var model = LoadPrefab($"Assets/ResRaw/Prefabs/Player/{modelName}.prefab", parent);
return model;
}
/// <summary>
/// 创建物品预制体
/// </summary>
/// <param name="config"></param>
/// <param name="isPreview">是否预览模式</param>
/// <returns></returns>
public static GameObject CreateItem(cfg.Item config, bool isPreview = false)
{
//创建主物体
var mainObject = LoadPrefab(config.GetFullModelPath());
//创建配件
return mainObject;
}
}
}

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fileFormatVersion: 2
guid: 18ffcf16981040b2a88990281adcb4ac
timeCreated: 1756451102

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using System;
using Fantasy.Async;
using NBC;
using UnityEngine.SceneManagement;
namespace NBF
{
public static class SceneHelper
{
public static async FTask LoadScene(string sceneName)
{
try
{
Game.Main.EventComponent.Publish(new SceneChangeStart());
LoadingPanel.Show();
var asyncOperation = SceneManager.LoadSceneAsync(sceneName);
if (asyncOperation == null) throw new Exception($"Scene not found,name={sceneName}");
while (true)
{
await Game.Main.EventComponent.PublishAsync(new LoadingProgress()
{
Progress = asyncOperation.progress
});
LoadingPanel.SetProgress(asyncOperation.progress);
// 等待0.5秒后执行下面的逻辑。
await Game.Main.TimerComponent.Net.WaitAsync(500);
if (asyncOperation.isDone)
{
break;
}
}
}
catch (Exception e)
{
Log.Error(e);
}
}
}
}

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fileFormatVersion: 2
guid: d4a2e9c0ac6d4faabbec4bccdb7a2917
timeCreated: 1756367987

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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}");
}
}
}

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fileFormatVersion: 2
guid: ed5bbbc032ec4ca1bb56991d9141e311
timeCreated: 1768918224

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fileFormatVersion: 2
guid: b727e6041c1e459aabd0d5c41752dd8e
timeCreated: 1773036926

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fileFormatVersion: 2
guid: 0b61ff9bc02946a287bd0cca1aa2b6cb
timeCreated: 1773037834

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fileFormatVersion: 2
guid: c67e0c4e3e30462d88970a3c0b4569e8
timeCreated: 1773123725

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using System.Collections.Generic;
using Fantasy;
using Fantasy.Entitas;
using NBF.Utils;
using UnityEngine;
namespace NBF
{
/// <summary>
/// 玩家物品
/// </summary>
public class PlayerItem : Entity
{
public Player Owner;
/// <summary>
/// 配置id
/// </summary>
public int ConfigID;
public List<int> BindItems = new List<int>();
#region Rod专属
private bool _stretchRope = true;
public bool StretchRope
{
get => _stretchRope;
set
{
_stretchRope = value;
Scene.EventComponent.Publish(new PlayerItemRodLingChangeEvent
{
Item = this
});
}
}
private float _lineLength = 4.2f;
/// <summary>
/// 线长度
/// </summary>
public float LineLength
{
get => _lineLength;
set
{
_lineLength = value;
Scene.EventComponent.Publish(new PlayerItemRodLingChangeEvent
{
Item = this
});
}
}
private float _floatLength = 0.7f;
/// <summary>
/// 浮漂线长度
/// </summary>
public float FloatLength
{
get => _floatLength;
set
{
_floatLength = value;
Scene.EventComponent.Publish(new PlayerItemRodLingChangeEvent
{
Item = this
});
}
}
private float _tension;
/// <summary>
/// 拉力
/// </summary>
public float Tension
{
get => _tension;
set
{
if (!Mathf.Approximately(_tension, value))
{
_tension = value;
}
// Scene.EventComponent.Publish(new PlayerItemRodLingChangeEvent
// {
// Item = this
// });
}
}
#endregion
public void Init(Player player, int configId, List<int> bindItems)
{
Owner = player;
ConfigID = configId;
BindItems.Clear();
BindItems.AddRange(bindItems);
// var itemType = bindInfo.Item.GetItemType();
// if (itemType == ItemType.Rod)
// {
// var rod = AddComponent<PlayerItemRod>();
// rod.Init(bindInfo);
// }
}
}
}

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fileFormatVersion: 2
guid: 6649b122db2f46aea8147228c674a38c
timeCreated: 1773037313

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using System.Collections.Generic;
using Fantasy;
using Fantasy.Entitas;
namespace NBF
{
/// <summary>
/// 地图房间
/// </summary>
public class MapRoom : Entity
{
/// <summary>
/// 是否本地房间
/// </summary>
public bool IsLocalRoom;
/// <summary>
/// 房间序号id
/// </summary>
public int RoomId;
/// <summary>
/// 房间代码
/// </summary>
public string Code = string.Empty;
/// <summary>
/// 房间玩家
/// </summary>
public Dictionary<long, Player> Units = new Dictionary<long, Player>();
/// <summary>
/// 房主
/// </summary>
public long Owner;
/// <summary>
/// 创建时间
/// </summary>
public long CreateTime;
/// <summary>
/// 房间地图
/// </summary>
public int Map;
public void AddUnit(MapUnitInfo unit)
{
var player = Create<Player>(Game.Main, unit.Id, true, true);
Units[unit.Id] = player;
player.InitPlayer(unit);
}
public void RemoveUnit(long id)
{
if (Units.Remove(id, out var player))
{
player.Dispose();
}
}
}
}

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fileFormatVersion: 2
guid: 41009853ac444d87809e98fae2d1c597
timeCreated: 1773036879

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using System;
using System.Collections.Generic;
using Fantasy;
using Fantasy.Entitas;
using NBF.Utils;
using UnityEngine;
namespace NBF
{
public class Player : Entity
{
// ========== 本地状态 ==========
/// <summary>
/// 是否本地玩家
/// </summary>
public bool IsLocalPlayer;
/// <summary>
/// 是否切换物品中
/// </summary>
public bool IsChangeItemIng;
public bool IsLureRod => false;
public bool IsSelf => RoleModel.Instance.Id == Id;
// ========== 物理状态(高频同步) ==========
public Vector3 Position;
public Quaternion Rotation;
public Vector2 MoveInput;
public float Speed;
public float RotationSpeed;
public bool IsGrounded;
public bool Run;
public float EyeAngle;
/// <summary>
/// 标志量
/// </summary>
public long TagValue;
/// <summary>
/// 上一个状态
/// </summary>
public PlayerState PreviousState;
/// <summary>
/// 当前状态
/// </summary>
public PlayerState State;
/// <summary>
/// 状态参数
/// </summary>
public StateEnterParams StateParams;
/// <summary>
/// 玩家的物品
/// </summary>
public Dictionary<long, PlayerItem> Items = new Dictionary<long, PlayerItem>();
/// <summary>
/// 当前手持物品id
/// </summary>
public long HandItemId;
/// <summary>
/// 当前手持物品
/// </summary>
public PlayerItem HandItem => Items.GetValueOrDefault(HandItemId);
public List<Vector3> TrajectoryPoints = new List<Vector3>();
#region
public void InitPlayer(MapUnitInfo unitInfo)
{
PreviousState = PlayerState.None;
State = PlayerState.Idle;
AddComponent<PlayerView>();
AddComponent<PlayerStateView>();
if (unitInfo.Id == RoleModel.Instance.Id)
{
//自己
AddComponent<PlayerInput>();
}
}
#endregion
#region
public void ReleaseItem(PlayerItem item)
{
if (Items.ContainsValue(item))
{
Items.Remove(item.Id);
item.Dispose();
}
}
public void UnUseItem()
{
var prevItem = HandItem;
HandItemId = 0;
ItemChangeEvent(prevItem);
}
public void UseItem(int configId, List<int> bindItems)
{
var prevItem = HandItem;
var playerItemRod = Create<PlayerItem>(Scene);
playerItemRod.Init(this, configId, bindItems);
Items[playerItemRod.Id] = playerItemRod;
HandItemId = playerItemRod.Id;
ItemChangeEvent(prevItem);
}
private void ItemChangeEvent(PlayerItem prevItem)
{
Scene.EventComponent.Publish(new PlayerItemChangeEvent
{
Player = this,
Item = HandItem,
PrevItem = prevItem
});
}
#endregion
#region
/// <summary>
/// 切换状态
/// </summary>
/// <param name="state"></param>
/// <param name="stateParams"></param>
public void ChangeState(PlayerState state, StateEnterParams stateParams = null)
{
if (state == State)
{
return;
}
PreviousState = State;
State = state;
StateParams = stateParams;
Scene.EventComponent.Publish(new PlayerStateChangeEvent
{
Player = this
});
}
#endregion
}
}

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fileFormatVersion: 2
guid: 8f7d8cb1b2cd4e25913e17e2b54e7ad9
timeCreated: 1773036936

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace NBF
{
public class StateParamsConst
{
public const string ChargedProgress = "ChargedProgress";
}
/// <summary>
/// 状态进入参数(用于网络同步和动画/表现播放)
/// </summary>
[Serializable]
public class StateEnterParams
{
// 序列化友好的数据存储
[SerializeField] private List<string> _keys = new();
[SerializeField] private List<int> _intValues = new();
[SerializeField] private List<float> _floatValues = new();
[SerializeField] private List<Vector3> _vector3Values = new();
[SerializeField] private List<Quaternion> _quaternionValues = new();
// 快速访问缓存
private Dictionary<string, int> _intCache;
private Dictionary<string, int> _floatCache;
private Dictionary<string, int> _vector3Cache;
private Dictionary<string, int> _quaternionCache;
public StateEnterParams()
{
InitializeCaches();
}
private void InitializeCaches()
{
_intCache = new Dictionary<string, int>();
_floatCache = new Dictionary<string, int>();
_vector3Cache = new Dictionary<string, int>();
_quaternionCache = new Dictionary<string, int>();
}
/// <summary>
/// 清空所有参数
/// </summary>
public void Clear()
{
_keys.Clear();
_intValues.Clear();
_floatValues.Clear();
_vector3Values.Clear();
_quaternionValues.Clear();
_intCache.Clear();
_floatCache.Clear();
_vector3Cache.Clear();
_quaternionCache.Clear();
}
/// <summary>
/// 设置 int 参数
/// </summary>
public void SetInt(string key, int value)
{
if (_intCache.TryGetValue(key, out int index))
{
_intValues[index] = value;
}
else
{
_keys.Add(key);
_intValues.Add(value);
_intCache[key] = _intValues.Count - 1;
}
}
/// <summary>
/// 设置 float 参数
/// </summary>
public void SetFloat(string key, float value)
{
if (_floatCache.TryGetValue(key, out int index))
{
_floatValues[index] = value;
}
else
{
_keys.Add(key);
_floatValues.Add(value);
_floatCache[key] = _floatValues.Count - 1;
}
}
/// <summary>
/// 设置 Vector3 参数
/// </summary>
public void SetVector3(string key, Vector3 value)
{
if (_vector3Cache.TryGetValue(key, out int index))
{
_vector3Values[index] = value;
}
else
{
_keys.Add(key);
_vector3Values.Add(value);
_vector3Cache[key] = _vector3Values.Count - 1;
}
}
/// <summary>
/// 设置 Quaternion 参数
/// </summary>
public void SetQuaternion(string key, Quaternion value)
{
if (_quaternionCache.TryGetValue(key, out int index))
{
_quaternionValues[index] = value;
}
else
{
_keys.Add(key);
_quaternionValues.Add(value);
_quaternionCache[key] = _quaternionValues.Count - 1;
}
}
/// <summary>
/// 设置 bool 参数
/// </summary>
public void SetBool(string key, bool value)
{
if (_intCache.TryGetValue(key, out int index))
{
_intValues[index] = value ? 1 : 0;
}
else
{
_keys.Add(key);
_intValues.Add(value ? 1 : 0);
_intCache[key] = _intValues.Count - 1;
}
}
/// <summary>
/// 获取 int 参数
/// </summary>
public int GetInt(string key, int defaultValue = 0)
{
if (_intCache.TryGetValue(key, out int index) && index < _intValues.Count)
{
return _intValues[index];
}
return defaultValue;
}
/// <summary>
/// 获取 float 参数
/// </summary>
public float GetFloat(string key, float defaultValue = 0f)
{
if (_floatCache.TryGetValue(key, out int index) && index < _floatValues.Count)
{
return _floatValues[index];
}
return defaultValue;
}
/// <summary>
/// 获取 Vector3 参数
/// </summary>
public Vector3 GetVector3(string key, Vector3 defaultValue = default)
{
if (_vector3Cache.TryGetValue(key, out int index) && index < _vector3Values.Count)
{
return _vector3Values[index];
}
return defaultValue;
}
/// <summary>
/// 获取 Quaternion 参数
/// </summary>
public Quaternion GetQuaternion(string key, Quaternion defaultValue = default)
{
if (_quaternionCache.TryGetValue(key, out int index) && index < _quaternionValues.Count)
{
return _quaternionValues[index];
}
return defaultValue;
}
/// <summary>
/// 获取 bool 参数
/// </summary>
public bool GetBool(string key, bool defaultValue = false)
{
if (_intCache.TryGetValue(key, out int index) && index < _intValues.Count)
{
return _intValues[index] == 1;
}
return defaultValue;
}
/// <summary>
/// 是否包含某个参数
/// </summary>
public bool HasKey(string key)
{
return _intCache.ContainsKey(key) ||
_floatCache.ContainsKey(key) ||
_vector3Cache.ContainsKey(key) ||
_quaternionCache.ContainsKey(key);
}
/// <summary>
/// 复制当前参数
/// </summary>
public StateEnterParams Clone()
{
var copy = new StateEnterParams
{
_keys = new List<string>(_keys),
_intValues = new List<int>(_intValues),
_floatValues = new List<float>(_floatValues),
_vector3Values = new List<Vector3>(_vector3Values),
_quaternionValues = new List<Quaternion>(_quaternionValues)
};
copy.InitializeCaches();
return copy;
}
}
}

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fileFormatVersion: 2
guid: a0ff43bbc7dd46b387e62f574ceb2523
timeCreated: 1773029210

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fileFormatVersion: 2
guid: a348fcaa64274862baa542a3dc1ffc62
timeCreated: 1773117606

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namespace NBF
{
public struct PlayerStateChangeEvent
{
public Player Player;
}
public struct PlayerItemChangeEvent
{
public Player Player;
public PlayerItem Item;
public PlayerItem PrevItem;
}
public struct PlayerItemRodLingChangeEvent
{
public PlayerItem Item;
}
}

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fileFormatVersion: 2
guid: c10a4d3f5e354dc9a046ddf7219354b2
timeCreated: 1773060354

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fileFormatVersion: 2
guid: a6965e70ae1742089580926e5b1adabf
timeCreated: 1773037850

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fileFormatVersion: 2
guid: b7a71b6539c547fcaab2b89279530aef
timeCreated: 1773116602

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fileFormatVersion: 2
guid: ab0e597ee4744959abdc5dc66546dacb
timeCreated: 1777211780

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@@ -1,586 +0,0 @@
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,
}
/// <summary>
/// 线模式
/// </summary>
public enum LineMode
{
Joint,
Constraint
}
public class FLine : FGearBase
{
public LineType LineType;
[Header("连接点配置")] [SerializeField] private Transform anchorTransform;
[SerializeField] private List<FLineLogicNode> lineNodes = new List<FLineLogicNode>();
[Header("物理参数")] [SerializeField] private float positionCorrectionForce = 100f;
[SerializeField] private float dampingCoefficient = 10f;
[SerializeField] private int constraintIterations = 10;
[SerializeField] private bool useMassWeighting = true;
[SerializeField] private bool showDebugInfo = true;
[Header("动态间距设置")] [SerializeField] private float defaultTransitionSpeed = 2f; // 默认长度变化速度(单位/秒)
private LineMode _lineMode = LineMode.Joint;
// [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;
private readonly List<ConnectionConstraint> _constraints = new List<ConnectionConstraint>();
public FLineLogicNode StartNode { get; private set; }
public FLineLogicNode BobberNode => GetNode(FLineLogicNodeType.Bobber);
public FLineLogicNode EndNode { get; private set; }
public LineMode LineMode => _lineMode;
public float LinelenghtDiferent;
[System.Serializable]
public class ConnectionConstraint
{
public FLineLogicNodeType NodeType;
public Rigidbody bodyA;
public Rigidbody bodyB;
public float maxDistance;
public float minDistance;
public float currentDistance;
public Vector3 direction;
// 动态目标距离(用于平滑过渡)
public float targetMaxDistance;
public bool hasPendingTransition;
public bool hasPendingMaxTransition;
public float maxTransitionSpeed;
public ConnectionConstraint(Rigidbody a, Rigidbody b, float maxDist, float minDist = 0f)
{
bodyA = a;
bodyB = b;
maxDistance = maxDist;
minDistance = minDist;
targetMaxDistance = maxDist;
hasPendingTransition = false;
hasPendingMaxTransition = false;
maxTransitionSpeed = 0f;
}
public void UpdateCurrentState()
{
if (bodyA && bodyB)
{
Vector3 delta = bodyB.position - bodyA.position;
currentDistance = delta.magnitude;
direction = currentDistance > 0.0001f ? delta.normalized : Vector3.right;
}
}
}
protected override void OnInit()
{
if (anchorTransform == null)
{
var tipRb = Rod.Asset.LineConnectorRigidbody;
anchorTransform = tipRb.transform;
}
}
private void Start()
{
BuildConstraints();
StartNode = GetNode(FLineLogicNodeType.Start);
EndNode = GetNode(FLineLogicNodeType.End);
}
private void Update()
{
LinelenghtDiferent = GetLineDistance();
//非钓鱼状态
if (Rod) Rod.PlayerItem.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f);
}
private void FixedUpdate()
{
UpdateAnchorNode();
FixedUpdateConstraints();
}
public void ChangeMode(LineMode mode)
{
_lineMode = mode;
foreach (var fLineLogicNode in lineNodes)
{
fLineLogicNode.ChangeMode(mode);
}
}
public List<FLineLogicNode> GetLineNodes()
{
return new List<FLineLogicNode>(lineNodes);
}
public void Print()
{
// Log.Info($"当前线情况 TotalLength={TotalLength} CurrentStretchLength={CurrentStretchLength}");
}
#region
private void UpdateAnchorNode()
{
if (anchorTransform == null || lineNodes.Count < 1)
{
return;
}
var startNode = lineNodes[0].Rigidbody;
startNode.transform.SetPositionAndRotation(anchorTransform.position, anchorTransform.rotation);
if (!startNode.isKinematic)
{
startNode.linearVelocity = Vector3.zero;
startNode.angularVelocity = Vector3.zero;
}
}
/// <summary>
/// 获取一个节点
/// </summary>
/// <param name="type"></param>
/// <returns></returns>
public FLineLogicNode GetNode(FLineLogicNodeType type)
{
foreach (var node in lineNodes)
{
if (node.NodeType == type)
{
return node;
}
}
return null;
}
public void SetLenght(float lenght, FLineLogicNodeType type = FLineLogicNodeType.Bobber)
{
var node = GetNode(type);
if (node != null)
{
if (_lineMode == LineMode.Joint)
{
node.SetLenght(lenght);
}
else
{
SetSegmentMaxLength(lenght, type);
}
}
}
#endregion
#region
private void FixedUpdateConstraints()
{
if (_lineMode != LineMode.Constraint) return;
if (!enabled || lineNodes.Count < 2) return;
// 更新动态过渡
UpdateTransitions();
for (int iteration = 0; iteration < constraintIterations; iteration++)
{
ApplyDistanceConstraints();
}
ApplyDamping();
}
private void BuildConstraints()
{
_constraints.Clear();
if (lineNodes.Count < 2) return;
// 创建约束
for (int i = 0; i < lineNodes.Count - 1; i++)
{
FLineLogicNode currentNode = lineNodes[i];
FLineLogicNode nextNode = lineNodes[i + 1];
Rigidbody bodyA = currentNode ? currentNode.Rigidbody : null;
Rigidbody bodyB = nextNode ? nextNode.Rigidbody : null;
if (bodyA != null && bodyB != null)
{
var constraint = new ConnectionConstraint(
bodyA,
bodyB,
nextNode.Lenght
);
constraint.NodeType = nextNode.NodeType;
_constraints.Add(constraint);
}
}
}
private void ApplyDistanceConstraints()
{
for (int i = 0; i < _constraints.Count; i++)
{
var constraint = _constraints[i];
if (!constraint.bodyA || !constraint.bodyB) continue;
constraint.UpdateCurrentState();
float currentDist = constraint.currentDistance;
float maxDist = constraint.maxDistance;
float minDist = constraint.minDistance;
float error = 0f;
bool needCorrection = false;
if (currentDist > maxDist)
{
error = currentDist - maxDist;
needCorrection = true;
}
if (!needCorrection || Mathf.Abs(error) < 0.0001f) continue;
float invMassA = constraint.bodyA.isKinematic ? 0f : 1f / constraint.bodyA.mass;
float invMassB = constraint.bodyB.isKinematic ? 0f : 1f / constraint.bodyB.mass;
float totalInvMass = invMassA + invMassB;
if (totalInvMass < 0.0001f) continue;
float weightA = useMassWeighting ? (invMassA / totalInvMass) : 0.5f;
float weightB = useMassWeighting ? (invMassB / totalInvMass) : 0.5f;
Vector3 correction = constraint.direction * error;
Vector3 positionCorrectionA = correction * weightA;
Vector3 positionCorrectionB = -correction * weightB;
constraint.bodyA.position += positionCorrectionA;
constraint.bodyB.position += positionCorrectionB;
Vector3 velocityCorrectionA = positionCorrectionA / Time.fixedDeltaTime;
Vector3 velocityCorrectionB = positionCorrectionB / Time.fixedDeltaTime;
constraint.bodyA.AddForce(velocityCorrectionA * constraint.bodyA.mass, ForceMode.Impulse);
constraint.bodyB.AddForce(velocityCorrectionB * constraint.bodyB.mass, ForceMode.Impulse);
}
}
private void ApplyDamping()
{
for (int i = 0; i < _constraints.Count; i++)
{
var constraint = _constraints[i];
if (!constraint.bodyA || !constraint.bodyB) continue;
if (constraint.currentDistance <= constraint.maxDistance) continue;
Vector3 relativeVelocity = constraint.bodyB.linearVelocity - constraint.bodyA.linearVelocity;
float velocityInConstraintDir = Vector3.Dot(relativeVelocity, constraint.direction);
if (velocityInConstraintDir > 0)
{
float dampingForce = -velocityInConstraintDir * dampingCoefficient;
Vector3 dampingImpulse = constraint.direction * dampingForce * Time.fixedDeltaTime;
constraint.bodyA.AddForce(-dampingImpulse * constraint.bodyA.mass, ForceMode.Impulse);
constraint.bodyB.AddForce(dampingImpulse * constraint.bodyB.mass, ForceMode.Impulse);
}
}
}
/// <summary>
/// 按速度过渡某段的最大距离
/// </summary>
private void SetSegmentMaxLength(float targetLength, FLineLogicNodeType type = FLineLogicNodeType.Bobber,
float transitionSpeed = 2f)
{
var constraint = _constraints.Find(t => t.NodeType == type);
if (constraint == null) return;
targetLength = Mathf.Max(0.01f, targetLength);
float speed = Mathf.Max(0.01f, transitionSpeed > 0 ? transitionSpeed : defaultTransitionSpeed);
constraint.targetMaxDistance = targetLength;
constraint.maxTransitionSpeed = speed;
constraint.hasPendingMaxTransition = Mathf.Abs(constraint.maxDistance - targetLength) >= 0.0001f;
constraint.hasPendingTransition = constraint.hasPendingMaxTransition;
}
/// <summary>
/// 更新所有活跃的过渡
/// </summary>
private void UpdateTransitions()
{
float deltaTime = Time.fixedDeltaTime;
for (int i = 0; i < _constraints.Count; i++)
{
var constraint = _constraints[i];
if (constraint.hasPendingMaxTransition)
{
float nextMaxDistance = Mathf.MoveTowards(
constraint.maxDistance,
constraint.targetMaxDistance,
constraint.maxTransitionSpeed * deltaTime
);
constraint.maxDistance = nextMaxDistance;
var node = GetNode(constraint.NodeType);
// SyncSegmentMaxLength(i, nextMaxDistance);
node.SetLenght(nextMaxDistance);
if (Mathf.Abs(nextMaxDistance - constraint.targetMaxDistance) < 0.0001f)
{
constraint.maxDistance = constraint.targetMaxDistance;
constraint.hasPendingMaxTransition = false;
// SyncSegmentMaxLength(i, constraint.targetMaxDistance);
node.SetLenght(constraint.targetMaxDistance);
}
}
constraint.hasPendingTransition = constraint.hasPendingMaxTransition;
}
}
/// <summary>
/// 获取某个段是否正在进行过渡
/// </summary>
public bool IsSegmentTransitioning(int segmentIndex)
{
if (segmentIndex >= 0 && segmentIndex < _constraints.Count)
{
return _constraints[segmentIndex].hasPendingTransition;
}
return false;
}
#endregion
// #region 极限判定
//
// /// <summary>
// /// 当前逻辑链总长度超出配置总长度的部分,小于等于零时记为 0。
// /// </summary>
// [Header("Limit Detection")]
// public float CurrentStretchLength { get; private set; }
//
// /// <summary>
// /// 总长度
// /// </summary>
// public float TotalLength { get; private set; }
//
// [Min(0f)]
// // 极限判定的长度容差,允许链路在总长或单段长度上存在少量误差。
// [SerializeField]
// private float lengthLimitTolerance = 0.01f;
//
// [Min(0f)]
// // 达到极限后,只有当前超长值大于该阈值时,才开始进入断线候选计时。
// [SerializeField]
// private float breakStretchThreshold = 0.3f;
//
// [Min(0f)]
// // UI 百分比开始起算的最小超长值;低于或等于该值时统一按 0% 处理。
// [SerializeField]
// private float breakStretchPercentMinThreshold = 0.06f;
//
// [Min(0f)]
// // 断线候选状态允许持续的最大时间;超过后会发出一次断线消息。
// [SerializeField]
// private float breakLimitDuration = 3f;
//
// /// <summary>
// /// 当鱼线达到断线条件时发出的一次性消息。
// /// 外部可订阅该事件,在回调中执行切线、播放表现或状态切换。
// /// </summary>
// public event Action<FLine> OnLineBreakRequested;
//
// /// <summary>
// /// 当前是否处于极限状态。
// /// 只要整链超出总长度容差,或任一逻辑段超出单段容差,即认为到达极限。
// /// </summary>
// public bool IsAtLimit { get; private set; }
//
// /// <summary>
// /// 当前断线候选状态的累计时间。
// /// 只有在处于极限状态,且 CurrentStretchLength 大于断线阈值时才会累加;否则重置为 0。
// /// </summary>
// public float LimitStateTime { get; private set; }
//
// /// <summary>
// /// 当前极限断线消息是否已经发出过。
// /// 在退出断线候选状态前只会发一次,避免重复通知。
// /// </summary>
// public bool HasBreakNotificationSent { get; private set; }
//
// /// <summary>
// /// 当前拉力极限百分比。
// /// 当超长值小于等于 breakStretchPercentMinThreshold 时为 0
// /// 当超长值大于等于 breakStretchThreshold 时为 100
// /// 中间区间按线性比例映射,供 UI 显示使用。
// /// </summary>
// public float CurrentBreakStretchPercent => EvaluateBreakStretchPercent(CurrentStretchLength);
//
// /// <summary>
// /// 当前是否正在进行断线候选计时。
// /// </summary>
// public bool IsBreakCountdownActive => IsAtLimit && CurrentStretchLength > breakStretchThreshold;
//
// private float EvaluateBreakStretchPercent(float stretchLength)
// {
// var percentMinThreshold = Mathf.Max(lengthLimitTolerance, breakStretchPercentMinThreshold);
//
// if (stretchLength <= percentMinThreshold)
// {
// return 0f;
// }
//
// if (stretchLength >= breakStretchThreshold)
// {
// return 100f;
// }
//
// if (breakStretchThreshold <= percentMinThreshold)
// {
// return 100f;
// }
//
// return Mathf.InverseLerp(percentMinThreshold, breakStretchThreshold, stretchLength) * 100f;
// }
//
// private void SetLimitState(bool isAtLimit)
// {
// IsAtLimit = isAtLimit;
// }
//
// private void UpdateBreakCountdown(float deltaTime)
// {
// if (lineNodes.Count < 2)
// {
// SetLimitState(false);
// ResetLimitState();
// return;
// }
//
//
// var startNode = lineNodes[0];
// var endNode = lineNodes[^1];
// TotalLength = 0;
// foreach (var node in lineNodes)
// {
// TotalLength += node.Lenght;
// }
//
// var realLen = Vector3.Distance(startNode.transform.position, endNode.transform.position);
// CurrentStretchLength = realLen - TotalLength;
// if (CurrentStretchLength < 0f)
// {
// CurrentStretchLength = 0f;
// }
//
// SetLimitState(CurrentStretchLength > lengthLimitTolerance);
// if (LineMode != LineMode.Constraint) return;
//
// if (!IsBreakCountdownActive)
// {
// LimitStateTime = 0f;
// HasBreakNotificationSent = false;
// return;
// }
//
// LimitStateTime += Mathf.Max(0f, deltaTime);
// if (HasBreakNotificationSent || LimitStateTime < breakLimitDuration)
// {
// return;
// }
//
// HasBreakNotificationSent = true;
// NotifyLineBreakRequested();
// }
//
// /// <summary>
// /// 发出鱼线达到断线条件的消息。
// /// 这里预留给外部订阅,当前不在求解器内部直接执行断线逻辑。
// /// </summary>
// private void NotifyLineBreakRequested()
// {
// OnLineBreakRequested?.Invoke(this);
// }
//
// private void ResetLimitState()
// {
// CurrentStretchLength = 0f;
// IsAtLimit = false;
// LimitStateTime = 0f;
// HasBreakNotificationSent = false;
// }
//
// #endregion
#region Tension
private float GetLineDistance()
{
//第一个节点到竿稍的位置-第一段鱼线长度
return Vector3.Distance(StartNode.transform.position, BobberNode.transform.position) -
BobberNode.Lenght;
}
public float GetTension(float weight)
{
return weight * GetLineDistance();
}
#endregion
}
}

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fileFormatVersion: 2
guid: c0403ffd74ce46fab8bd4ef057e51432
timeCreated: 1766582567

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using System;
using System.Collections;
using UnityEngine;
namespace NBF
{
public enum FLineLogicNodeType
{
Start,
Bobber,
Weight,
End
}
public class FLineLogicNode : MonoBehaviour
{
[Header("节点设置")] public FLineLogicNodeType NodeType = FLineLogicNodeType.Bobber;
[SerializeField] private Rope rope;
[SerializeField] private Rigidbody preRigidbody;
private Rigidbody _rb;
private SpringJoint _joint;
private FLine _parentCable;
private float _lenght;
public Rigidbody PreRigidbody => preRigidbody;
public Rigidbody Rigidbody => _rb;
public FLine ParentCable => _parentCable;
public SpringJoint Joint => _joint;
public float Lenght => _lenght;
public Rope Rope => rope;
private void Awake()
{
_rb = GetComponent<Rigidbody>();
_parentCable = GetComponentInParent<FLine>();
_joint = GetComponent<SpringJoint>();
}
public void SetLenght(float lenght)
{
_lenght = lenght;
if (_joint)
{
_joint.maxDistance = lenght;
}
if (rope)
{
rope.SetTargetLength(lenght);
}
}
/// <summary>
/// 切换约束模式
/// </summary>
/// <param name="mode"></param>
public void ChangeMode(LineMode mode)
{
if (mode == LineMode.Joint)
{
if (_joint)
{
StartCoroutine(ReconnectedBody());
}
}
else if (mode == LineMode.Constraint)
{
if (_joint) _joint.connectedBody = null;
if (NodeType == FLineLogicNodeType.End)
{
Rigidbody.isKinematic = true;
}
}
}
private IEnumerator ReconnectedBody()
{
_joint.connectedBody = preRigidbody;
yield return 1;
Rigidbody.position = preRigidbody.position;
preRigidbody.isKinematic = true;
preRigidbody.linearVelocity = Vector3.zero;
preRigidbody.angularVelocity = Vector3.zero;
if (NodeType != FLineLogicNodeType.Start)
{
preRigidbody.isKinematic = false;
}
yield return 1;
preRigidbody.linearVelocity = Vector3.zero;
preRigidbody.angularVelocity = Vector3.zero;
if (NodeType == FLineLogicNodeType.End)
{
Rigidbody.isKinematic = false;
}
}
}
}

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fileFormatVersion: 2
guid: 7f840e1966fd4c2aafe2f37ca260cdd2
timeCreated: 1777211794

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using System.Collections.Generic;
using UnityEngine;
namespace NBF
{
/// <summary>
/// 硬线系统测试脚本,直接读取 FLine 已配置的节点。
/// </summary>
public class FLineTest : MonoBehaviour
{
[Header("测试控制")] [SerializeField] private KeyCode fixMiddleKey = KeyCode.M;
[Header("动态间距控制")] [SerializeField] private KeyCode pullFirstKey = KeyCode.UpArrow;
[SerializeField] private KeyCode relaxFirstKey = KeyCode.DownArrow;
[SerializeField] private KeyCode fixedKey = KeyCode.F;
[SerializeField] private KeyCode debugKey = KeyCode.D;
[SerializeField, Min(0.01f)] private float extendAmount = 0.5f;
[SerializeField, Min(0.01f)] private float holdAdjustSpeed = 1f;
[SerializeField, Min(0.01f)] private float transitionSpeed = 2f;
[SerializeField] private bool smoothTransition = true;
[SerializeField] private FLine line;
private float[] initialLengths;
private void OnValidate()
{
extendAmount = Mathf.Max(0.01f, extendAmount);
holdAdjustSpeed = Mathf.Max(0.01f, holdAdjustSpeed);
transitionSpeed = Mathf.Max(0.01f, transitionSpeed);
}
private void Start()
{
RefreshInitialLengths(true);
line.SetLenght(0.2f);
line.SetLenght(0.2f, FLineLogicNodeType.End);
}
private void Update()
{
if (!EnsureCable())
return;
RefreshInitialLengths();
HandleInput();
// if (line.CurrentBreakStretchPercent > 10f)
// {
// if (line.LineMode == LineMode.Constraint)
// Debug.LogError(
// $"当前极限情况CurrentBreakStretchPercent={line.CurrentBreakStretchPercent} CurrentStretchLength={line.CurrentStretchLength} TotalLength={line.TotalLength} LimitStateTime={line.LimitStateTime}");
// }
}
private bool EnsureCable()
{
if (line)
return true;
line = GetComponent<FLine>();
return line != null;
}
private List<FLineLogicNode> GetNodes()
{
return line != null ? line.GetLineNodes() : null;
}
private void RefreshInitialLengths(bool force = false)
{
List<FLineLogicNode> nodes = GetNodes();
int segmentCount = nodes != null ? Mathf.Max(0, nodes.Count - 1) : 0;
if (!force && initialLengths != null && initialLengths.Length == segmentCount)
return;
initialLengths = new float[nodes.Count];
for (var i = 0; i < nodes.Count; i++)
{
var node = nodes[i];
initialLengths[i] = Mathf.Max(0.01f, node.Lenght);
}
}
private float GetCurrentMaxLength(int segmentIndex)
{
var nodes = line.GetLineNodes();
var node = nodes[segmentIndex];
// float length = line.GetSegmentMaxLength(segmentIndex);
return Mathf.Max(0.01f, node.Lenght);
}
private float GetTargetMaxLength(int segmentIndex)
{
var nodes = line.GetLineNodes();
var node = nodes[segmentIndex];
float length = node.Lenght;
// if (length <= 0f)
// length = line.GetSegmentMaxLength(segmentIndex);
return Mathf.Max(0.01f, length);
}
private int GetSegmentCount()
{
return initialLengths != null ? initialLengths.Length : 0;
}
private void HandleInput()
{
HandleOriginalControls();
HandleDynamicDistanceControls();
}
private void HandleOriginalControls()
{
List<FLineLogicNode> nodes = GetNodes();
if (nodes == null)
return;
if (Input.GetKeyDown(fixMiddleKey) && nodes.Count >= 3)
{
int middleIndex = nodes.Count / 2;
FLineLogicNode middleNode = nodes[middleIndex];
Rigidbody middleRb = middleNode ? middleNode.Rigidbody : null;
if (middleNode && middleRb)
{
bool newState = !middleRb.isKinematic;
Debug.Log($"中间节点({middleIndex}) {(newState ? "" : "")} - 观察其他节点变化");
}
}
}
private void HandleDynamicDistanceControls()
{
if (line == null || initialLengths == null || initialLengths.Length == 0)
return;
if (Input.GetKeyDown(pullFirstKey))
PullFirstSegment(extendAmount * 0.5f);
if (Input.GetKeyDown(relaxFirstKey))
RelaxFirstSegment(extendAmount * 0.5f);
if (Input.GetKeyDown(fixedKey))
{
if (line.LineMode == LineMode.Joint) line.ChangeMode(LineMode.Constraint);
else line.ChangeMode(LineMode.Joint);
}
if (Input.GetKeyDown(debugKey))
{
line.Print();
}
}
private void ApplySegmentTargetLength(FLineLogicNodeType type, float targetLength)
{
line.SetLenght(targetLength, type);
}
private void PullFirstSegment(float amount)
{
if (GetSegmentCount() <= 0)
return;
float targetLength = Mathf.Max(0.1f, GetTargetMaxLength(0) - amount);
ApplySegmentTargetLength(0, targetLength);
Debug.Log($"拉紧第一段到 {targetLength:F2}");
}
private void RelaxFirstSegment(float amount)
{
if (GetSegmentCount() <= 0)
return;
float targetLength = GetTargetMaxLength(0) + amount;
ApplySegmentTargetLength(0, targetLength);
Debug.Log($"放松第一段到 {targetLength:F2}");
}
private void OnGUI()
{
if (!EnsureCable())
return;
RefreshInitialLengths();
List<FLineLogicNode> nodes = GetNodes();
int nodeCount = nodes != null ? nodes.Count : 0;
GUILayout.BeginArea(new Rect(10f, 10f, 360f, 260f));
GUILayout.Label("=== 硬线系统测试控制 ===");
GUILayout.Label("原始控制:");
GUILayout.Label($" {fixMiddleKey} - 固定/释放中间节点");
GUILayout.Space(10f);
GUILayout.Label("动态间距控制:");
GUILayout.Label($" {pullFirstKey} - 拉紧第一段");
GUILayout.Label($" {relaxFirstKey} - 放松第一段");
GUILayout.Label(" Shift+滚轮 - 调整最近段");
GUILayout.Space(10f);
GUILayout.Label("设置:");
GUILayout.Label($" 节点数: {nodeCount}");
GUILayout.Label(" 初始长度来源: FLine 节点配置");
GUILayout.Label($" 过渡模式: {(smoothTransition ? "" : "")}");
if (smoothTransition)
GUILayout.Label($" 过渡速度: {transitionSpeed:F1}");
GUILayout.EndArea();
GUILayout.BeginArea(new Rect(10f, 280f, 360f, 220f));
GUILayout.Label("=== 各段实际长度 ===");
// for (int i = 0; i < Mathf.Min(GetSegmentCount(), 10); i++)
// {
// Rigidbody bodyA = nodes[i] ? nodes[i].Rigidbody : null;
// Rigidbody bodyB = nodes[i + 1] ? nodes[i + 1].Rigidbody : null;
// if (!bodyA || !bodyB)
// continue;
//
// float actualDistance = Vector3.Distance(bodyA.position, bodyB.position);
// float currentLimit = GetCurrentMaxLength(i);
// float targetLimit = GetTargetMaxLength(i);
//
// string segmentInfo = $"段{i}: {actualDistance:F2} (限制: {currentLimit:F2}";
// if (line.IsSegmentTransitioning(i))
// segmentInfo += $" -> {targetLimit:F2}";
//
// segmentInfo += ")";
//
// if (actualDistance > targetLimit * 1.1f)
// {
// GUI.color = Color.red;
// }
// else if (line.IsSegmentTransitioning(i))
// {
// GUI.color = Color.yellow;
// }
// else
// {
// GUI.color = Color.green;
// }
//
// GUILayout.Label(segmentInfo);
// }
GUI.color = Color.white;
bool anyTransitioning = false;
for (int i = 0; i < GetSegmentCount(); i++)
{
if (line.IsSegmentTransitioning(i))
{
anyTransitioning = true;
break;
}
}
if (anyTransitioning)
GUILayout.Label("状态: 过渡中...");
GUILayout.EndArea();
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 535734a3b6eb4e16847b2fc9d9dee1c3
timeCreated: 1777263325

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 958b50133e064daf9764313f24b892da
timeCreated: 1773069791

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@@ -1,15 +0,0 @@
using Fantasy.Event;
namespace NBF
{
public class OnPlayerItemRodLingChangeEvent: EventSystem<PlayerItemRodLingChangeEvent>
{
protected override void Handler(PlayerItemRodLingChangeEvent self)
{
var itemView = self.Item.GetComponent<PlayerItemView>();
itemView.Rod.SetLineLength();
// var view = self.Player.GetOrAddComponent<PlayerView>();
// view.ChangeItem(self).Coroutine();
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 308a4c63d4da4a5e83db7426790c9b6e
timeCreated: 1773155866

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@@ -1,13 +0,0 @@
using Fantasy.Event;
namespace NBF.Handle
{
public class OnPlayerStateChangeEvent : EventSystem<PlayerItemChangeEvent>
{
protected override void Handler(PlayerItemChangeEvent self)
{
var view = self.Player.GetOrAddComponent<PlayerView>();
view.ChangeItem(self).Coroutine();
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: b5897acb7a6e40fcb3123362df1669f3
timeCreated: 1773069799

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 1f9c361f2958454abb43724693a2157a
timeCreated: 1773116527

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@@ -1,28 +0,0 @@
using Fantasy.Async;
using Fantasy.Entitas;
using UnityEngine;
namespace NBF
{
/// <summary>
/// 玩家物品视图组件
/// </summary>
public class PlayerItemView : Entity
{
public PlayerItem Item { get; protected set; }
/// <summary>
/// 竿子
/// </summary>
public FRod Rod { get; private set; }
public async FTask InitShow(PlayerItem item)
{
Item = item;
var itemConfig = Game.Tables.TbItem.Get(Item.ConfigID);
Rod = itemConfig.InstantiateAndComponent<FRod>(SceneSettings.Instance.GearNode, Vector3.zero,
Quaternion.identity);
await Rod.InitRod(Item);
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 98838cf2cf934b8aaaf97f4d58544055
timeCreated: 1773116536

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: c38d17daa1164359ad9f9466be692b7c
timeCreated: 1773038185

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@@ -1,98 +0,0 @@
using System;
using UnityEngine;
namespace NBF
{
public class JointPinchController : MonoBehaviour
{
// 配置参数
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float snapDistance = 0.1f;
private FixedJoint pinchJoint;
private Rigidbody rb;
private float maxCatchupDuration = 0.5f;
private Transform targetTransform;
private float originalSpring;
private float pinchElapsedTime;
public bool isPinched { get; private set; }
private bool moveToTargetDone;
private float _speed;
void Start()
{
rb = GetComponent<Rigidbody>();
}
void FixedUpdate()
{
if (isPinched && !moveToTargetDone && targetTransform != null)
{
pinchElapsedTime += Time.fixedDeltaTime;
transform.position =
Vector3.MoveTowards(transform.position, targetTransform.position, Time.deltaTime * _speed);
if (Vector3.Distance(transform.position, targetTransform.position) < 0.1f ||
pinchElapsedTime >= maxCatchupDuration)
{
moveToTargetDone = true;
}
}
}
private void LateUpdate()
{
// SyncPosition();
}
private void Update()
{
SyncPosition();
}
private void SyncPosition()
{
if (!isPinched) return;
if (!moveToTargetDone) return;
transform.position = targetTransform.position;
}
// 外部调用:开始捏住流程
public void StartPinch(Transform fingerTransform, float speed = 3, float _maxCatchupDuration = 0.3f)
{
_speed = speed;
Rigidbody fingerRb = fingerTransform.GetComponent<Rigidbody>();
if (fingerRb == null)
{
Debug.LogError("目标必须带有Rigidbody");
return;
}
maxCatchupDuration = _maxCatchupDuration;
pinchElapsedTime = 0f;
isPinched = true;
rb.useGravity = false;
rb.isKinematic = true;
moveToTargetDone = false;
targetTransform = fingerTransform;
}
// 外部调用:释放捏住
public void ReleasePinch()
{
isPinched = false;
rb.useGravity = true;
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.isKinematic = false;
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
targetTransform = null;
}
}
}

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fileFormatVersion: 2
guid: 1de1bec90e454664a860c5248170ff95
timeCreated: 1773588197

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@@ -1,184 +0,0 @@
using System;
using KINEMATION.MagicBlend.Runtime;
using NBC;
using NBF.Utils;
using UnityEngine;
namespace NBF
{
public class PlayerAnimator : PlayerMonoBehaviour
{
public Animator _Animator;
private bool _isRodLayerEnabled;
private bool _isInit;
private PlayerIK _IK;
private MagicBlending _magicBlending;
private bool _IsInVehicle;
#region
// public static readonly int IsSwiming = Animator.StringToHash("Swim");
//
// public static readonly int ThrowFar = Animator.StringToHash("ThrowFar");
//
// public static readonly int BoatDriving = Animator.StringToHash("BoatDriving");
//
// public static readonly int BaitInWater = Animator.StringToHash("BaitInWater");
//
// public static readonly int HeldRod = Animator.StringToHash("HeldRod");
//
// public static readonly int RodArming = Animator.StringToHash("RodArming");
public static readonly int Forward = Animator.StringToHash("Forward");
public static readonly int Turn = Animator.StringToHash("Turn");
public static readonly int OnGroundHash = Animator.StringToHash("OnGround");
public static readonly int PrepareThrowHash = Animator.StringToHash("PrepareThrow");
public static readonly int StartThrowHash = Animator.StringToHash("StartThrow");
public static readonly int BaitThrownHash = Animator.StringToHash("BaitThrown");
private static readonly int FishingUpHash = Animator.StringToHash("FishingUp");
public static readonly string LureRodLayer = "LureRod";
public static readonly string HandRodLayer = "HandRod";
public float FishingUp
{
get => _Animator.GetFloat(FishingUpHash);
set => _Animator.SetFloat(FishingUpHash, value);
}
public bool OnGround
{
get => _Animator.GetBool(OnGroundHash);
set => _Animator.SetBool(OnGroundHash, value);
}
public bool StartThrow
{
get => _Animator.GetBool(StartThrowHash);
set => _Animator.SetBool(StartThrowHash, value);
}
public bool BaitThrown
{
get => _Animator.GetBool(BaitThrownHash);
set => _Animator.SetBool(BaitThrownHash, value);
}
public bool PrepareThrow
{
get => _Animator.GetBool(PrepareThrowHash);
set => _Animator.SetBool(PrepareThrowHash, value);
}
#endregion
protected override void OnAwake()
{
_magicBlending = GetComponent<MagicBlending>();
_Animator = GetComponent<Animator>();
_Animator.keepAnimatorStateOnDisable = true;
_IK = GetComponent<PlayerIK>();
_isInit = true;
}
public void OnUnUseItem()
{
_isRodLayerEnabled = false;
}
public void OnUseItem(PlayerItemView item)
{
var itemType = item.Item.ConfigID.GetItemType();
if (itemType == ItemType.Rod)
{
_isRodLayerEnabled = true;
// _IK.SetBipedLeftHandIK(enabled: false, reel.FingersIKAnchor);
}
}
public void SetLayerWeight(string layer, float weight)
{
_Animator.SetLayerWeight(_Animator.GetLayerIndex(layer), weight);
}
private void LateUpdate()
{
{
float value3 = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Speed / 5f,
Time.deltaTime * 20f);
float value4 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.RotationSpeed,
Time.deltaTime * 15f);
_Animator.SetFloat(Forward, Mathf.Clamp01(value3));
_Animator.SetFloat(Turn, Mathf.Clamp(value4, -1f, 1f));
}
_Animator.SetBool(OnGroundHash, _IsInVehicle || Player.IsGrounded);
var isHandRodLayerEnabled = _isRodLayerEnabled && !Player.IsLureRod ? 1 : 0;
float handRodLayerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex(HandRodLayer));
SetLayerWeight(HandRodLayer,
Mathf.MoveTowards(handRodLayerWeight, isHandRodLayerEnabled, Time.deltaTime * 3f));
var isLureRodLayerEnabled = _isRodLayerEnabled && Player.IsLureRod ? 1 : 0;
float lureRodLayerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex(LureRodLayer));
SetLayerWeight(LureRodLayer,
Mathf.MoveTowards(lureRodLayerWeight, isLureRodLayerEnabled, Time.deltaTime * 3f));
}
#region
/// <summary>
/// 抬杆到底动画事件
/// </summary>
public void OnRodPowerUp()
{
}
/// <summary>
/// 开始抛出动画事件
/// </summary>
public void OnRodThrowStart()
{
Debug.LogError("OnRodThrowStart");
if (Player.State == PlayerState.Throw)
{
var playerStateView = Player.GetComponent<PlayerStateView>();
if (playerStateView.CurrentStateView is PlayerStageViewThrow playerStateThrow)
{
playerStateThrow.OnRodThrowStart();
}
}
}
/// <summary>
/// 抛竿结束动画事件
/// </summary>
public void OnRodThrownEnd()
{
Debug.LogError("OnRodThrownEnd");
if (Player.State == PlayerState.Throw)
{
var playerStateView = Player.GetComponent<PlayerStateView>();
if (playerStateView.CurrentStateView is PlayerStageViewThrow playerStateThrow)
{
playerStateThrow.OnRodThrownEnd();
}
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: 0fc336a939c4416db623f3b4ae855265
timeCreated: 1766470716

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@@ -1,29 +0,0 @@
using System;
using RootMotion.FinalIK;
using UnityEngine;
namespace NBF
{
public class PlayerArm : PlayerMonoBehaviour
{
public bool FixLowerArm;
public bool IsLeft;
public LimbIK IK;
public Transform LowerArm;
public Transform RodContainer;
public FingerRig FingerRig;
[HideInInspector] public float interactionTargetWeight;
private const int MaxFixEyeAngle = 15;
protected override void OnAwake()
{
}
private void LateUpdate()
{
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 01ef40348d8b4d4da250acf0a921fc2a
timeCreated: 1768660096

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@@ -1,24 +0,0 @@
using UnityEngine;
namespace NBF
{
public class PlayerChest : PlayerMonoBehaviour
{
private const int MaxFixEyeAngle = 15;
private const int MinFixEyeAngle = -10;
private void LateUpdate()
{
FixArmAngle();
}
private void FixArmAngle()
{
var angle = Player.EyeAngle;
if (angle > MaxFixEyeAngle) angle = MaxFixEyeAngle;
else if (angle < MinFixEyeAngle) angle = MinFixEyeAngle;
var val = transform.localEulerAngles;
transform.localEulerAngles = new Vector3(val.x, val.y, val.z - angle);
}
}
}

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fileFormatVersion: 2
guid: e152a74e74b54d17ace5403a1570e12a
timeCreated: 1768668096

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@@ -1,26 +0,0 @@
using System;
using UnityEngine;
namespace NBF
{
public class PlayerDebug : PlayerMonoBehaviour
{
private void Update()
{
DrawLastTrajectory();
}
private void DrawLastTrajectory()
{
if (Player == null) return;
for (int i = 1; i < Player.TrajectoryPoints.Count; i++)
{
Debug.DrawLine(Player.TrajectoryPoints[i - 1], Player.TrajectoryPoints[i], Color.yellow);
}
// Debug.DrawRay(Player.TrajectoryPoints[Player.TrajectoryPoints.Count], Vector3.up * 0.3f, Color.cyan);
}
}
}

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fileFormatVersion: 2
guid: 0fe64f6594c24eef9fbaf147754871f8
timeCreated: 1774445468

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@@ -1,58 +0,0 @@
using System;
using RootMotion.FinalIK;
using UnityEngine;
namespace NBF
{
public class PlayerIK : PlayerMonoBehaviour
{
public enum UpdateType
{
Update = 0,
FixedUpdate = 1,
LateUpdate = 2,
Default = 3
}
public UpdateType UpdateSelected;
private LookAtIK _LookAtIK;
[SerializeField] private float transitionWeightTimeScale = 1f;
protected override void OnAwake()
{
_LookAtIK = GetComponent<LookAtIK>();
}
private void Update()
{
if (UpdateSelected == UpdateType.Update)
{
IKUpdateHandler();
}
}
private void FixedUpdate()
{
if (UpdateSelected == UpdateType.FixedUpdate)
{
IKUpdateHandler();
}
}
private void LateUpdate()
{
if (UpdateSelected == UpdateType.LateUpdate)
{
IKUpdateHandler();
}
}
private void IKUpdateHandler()
{
_LookAtIK.UpdateSolverExternal();
}
}
}

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fileFormatVersion: 2
guid: cb36ecc5b1784d948837600cf18808cd
timeCreated: 1765121426

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@@ -1,22 +0,0 @@
using UnityEngine;
namespace NBF
{
public abstract class PlayerMonoBehaviour : MonoBehaviour
{
public Player Player { get; private set; }
public PlayerUnityComponent UnityComponent { get; private set; }
protected void Awake()
{
UnityComponent = GetComponentInParent<PlayerUnityComponent>();
Player = UnityComponent.Player;
OnAwake();
}
protected virtual void OnAwake()
{
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 7fbde40efe5345cd8c05ea6c1f1914cf
timeCreated: 1773040970

View File

@@ -1,25 +0,0 @@
using ECM2;
using ECM2.Examples.FirstPerson;
using UnityEngine;
namespace NBF
{
public class PlayerUnityComponent : MonoBehaviour
{
public Player Player { get; set; }
public Transform Root;
public Transform Eye;
public Transform FppLook;
public Transform IK;
public PlayerModelAsset ModelAsset;
public CharacterMovement Character;
public FirstPersonCharacter FirstPerson;
[Header("视角相关")] public float MouseSensitivity = 0.1f;
[Space(15f)] public bool invertLook = true;
public float minPitch = -60f;
public float maxPitch = 60f;
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: a25908f34e4e4464a922b88337a5b733
timeCreated: 1773038189

View File

@@ -1,225 +0,0 @@
using System.Collections.Generic;
using System.Linq;
using Fantasy;
using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using UnityEngine;
using UnityEngine.InputSystem;
using Log = NBC.Log;
namespace NBF
{
public class PlayerInput : Entity
{
public Player Player { get; private set; }
public PlayerView View { get; private set; }
#region
public class PlayerViewAwakeSystem : AwakeSystem<PlayerInput>
{
protected override void Awake(PlayerInput self)
{
self.Player = self.GetParent<Player>();
self.View = self.Player.GetComponent<PlayerView>();
self.AddInputEvent();
}
}
public class PlayerViewUpdateSystem : UpdateSystem<PlayerInput>
{
protected override void Update(PlayerInput self)
{
self.UpdateInput();
self.UpdateMove();
}
}
public class PlayerViewDestroySystem : DestroySystem<PlayerInput>
{
protected override void Destroy(PlayerInput self)
{
self.RemoveInputEvent();
}
}
#endregion
#region Input
private void UpdateInput()
{
if (Input.GetKeyDown(KeyCode.Alpha0))
{
// SetLineLength(lineLength);
}
else if (Input.GetKeyDown(KeyCode.Plus) || Input.GetKeyDown(KeyCode.Equals))
{
Player.HandItem.LineLength += 0.1f;
// lineLength += 0.1f;
// SetLineLength(lineLength);
}
else if (Input.GetKeyDown(KeyCode.Minus))
{
Player.HandItem.LineLength -= 0.1f;
// lineLength -= 0.1f;
// SetLineLength(lineLength);
}
}
private void AddInputEvent()
{
InputManager.OnPlayerPerformed += OnPlayerCanceled;
InputManager.OnPlayerPerformed += OnPlayerPerformed;
InputManager.OnPlayerValueCanceled += OnPlayerValueCanceled;
InputManager.OnPlayerValuePerformed += OnPlayerValuePerformed;
}
private void RemoveInputEvent()
{
InputManager.OnPlayerPerformed += OnPlayerCanceled;
InputManager.OnPlayerPerformed += OnPlayerPerformed;
InputManager.OnPlayerValueCanceled += OnPlayerValueCanceled;
InputManager.OnPlayerValuePerformed += OnPlayerValuePerformed;
}
private void OnPlayerPerformed(string action)
{
if (action == InputDef.Player.Run)
{
Player.Run = true;
}
}
private void OnPlayerCanceled(string action)
{
if (action == InputDef.Player.Run)
{
Player.Run = false;
}
else if (action == InputDef.Player.ToBag)
{
//取消手持物品
Log.Info($"取消手持物品");
Player.UnUseItem();
// Game.Instance.StartCoroutine(UnUseItem());
}
else if (action.StartsWith(InputDef.Player.QuickStarts))
{
var index = int.Parse(action.Replace(InputDef.Player.QuickStarts, string.Empty));
Log.Info($"快速使用===={index}");
var item = RoleModel.Instance.GetSlotItem(index - 1);
if (item != null)
{
List<ItemInfo> children = RoleModel.Instance.GetBindItems(item.Id);
List<int> bindItems = children.Select(itemInfo => itemInfo.ConfigId).ToList();
Player.UseItem(item.ConfigId, bindItems);
}
}
}
private void OnPlayerValueCanceled(InputAction.CallbackContext context)
{
var actionName = context.action.name;
if (actionName == InputDef.Player.Move)
{
Player.MoveInput = Vector2.zero;
}
}
private void OnPlayerValuePerformed(InputAction.CallbackContext context)
{
var actionName = context.action.name;
if (actionName == InputDef.Player.Move)
{
var v2 = context.ReadValue<Vector2>();
Player.MoveInput = v2;
}
else if (actionName == InputDef.Player.Look)
{
}
}
#endregion
#region Move
private Quaternion _lastRotation;
private void UpdateMove()
{
UpdateGrounded();
ProcessMoveStates();
UpdateLookInput();
}
private void ProcessMoveStates()
{
{
var num2 = Player.Run ? 7 : 5;
Vector3 vector2 = View.Unity.FirstPerson.GetRightVector() * Player.MoveInput.x * num2;
vector2 += View.Unity.FirstPerson.GetForwardVector() * Player.MoveInput.y * num2;
// if (checkWaterBound)
// {
// SetMovementDirectionWithRaycastCheck(vector2);
// }
// else
{
View.Unity.FirstPerson.SetMovementDirection(vector2);
}
}
}
private void UpdateGrounded()
{
Player.IsGrounded = View.Unity.FirstPerson.IsGrounded();
Player.Speed = View.Unity.FirstPerson.velocity.magnitude;
Quaternion rotation = View.Unity.FirstPerson.transform.rotation;
// 计算当前帧与上一帧的旋转差异
Quaternion rotationDelta = rotation * Quaternion.Inverse(_lastRotation);
// 将四元数转换为角度轴表示
rotationDelta.ToAngleAxis(out float angle, out Vector3 axis);
// 确保角度在0-360范围内
if (angle > 180f) angle -= 360f;
// 获取Y轴旋转分量归一化处理
float yRotation = 0f;
if (Mathf.Abs(angle) > 0.001f && Mathf.Abs(axis.y) > 0.1f)
{
// 计算Y轴方向的旋转角度考虑旋转轴方向
yRotation = angle * Mathf.Sign(axis.y);
}
float maxTurnSpeed = 180f; // 度/秒
// 转换为角速度并归一化到[-1, 1]
float angularSpeed = yRotation / Time.deltaTime;
float turnValue = Mathf.Clamp(angularSpeed / maxTurnSpeed, -1f, 1f);
Player.RotationSpeed = turnValue;
_lastRotation = rotation;
}
#endregion
#region Look
private void UpdateLookInput()
{
Vector2 value = InputManager.GetLookInput();
var u3d = View.Unity;
u3d.FirstPerson.AddControlYawInput(value.x * u3d.MouseSensitivity);
u3d.FirstPerson.AddControlPitchInput((u3d.invertLook ? 0f - value.y : value.y) * u3d.MouseSensitivity,
u3d.minPitch, u3d.maxPitch);
}
#endregion
}
}

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fileFormatVersion: 2
guid: 2d74cb6e741243478aeb0a3053211fcd
timeCreated: 1773039193

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@@ -1,81 +0,0 @@
using System.Collections.Generic;
using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using Fantasy.Event;
namespace NBF
{
/// <summary>
/// 状态显示层组件
/// </summary>
public class PlayerStateView : Entity
{
private readonly Dictionary<PlayerState, PlayerStageViewBase> _stageViews =
new Dictionary<PlayerState, PlayerStageViewBase>();
private PlayerStageViewBase _currentStateView;
private Player _player;
public PlayerStageViewBase CurrentStateView => _currentStateView;
public void Awake()
{
_player = GetParent<Player>();
_stageViews.Add(PlayerState.Idle, new PlayerStageViewIdle());
_stageViews.Add(PlayerState.Prepare, new PlayerStageViewPrepare());
_stageViews.Add(PlayerState.Throw, new PlayerStageViewThrow());
_stageViews.Add(PlayerState.Fishing, new PlayerStageViewFishing());
_stageViews.Add(PlayerState.Fight, new PlayerStageViewFight());
foreach (var playerStageView in _stageViews.Values)
{
playerStageView.Init(_player);
}
OnStageChange();
}
public void Update()
{
_currentStateView?.Update();
}
public void OnStageChange()
{
if (_currentStateView != null)
{
_currentStateView.Exit();
}
_currentStateView = _stageViews.GetValueOrDefault(_player.State);
_currentStateView?.Enter(_player.StateParams, _player.PreviousState);
}
}
public class PlayerStateViewComponentAwakeSystem : AwakeSystem<PlayerStateView>
{
protected override void Awake(PlayerStateView self)
{
self.Awake();
}
}
public class PlayerStateViewComponentUpdateSystem : UpdateSystem<PlayerStateView>
{
protected override void Update(PlayerStateView self)
{
self.Update();
}
}
public class OnPlayerStageChange : EventSystem<PlayerStateChangeEvent>
{
protected override void Handler(PlayerStateChangeEvent self)
{
var stateView = self.Player.GetComponent<PlayerStateView>();
if (stateView != null)
{
stateView.OnStageChange();
}
}
}
}

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fileFormatVersion: 2
guid: f48ea2ea6a0e4b38aa97a3fd07f3a6cc
timeCreated: 1773060520

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@@ -1,156 +0,0 @@
using Fantasy.Async;
using Fantasy.Entitas;
using Fantasy.Entitas.Interface;
using NBF.Fishing2;
using NBF.Utils;
using UnityEngine;
namespace NBF
{
public class PlayerView : Entity
{
public Player Player { get; private set; }
public PlayerUnityComponent Unity { get; private set; }
#region
public void Awake()
{
Player = GetParent<Player>();
var gameObject = PrefabsHelper.CreatePlayer(SceneSettings.Instance.Node);
Unity = gameObject.GetComponent<PlayerUnityComponent>();
Unity.Player = Player;
CreatePlayerModel();
if (Player.IsSelf)
{
CameraManager.Instance.SetFppLook(Unity);
}
Unity.transform.localPosition = new Vector3(484, 1, 422);
}
public void Update()
{
}
public void LateUpdate()
{
Player.EyeAngle = GameUtils.GetVerticalAngle(Unity.transform, Unity.FppLook);
}
public void Destroy()
{
}
#endregion
#region
private void CreatePlayerModel()
{
var modelObject = PrefabsHelper.CreatePlayer(Unity.Root, "Human_Male");
modelObject.transform.localPosition = Vector3.zero;
Unity.ModelAsset = modelObject.GetComponent<PlayerModelAsset>();
Unity.ModelAsset.SetPlayer(Unity.FppLook);
}
#endregion
#region
public async FTask ChangeItem(PlayerItemChangeEvent playerStateChangeEvent)
{
var prevItem = playerStateChangeEvent.PrevItem;
var currItem = playerStateChangeEvent.Item;
if (Player.IsChangeItemIng) return;
Player.IsChangeItemIng = true;
if (currItem == null)
{
//收起物品
await UnUseItem(prevItem);
}
else
{
// 先收起旧的物品
await UnUseItemConfirm(prevItem);
var handItem = Player.HandItem;
//拿起新物品
var itemType = handItem.ConfigID.GetItemType();
if (itemType == ItemType.Rod)
{
var itemView = handItem.GetOrAddComponent<PlayerItemView>();
await itemView.InitShow(handItem);
Unity.ModelAsset.PlayerAnimator.OnUseItem(itemView);
}
}
var stateView = Player.GetComponent<PlayerStateView>();
if (stateView != null && stateView.CurrentStateView is PlayerStageViewIdle playerStageViewIdle)
{
playerStageViewIdle.TakeLine();
}
Player.IsChangeItemIng = false;
}
#region 使
public async FTask UnUseItem(PlayerItem item)
{
if (item == null) return;
if (Player.IsChangeItemIng) return;
Player.IsChangeItemIng = true;
await UnUseItemConfirm(item);
Player.IsChangeItemIng = false;
}
private async FTask UnUseItemConfirm(PlayerItem item)
{
if (item != null)
{
Unity.ModelAsset.PlayerAnimator.OnUnUseItem();
await FTask.Wait(Scene, 100);
}
Player.ReleaseItem(item);
await FTask.Wait(Scene, 450);
}
#endregion
#endregion
}
public class PlayerViewAwakeSystem : AwakeSystem<PlayerView>
{
protected override void Awake(PlayerView self)
{
self.Awake();
}
}
public class PlayerViewDestroySystem : DestroySystem<PlayerView>
{
protected override void Destroy(PlayerView self)
{
self.Destroy();
}
}
public class PlayerViewUpdateSystem : UpdateSystem<PlayerView>
{
protected override void Update(PlayerView self)
{
self.Update();
}
}
public class PlayerViewLateUpdateSystem : LateUpdateSystem<PlayerView>
{
protected override void LateUpdate(PlayerView self)
{
self.LateUpdate();
}
}
}

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fileFormatVersion: 2
guid: 418da378516646cdb672fa05c2066432
timeCreated: 1773037811

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fileFormatVersion: 2
guid: 98b05ca000114232a657f19095fdb49a
timeCreated: 1773063071

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using UnityEngine;
namespace NBF
{
public interface IPlayerThrowAnimation
{
Player Player { get; set; }
bool IsPlaying { get; }
void Play(ThrowAnimationRequest request);
void Tick(float deltaTime);
void Stop(bool snapToTarget);
}
public struct ThrowAnimationRequest
{
public FLineLogicNode EndNode;
public Vector3 ThrowOriginPosition;
public Vector3 StartPosition;
public Vector3 Forward;
public float ChargedProgress;
}
}

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fileFormatVersion: 2
guid: 51e9c4e20e460b34ca8ec4de6b7cab4b

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using UnityEngine;
namespace NBF
{
public class ParabolaPlayerThrowAnimation : IPlayerThrowAnimation
{
public Player Player { get; set; }
private const int TrajectorySampleCount = 24;
//
// private readonly float _minThrowDistance;
// private readonly float _maxThrowDistance;
private readonly float _throwDuration;
private readonly float _throwArcHeight;
private readonly float _targetHeightOffset;
private readonly AnimationCurve _throwHeightCurve;
private readonly Vector3[] _lastTrajectoryPoints = new Vector3[TrajectorySampleCount + 1];
private bool _hasLastTrajectory;
private float _chargedProgress;
private float _castElapsedTime;
private Vector3 _castStartPos;
private Vector3 _castTargetPos;
private FLineLogicNode _castingLure;
public bool IsPlaying => _castingLure != null;
public ParabolaPlayerThrowAnimation(
float throwDuration = 0.45f,
float throwArcHeight = 4f,
float targetHeightOffset = 0f,
AnimationCurve throwHeightCurve = null)
{
_throwDuration = throwDuration;
_throwArcHeight = throwArcHeight;
_targetHeightOffset = targetHeightOffset;
_throwHeightCurve = throwHeightCurve ?? AnimationCurve.EaseInOut(0f, 0f, 1f, 1f);
}
public void Play(ThrowAnimationRequest request)
{
if (request.EndNode == null)
{
return;
}
Stop(snapToTarget: false);
_castingLure = request.EndNode;
_chargedProgress = Mathf.Clamp01(request.ChargedProgress);
_castElapsedTime = 0f;
var lureBody = request.EndNode.Rigidbody;
_castStartPos = request.StartPosition;
Vector3 forward = GetHorizontalForward(request.Forward);
float distance = Mathf.Lerp(1, 8, _chargedProgress);
_castTargetPos = request.ThrowOriginPosition + forward * distance;
_castTargetPos.y = _castStartPos.y + _targetHeightOffset;
CacheTrajectoryPoints();
lureBody.isKinematic = true;
lureBody.useGravity = false;
lureBody.linearVelocity = Vector3.zero;
lureBody.angularVelocity = Vector3.zero;
lureBody.position = _castStartPos;
}
public void Tick(float deltaTime)
{
UpdateCastAnimation(deltaTime);
}
public void Stop(bool snapToTarget)
{
if (_castingLure == null)
{
return;
}
var lureBody = _castingLure.Rigidbody;
if (snapToTarget)
{
_castingLure.transform.position = _castTargetPos;
lureBody.position = _castTargetPos;
}
lureBody.linearVelocity = Vector3.zero;
lureBody.angularVelocity = Vector3.zero;
lureBody.useGravity = true;
lureBody.isKinematic = false;
_castingLure = null;
}
private void UpdateCastAnimation(float deltaTime)
{
if (_castingLure == null)
{
return;
}
float duration = Mathf.Max(_throwDuration, 0.01f);
_castElapsedTime += deltaTime;
float progress = Mathf.Clamp01(_castElapsedTime / duration);
_castingLure.transform.position = EvaluateTrajectoryPosition(progress);
if (progress >= 1f)
{
Stop(snapToTarget: true);
}
}
private void CacheTrajectoryPoints()
{
for (int i = 0; i <= TrajectorySampleCount; i++)
{
float progress = i / (float)TrajectorySampleCount;
_lastTrajectoryPoints[i] = EvaluateTrajectoryPosition(progress);
}
_hasLastTrajectory = true;
if (Player != null && Player.TrajectoryPoints != null)
{
Player.TrajectoryPoints.Clear();
Player.TrajectoryPoints.AddRange(_lastTrajectoryPoints);
}
}
private Vector3 GetHorizontalForward(Vector3 forward)
{
forward.y = 0f;
if (forward.sqrMagnitude < 0.001f)
{
return Vector3.forward;
}
return forward.normalized;
}
private Vector3 EvaluateTrajectoryPosition(float progress)
{
Vector3 position = Vector3.Lerp(_castStartPos, _castTargetPos, progress);
float arc = _throwHeightCurve.Evaluate(progress) * _throwArcHeight * _chargedProgress;
position.y += arc;
return position;
}
}
}

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fileFormatVersion: 2
guid: 86121f3f07035144fadd467716b4b3a9

View File

@@ -1,213 +0,0 @@
using NBC;
using UnityEngine;
namespace NBF
{
public enum PlayerState : uint
{
None = 0,
/// <summary>
/// 闲置等待中
/// </summary>
Idle = 1,
/// <summary>
/// 准备抛竿
/// </summary>
Prepare = 2,
/// <summary>
/// 抛竿中
/// </summary>
Throw = 3,
/// <summary>
/// 钓鱼中
/// </summary>
Fishing = 4,
/// <summary>
/// 溜鱼中
/// </summary>
Fight = 5
}
public abstract class PlayerStageViewBase
{
public Player Player { get; private set; }
public PlayerView PlayerView { get; private set; }
protected float EnterTime { get; set; }
protected PlayerState PreviousState { get; private set; }
protected StateEnterParams Params;
public void Init(Player player)
{
Player = player;
PlayerView = player.GetComponent<PlayerView>();
}
/// <summary>
/// 检查状态超时
/// </summary>
public void CheckStateTimeout(float time)
{
if (Time.time - EnterTime >= time)
{
Player.ChangeState(PlayerState.Idle);
}
}
public void Enter(StateEnterParams par = null, PlayerState prevState = PlayerState.None)
{
Log.Info($"进入状态={GetType()}");
Params = par;
PreviousState = prevState;
EnterTime = Time.time;
OnEnter();
}
protected virtual void OnEnter()
{
}
public void Exit()
{
OnExit();
}
protected virtual void OnExit()
{
}
public void Update()
{
OnUpdate();
}
protected virtual void OnUpdate()
{
}
#region 线
public void TakeLine()
{
if (Player == null) return;
var view = Player.GetComponent<PlayerView>();
if (view != null)
{
var handItemView = Player.HandItem.GetComponent<PlayerItemView>();
if (handItemView != null && handItemView.Rod != null)
{
var endNode = handItemView.Rod.Line.EndNode;
var pinch = endNode.GetComponent<JointPinchController>();
if (pinch != null)
{
pinch.StartPinch(view.Unity.ModelAsset.Pinch);
}
}
}
}
public void UnTakeLine()
{
if (Player == null) return;
var view = Player.GetComponent<PlayerView>();
if (view != null)
{
var handItemView = Player.HandItem.GetComponent<PlayerItemView>();
if (handItemView != null && handItemView.Rod != null)
{
var endNode = handItemView.Rod.Line.EndNode;
var pinch = endNode.GetComponent<JointPinchController>();
if (pinch != null)
{
pinch.ReleasePinch();
}
}
}
}
#endregion
#region 竿
protected void RodUpDown()
{
PlayerState ret = PlayerState.None;
var isUpRod = false;
var isSubLine = false;
if (InputManager.IsOp1)
{
if (!Player.IsLureRod)
{
//抬杆
isUpRod = true;
}
else
{
//收线
isSubLine = true;
}
}
if (InputManager.IsOp2)
{
if (Player.IsLureRod)
{
//抬杆
isUpRod = true;
}
}
if (isUpRod || PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp > 0)
{
var upForce = 1;
var addNum = upForce * Time.deltaTime;
if (!isUpRod)
{
addNum *= -1;
}
else
{
addNum *= 0.5f;
}
PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp += addNum;
Debug.Log($"addNum={addNum} ishingFinal={PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp}");
if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp >= 1)
{
PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 1;
}
else if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp < 0)
{
PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 0;
}
}
else
{
PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 0;
}
}
#endregion
public FRod GetRod()
{
var view = Player.GetComponent<PlayerView>();
if (view != null)
{
var handItemView = Player.HandItem.GetComponent<PlayerItemView>();
if (handItemView != null && handItemView.Rod != null)
{
return handItemView.Rod;
}
}
return null;
}
}
}

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fileFormatVersion: 2
guid: cce89f03f80b4fb8a0e36e66e9ffb3a9
timeCreated: 1773063081

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@@ -1,29 +0,0 @@
namespace NBF
{
public class PlayerStageViewFight : PlayerStageViewBase
{
protected override void OnEnter()
{
}
protected override void OnExit()
{
}
protected override void OnUpdate()
{
PlayerState ret = PlayerState.None;
RodUpDown();
if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp >= 0.8f)
{
// ret = CheckTackFish();
}
if (ret != PlayerState.None)
{
Player.ChangeState(ret);
}
}
}
}

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fileFormatVersion: 2
guid: a9445a6593604dc19dea2bb8bb0819bc
timeCreated: 1773064542

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@@ -1,109 +0,0 @@
using UnityEngine;
namespace NBF
{
public class PlayerStageViewFishing : PlayerStageViewBase
{
protected override void OnEnter()
{
Debug.LogError("enter PlayerStateFishing");
PlayerView.Unity.ModelAsset.PlayerAnimator.BaitThrown = true;
}
protected override void OnExit()
{
}
protected override void OnUpdate()
{
PlayerState ret = PlayerState.None;
RodUpDown();
if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp >= 0.8f)
{
ret = CheckTackFish();
}
if (ret != PlayerState.None)
{
Player.ChangeState(ret);
}
// var isUpRod = false;
// var isSubLine = false;
//
// if (InputManager.IsOp1)
// {
// if (!Player.IsLureRod)
// {
// //抬杆
// isUpRod = true;
// }
// else
// {
// //收线
// isSubLine = true;
// }
// }
//
// if (InputManager.IsOp2)
// {
// if (Player.IsLureRod)
// {
// //抬杆
// isUpRod = true;
// }
// }
//
// if (isUpRod || PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp > 0)
// {
// var upForce = 1;
// var addNum = upForce * Time.deltaTime;
// if (!isUpRod)
// {
// addNum *= -1;
// }
// else
// {
// addNum *= 0.5f;
// }
//
// PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp += addNum;
// Debug.Log($"addNum={addNum} ishingFinal={PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp}");
// if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp >= 1)
// {
// PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 1;
// }
// else if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp < 0)
// {
// PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 0;
// }
//
// if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp >= 0.8f)
// {
// ret = CheckTackFish();
// }
// }
// else
// {
// PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 0;
// }
//
// if (ret != PlayerState.None)
// {
// Player.ChangeState(ret);
// }
}
#region
private PlayerState CheckTackFish()
{
// return PlayerState.Idle;
return PlayerState.Fight;
}
#endregion
}
}

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fileFormatVersion: 2
guid: 84665b6bc7c84642b365db024c7759fd
timeCreated: 1773064529

View File

@@ -1,28 +0,0 @@
namespace NBF
{
public class PlayerStageViewIdle : PlayerStageViewBase
{
protected override void OnEnter()
{
PlayerView.Unity.ModelAsset.PlayerAnimator.BaitThrown = false;
InputManager.OnOp1Action += OnOp1Action;
TakeLine();
}
private void OnOp1Action(bool performed)
{
if (Player.HandItem == null) return;
if (performed)
{
Player.ChangeState(PlayerState.Prepare);
// _nextState = true;
}
}
protected override void OnExit()
{
InputManager.OnOp1Action -= OnOp1Action;
}
}
}

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fileFormatVersion: 2
guid: 1fca81636d7246e7a5f84684a8563ca3
timeCreated: 1773063824

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@@ -1,75 +0,0 @@
using NBC;
using UnityEngine;
namespace NBF
{
public class PlayerStageViewPrepare : PlayerStageViewBase
{
public enum Phase
{
None,
/// <summary>
/// 蓄力
/// </summary>
Charged,
/// <summary>
/// 确认蓄力结果
/// </summary>
Confirm,
}
public Phase Stage = Phase.Charged;
public float ChargedProgress;
protected override void OnEnter()
{
Log.Info("enter PlayerStatePrepare");
ChargedProgress = 0;
Stage = Phase.Charged;
PlayerView.Unity.ModelAsset.PlayerAnimator.PrepareThrow = true;
PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp = 0;
}
protected override void OnUpdate()
{
if (Stage == Phase.Charged)
{
ThrowPowerCharged();
}
else if (Stage == Phase.Confirm)
{
//确认蓄力结果,
Debug.Log($"确认蓄力结果,ChargedProgress={ChargedProgress}");
var par = new StateEnterParams();
par.SetFloat(StateParamsConst.ChargedProgress, ChargedProgress);
Player.ChangeState(PlayerState.Throw, par);
Stage = Phase.None;
}
}
#region
private void ThrowPowerCharged()
{
if (ChargedProgress < 1)
{
ChargedProgress += Time.deltaTime * 0.5f;
Debug.Log($"ChargedProgress={ChargedProgress}");
}
else if (ChargedProgress > 1)
{
ChargedProgress = 1;
}
if (!InputManager.IsOp1)
{
Stage = Phase.Confirm;
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: 77cce716a7f94e0083789eb2953d5f79
timeCreated: 1773064499

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@@ -1,111 +0,0 @@
using NBC;
using UnityEngine;
namespace NBF
{
public class PlayerStageViewThrow : PlayerStageViewBase
{
private bool _nextState = false;
private bool _throwAnimEnded = false;
private IPlayerThrowAnimation _throwAnimation;
public float ChargedProgress;
protected override void OnEnter()
{
Log.Info("enter PlayerStateThrow");
PlayerView.Unity.ModelAsset.PlayerAnimator.StartThrow = true;
ChargedProgress = 0;
if (Params != null)
{
ChargedProgress = Params.GetFloat(StateParamsConst.ChargedProgress);
}
Debug.Log($"PlayerThrow ChargedProgress={ChargedProgress}");
_nextState = false;
_throwAnimEnded = false;
_throwAnimation = null;
}
protected override void OnUpdate()
{
CheckStateTimeout(10);
_throwAnimation?.Tick(Time.deltaTime);
if (_throwAnimEnded && (_throwAnimation == null || !_throwAnimation.IsPlaying))
{
_nextState = true;
}
if (_nextState)
{
_nextState = false;
Player.ChangeState(PlayerState.Fishing);
}
}
protected override void OnExit()
{
_throwAnimation?.Stop(snapToTarget: false);
_throwAnimation = null;
}
#region
public void OnRodThrowStart()
{
Debug.LogError("OnRodThrowStart");
UnTakeLine();
PlayerView.Unity.ModelAsset.PlayerAnimator.PrepareThrow = false;
PlayerView.Unity.ModelAsset.PlayerAnimator.StartThrow = false;
var rod = GetRod();
if (rod == null || rod.Line == null)
{
return;
}
_throwAnimation = CreateThrowAnimation(rod);
_throwAnimation.Player = Player;
_throwAnimation?.Play(new ThrowAnimationRequest
{
EndNode = rod.Line.EndNode,
ThrowOriginPosition = PlayerView.Unity.transform.position,
StartPosition = rod.Line.EndNode.Rigidbody.position,
Forward = PlayerView.Unity.transform.forward,
ChargedProgress = ChargedProgress
});
}
public void OnRodThrownEnd()
{
Debug.LogError("OnRodThrownEnd");
_throwAnimEnded = true;
if (_throwAnimation == null || !_throwAnimation.IsPlaying)
{
_nextState = true;
}
}
#endregion
private IPlayerThrowAnimation CreateThrowAnimation(FRod rod)
{
if (rod == null || rod.Line == null)
{
return null;
}
switch (rod.Line.LineType)
{
case LineType.Spinning:
case LineType.SpinningFloat:
case LineType.Hand:
case LineType.HandDouble:
default:
return new ParabolaPlayerThrowAnimation();
}
}
}
}

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@@ -1,2 +0,0 @@
fileFormatVersion: 2
guid: 240bbc6c969a4d2e9759ac1df5e6ccf2

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 139e43e2a118492c974b67decf15056d
timeCreated: 1766477309

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@@ -1,14 +0,0 @@
using UnityEngine;
namespace NBF
{
public class FBait : FGearBase
{
protected override void OnInit()
{
var baitConnector = Rod.Hook.hookAsset.baitConnector;
transform.position = baitConnector.position;
transform.SetParent(baitConnector);
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: ed7126c6f37c427e88ba321c63aeac2f
timeCreated: 1766582532

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@@ -1,17 +0,0 @@
using UnityEngine;
namespace NBF
{
public class FBobber : FGearBase
{
protected override void OnInit()
{
// transform.position = Rod.lineHandler.LineConnector_1.transform.position;
var endNode = Rod.Line.GetNode(FLineLogicNodeType.Bobber);
SetParent(endNode.transform);
transform.localPosition = Vector3.zero;
// var buoyancy = GetComponentInParent<CapsuleBuoyancyStable>();
// buoyancy.InitBobber();
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 89060cfcd521410caf2f00ae7ecfa135
timeCreated: 1766477995

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@@ -1,9 +0,0 @@
using UnityEngine;
namespace NBF
{
public class FFish : MonoBehaviour
{
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: d76aeec1876a4df2a93e8e8dcaee30fa
timeCreated: 1766586324

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@@ -1,35 +0,0 @@
using Fantasy;
using UnityEngine;
namespace NBF
{
public abstract class FGearBase : MonoBehaviour
{
public FRod Rod { get; protected set; }
public int ConfigId;
public virtual void Init(FRod rod)
{
Rod = rod;
OnInit();
}
public void SetItemConfigId(int id)
{
ConfigId = id;
}
protected void SetParent(Transform parent)
{
transform.SetParent(parent);
transform.localPosition = Vector3.zero;
transform.localEulerAngles = Vector3.zero;
transform.localScale = Vector3.one;
}
protected abstract void OnInit();
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 708753789f5b41f48b9b18197f54a9df
timeCreated: 1766582740

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