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@@ -14,6 +14,7 @@ namespace NBF
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private bool _isInit;
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private PlayerIK _IK;
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private MagicBlending _magicBlending;
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private bool _IsInVehicle;
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#region 参数定义
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@@ -58,12 +59,12 @@ namespace NBF
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_IK = GetComponent<PlayerIK>();
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_isInit = true;
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// Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
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Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
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}
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private void OnDestroy()
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{
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// Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
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Player.Data.OnStateChange += PlayerFSMState_OnValueChanged;
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}
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// private void OnEnable()
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@@ -76,158 +77,164 @@ namespace NBF
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// playerFSMState.OnValueChanged -= PlayerFSMState_OnValueChanged;
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// }
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// private void OnFishingSetUnequip()
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// {
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// _isTorsoLayerEnabled = false;
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// _IK.SetBipedLeftHandIK(enabled: false, null);
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// }
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//
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// private void OnCastLure()
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// {
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// playerFSMState.Value = PlayerState.baitFlies;
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// SFXGameManagement.PlaySound("Cast Fishing Rod", base.transform);
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// }
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//
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// private void OnBailUnnarm()
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// {
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// if (IsThrowButtonPressed.Value)
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// {
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// _Animator.SetBool(ThrowFar, value: true);
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// playerFSMState.Value = PlayerState.casting;
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// OnBailOpen?.Invoke();
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// }
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// }
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//
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private void OnFishingSetUnequip()
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{
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_isTorsoLayerEnabled = false;
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_IK.SetBipedLeftHandIK(enabled: false, null);
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}
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private void OnCastLure()
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{
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Player.Data.State = PlayerState.baitFlies;
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// SFXGameManagement.PlaySound("Cast Fishing Rod", base.transform);
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}
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private void OnBailUnnarm()
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{
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// if (IsThrowButtonPressed.Value)
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// {
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// _Animator.SetBool(ThrowFar, value: true);
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// Player.Data.State = PlayerState.casting;
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// OnBailOpen?.Invoke();
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// }
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}
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// private void OnFishingSetEquiped_OnRaised(FishingSetController set)
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// {
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// _isTorsoLayerEnabled = true;
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// _IK.SetBipedLeftHandIK(enabled: false, set.AttachedReel.FingersIKAnchor);
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// }
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//
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// private void PlayAnimation(string state, string layer)
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// {
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// _Animator.CrossFade(state, 0.3f, _Animator.GetLayerIndex(layer));
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// }
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//
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// public void PlayPreciseCastAnimation()
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// {
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// _Animator.SetBool(PreciseIdle, value: false);
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// _Animator.SetTrigger(PreciseCast);
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// }
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//
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// public void SetLayerWeight(string layer, float weight)
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// {
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// _Animator.SetLayerWeight(_Animator.GetLayerIndex(layer), weight);
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// }
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//
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// private void PlayerFSMState_OnValueChanged(PlayerState state)
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// {
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// switch (playerFSMState.PreviousValue)
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// {
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// case PlayerState.vehicle:
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// _IsInVehicle = false;
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// _Animator.SetBool(BoatDriving, value: false);
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// break;
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// case PlayerState.swiming:
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// _Animator.SetBool(IsSwiming, value: false);
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// break;
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// case PlayerState.preciseCastIdle:
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// _Animator.SetBool(PreciseIdle, value: false);
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// break;
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// case PlayerState.prepare:
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// _Animator.SetBool(RodArming, value: false);
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// break;
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// case PlayerState.casting:
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// _Animator.SetBool(ThrowFar, value: false);
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// break;
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// case PlayerState.collectFish:
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// _magicBlending.BlendAsset.globalWeight = 0f;
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// break;
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// }
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//
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// switch (state)
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// {
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// case PlayerState.idle:
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// case PlayerState.move:
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// _Animator.SetBool(BaitInWater, value: false);
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// _Animator.SetBool(HeldRod, value: false);
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// _Animator.SetBool(ThrowFar, value: false);
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// _Animator.SetBool(RodArming, value: false);
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// break;
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// case PlayerState.prepare:
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// _Animator.SetBool(RodArming, value: true);
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// _Animator.SetBool(HeldRod, value: true);
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// break;
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// case PlayerState.fishing:
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// _Animator.SetBool(HeldRod, value: true);
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// _Animator.SetBool(BaitInWater, value: true);
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// break;
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// case PlayerState.vehicle:
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// _Animator.SetBool(BaitInWater, value: false);
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// _Animator.SetBool(HeldRod, value: false);
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// _Animator.SetBool(ThrowFar, value: false);
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// _Animator.SetBool(RodArming, value: false);
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// _Animator.SetBool(BoatDriving, value: true);
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// _IK.SetBipedLeftHandIK(enabled: true);
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// _IsInVehicle = true;
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// break;
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// case PlayerState.vehicleFishing:
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// _Animator.SetBool(BaitInWater, value: false);
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// _Animator.SetBool(HeldRod, value: false);
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// _Animator.SetBool(ThrowFar, value: false);
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// _Animator.SetBool(RodArming, value: false);
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// _IsInVehicle = true;
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// break;
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// case PlayerState.swiming:
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// _Animator.SetBool(IsSwiming, value: true);
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// break;
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// case PlayerState.collectFish:
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// _Animator.SetBool(BaitInWater, value: false);
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// _IK.SetAimIK(enabled: false);
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// _magicBlending.BlendAsset.globalWeight = 1f;
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// break;
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// case PlayerState.preciseCastIdle:
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// _Animator.SetBool(PreciseIdle, value: true);
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// break;
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// case PlayerState.casting:
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// case PlayerState.baitFlies:
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// case PlayerState.fight:
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// case PlayerState.fishView:
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// case PlayerState.throwFish:
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// case PlayerState.flyModeDebug:
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// break;
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// }
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// }
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//
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// private void LateUpdate()
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// {
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// if (playerFSMState.Value == PlayerState.swiming)
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// {
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// float value = Mathf.Lerp(_Animator.GetFloat(Forward), currentMoveSpeed.Value / 2.5f,
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// Time.deltaTime * 5f);
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// float value2 = Mathf.Lerp(_Animator.GetFloat(Turn), RotationSpeed.Value, Time.deltaTime * 5f);
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// _Animator.SetFloat(Forward, Mathf.Clamp01(value));
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// _Animator.SetFloat(Turn, Mathf.Clamp(value2, -1f, 1f));
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// }
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// else
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// {
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// float value3 = Mathf.Lerp(_Animator.GetFloat(Forward), currentMoveSpeed.Value / 5f,
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// Time.deltaTime * 20f);
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// float value4 = Mathf.Lerp(_Animator.GetFloat(Turn), RotationSpeed.Value, Time.deltaTime * 15f);
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// _Animator.SetFloat(Forward, Mathf.Clamp01(value3));
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// _Animator.SetFloat(Turn, Mathf.Clamp(value4, -1f, 1f));
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// }
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//
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// _Animator.SetBool(OnGround, _IsInVehicle || isGrounded.Value);
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// _Animator.SetFloat(RodRight, rodPosition.Value.x);
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// _Animator.SetFloat(RodForward, rodPosition.Value.y);
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// float layerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex("Torso"));
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// SetLayerWeight("Torso",
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// Mathf.MoveTowards(layerWeight, _isTorsoLayerEnabled ? 1f : 0f, Time.deltaTime * 3f));
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// var reel = Player.Rod.Reel;
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// // _IK.SetBipedLeftHandIK(enabled: false, reel.FingersIKAnchor);
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// }
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private void PlayAnimation(string state, string layer)
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{
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_Animator.CrossFade(state, 0.3f, _Animator.GetLayerIndex(layer));
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}
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public void PlayPreciseCastAnimation()
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{
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_Animator.SetBool(PreciseIdle, value: false);
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_Animator.SetTrigger(PreciseCast);
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}
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public void SetLayerWeight(string layer, float weight)
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{
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_Animator.SetLayerWeight(_Animator.GetLayerIndex(layer), weight);
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}
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private void PlayerFSMState_OnValueChanged(PlayerState state)
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{
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switch (Player.Data.PreviousState)
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{
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case PlayerState.vehicle:
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_IsInVehicle = false;
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_Animator.SetBool(BoatDriving, value: false);
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break;
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case PlayerState.swiming:
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_Animator.SetBool(IsSwiming, value: false);
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break;
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case PlayerState.preciseCastIdle:
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_Animator.SetBool(PreciseIdle, value: false);
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break;
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case PlayerState.prepare:
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_Animator.SetBool(RodArming, value: false);
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break;
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case PlayerState.casting:
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_Animator.SetBool(ThrowFar, value: false);
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break;
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case PlayerState.collectFish:
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_magicBlending.BlendAsset.globalWeight = 0f;
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break;
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}
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switch (state)
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{
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case PlayerState.idle:
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case PlayerState.move:
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_Animator.SetBool(BaitInWater, value: false);
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_Animator.SetBool(HeldRod, value: false);
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_Animator.SetBool(ThrowFar, value: false);
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_Animator.SetBool(RodArming, value: false);
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break;
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case PlayerState.prepare:
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_Animator.SetBool(RodArming, value: true);
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_Animator.SetBool(HeldRod, value: true);
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break;
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case PlayerState.fishing:
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_Animator.SetBool(HeldRod, value: true);
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_Animator.SetBool(BaitInWater, value: true);
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break;
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case PlayerState.vehicle:
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_Animator.SetBool(BaitInWater, value: false);
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_Animator.SetBool(HeldRod, value: false);
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_Animator.SetBool(ThrowFar, value: false);
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_Animator.SetBool(RodArming, value: false);
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_Animator.SetBool(BoatDriving, value: true);
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_IK.SetBipedLeftHandIK(enabled: true);
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_IsInVehicle = true;
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break;
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case PlayerState.vehicleFishing:
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_Animator.SetBool(BaitInWater, value: false);
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_Animator.SetBool(HeldRod, value: false);
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_Animator.SetBool(ThrowFar, value: false);
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_Animator.SetBool(RodArming, value: false);
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_IsInVehicle = true;
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break;
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case PlayerState.swiming:
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_Animator.SetBool(IsSwiming, value: true);
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break;
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case PlayerState.collectFish:
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_Animator.SetBool(BaitInWater, value: false);
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_IK.SetAimIK(enabled: false);
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_magicBlending.BlendAsset.globalWeight = 1f;
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break;
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case PlayerState.preciseCastIdle:
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_Animator.SetBool(PreciseIdle, value: true);
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break;
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case PlayerState.casting:
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case PlayerState.baitFlies:
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case PlayerState.fight:
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case PlayerState.fishView:
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case PlayerState.throwFish:
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case PlayerState.flyModeDebug:
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break;
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}
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}
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private void LateUpdate()
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{
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if (Player.Data.State == PlayerState.swiming)
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{
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float value = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 2.5f,
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Time.deltaTime * 5f);
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float value2 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 5f);
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_Animator.SetFloat(Forward, Mathf.Clamp01(value));
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_Animator.SetFloat(Turn, Mathf.Clamp(value2, -1f, 1f));
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}
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else
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{
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float value3 = Mathf.Lerp(_Animator.GetFloat(Forward), Player.Data.Speed / 5f,
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Time.deltaTime * 20f);
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float value4 = Mathf.Lerp(_Animator.GetFloat(Turn), Player.Data.RotationSpeed, Time.deltaTime * 15f);
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_Animator.SetFloat(Forward, Mathf.Clamp01(value3));
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_Animator.SetFloat(Turn, Mathf.Clamp(value4, -1f, 1f));
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}
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var rod = Vector3.zero;
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if (Player.Rod)
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{
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rod = Player.Rod.transform.position;
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}
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_Animator.SetBool(OnGround, _IsInVehicle || Player.Data.IsGrounded);
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_Animator.SetFloat(RodRight, rod.x);
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_Animator.SetFloat(RodForward, rod.y);
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float layerWeight = _Animator.GetLayerWeight(_Animator.GetLayerIndex(Torso));
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SetLayerWeight(Torso,
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Mathf.MoveTowards(layerWeight, _isTorsoLayerEnabled ? 1f : 0f, Time.deltaTime * 3f));
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}
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// private void LateUpdate()
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// {
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// if (!_isInit) return;
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