测试代码
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145
Assets/Scripts/ThirdParty/PhysicsTools/Test/RopeTest.cs
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145
Assets/Scripts/ThirdParty/PhysicsTools/Test/RopeTest.cs
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using UnityEngine;
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namespace PhysicsTools
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{
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public class RopeTest : MonoBehaviour
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{
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public Rope rope;
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public Transform startPosition;
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public Transform throwPosition;
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public Transform ropeStart;
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public Transform ropeFloat;
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public Transform ropeBait;
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public Transform fishingPlayer;
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public bool updateDistance;
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public float incDist = 0.1f;
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public float incDistThrow = 0.5f;
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public float incDistWater = 0.1f;
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public float maxLength = 25f;
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public Vector3 throwDir = Vector3.zero;
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public float throwForce = 1000f;
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public float prevDistance = -1f;
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public float currentDistance = -1f;
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public float reelInSpeed = 0.01f;
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[HideInInspector] public float reelInFactor;
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private bool hitWater;
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private bool wasThrown;
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public bool hasFish;
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private void Start()
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{
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prevDistance = (currentDistance = CalculateDistance());
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ResetBait(true);
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ropeStart.parent = null;
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}
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private void Update()
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{
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if (hitWater && rope.getLength() < 1f)
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{
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ResetBait();
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return;
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}
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reelInFactor = 0f;
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if (Input.GetKey(KeyCode.N))
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{
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reelInFactor = reelInSpeed;
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}
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else if (Input.GetKey(KeyCode.M))
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{
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reelInFactor = 0f - reelInSpeed;
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}
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if (Input.GetKeyDown(KeyCode.B))
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{
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ThrowBait();
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}
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if (Input.GetKeyDown(KeyCode.V))
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{
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ResetBait(true);
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}
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ReelIn(reelInFactor);
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if (!hitWater && ropeStart.position.y <= 0f)
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{
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incDist = incDistWater;
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hitWater = true;
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}
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ropeStart.GetComponent<Rigidbody>().linearDamping = ((!(ropeStart.position.y <= 0f)) ? 0f : 5f);
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}
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private void LateUpdate()
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{
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prevDistance = currentDistance;
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currentDistance = CalculateDistance();
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if (updateDistance && (!hitWater || hasFish) && rope.getLength() < maxLength && wasThrown &&
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rope.getLength() < currentDistance + incDist)
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{
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rope.changeLength(currentDistance - rope.getLength() + incDist);
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}
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Debug.Log("currentDistance: " + currentDistance + " rope.getLength(): " + rope.getLength());
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}
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public void ReelIn(float reelIn)
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{
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if (reelIn < 0f && rope.getLength() <= rope.segPropertiesCylinder.length)
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{
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reelIn = 0f;
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}
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rope.rate = reelIn;
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}
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public float CalculateDistance()
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{
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return Vector3.Distance(ropeStart.position, ropeFloat.position);
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}
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public void ThrowBait()
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{
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incDist = incDistThrow;
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ropeStart.position = throwPosition.position;
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rope.regenerateRope(true);
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ropeStart.GetComponent<Rigidbody>().AddForce((fishingPlayer.forward + throwDir).normalized * throwForce);
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Debug.DrawLine(ropeStart.position,
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ropeStart.position + (fishingPlayer.forward + throwDir).normalized * throwForce, Color.yellow, 5f);
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wasThrown = true;
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}
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public void ResetBait(bool quick = false)
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{
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if (quick)
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{
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ropeStart.position = startPosition.position;
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rope.regenerateRope(true);
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}
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hitWater = false;
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wasThrown = false;
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}
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}
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}
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