设置相关功能

This commit is contained in:
2025-05-30 20:38:41 +08:00
parent e9ad74b3ea
commit d152b5d000
223 changed files with 793 additions and 38907 deletions

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@@ -1,4 +1,5 @@
using System;
using NBF;
using UnityEngine;
public class ArmTest : MonoBehaviour
@@ -8,28 +9,50 @@ public class ArmTest : MonoBehaviour
public Transform targetTransform;
// public float Value;
private Quaternion initialCameraRotation;
private Quaternion initialLocalRotation;
private Quaternion initialRelativeRotation;
[SerializeField] private float smoothSpeed = 5f;
private void Start()
{
// target = transform.localEulerAngles;
// 记录初始状态
initialCameraRotation = BaseCamera.Main.transform.rotation;
initialLocalRotation = transform.localRotation;
// 计算物体相对于相机的旋转
initialRelativeRotation = Quaternion.Inverse(initialCameraRotation) * transform.rotation;
}
private void Update()
{
}
private Quaternion lastCameraRotation;
[SerializeField] private float angleThreshold = 0.1f; // 角度阈值(度)
private bool needsUpdate;
private void LateUpdate()
{
if (!targetTransform) return;
// transform.localEulerAngles = target;
targetTransform.localRotation = Quaternion.Euler(target.x, target.y, target.z);
//我草拟吗。transform.localEulerAngle = target;
//wo shi da sha bi. ArmTest Monobehaviour
//我草拟大爷的。transofrm.localEulerAngles = target;
Debug.LogError(targetTransform.rotation);
// void LateUpdate()
// {
// Transform shoulder = animator.GetBoneTransform(HumanBodyBones.RightUpperArm);
// if (shoulder != null)
// {
// // 局部旋转叠加例如绕Z轴微调
// shoulder.localRotation *= Quaternion.Euler(0, 0, shoulderOffsetAngle);
// }
// }
// 计算物体应有的世界旋转
Quaternion targetWorldRotation = BaseCamera.Main.transform.rotation * initialRelativeRotation;
// 转换为本地旋转(如果是子物体)
transform.localRotation = Quaternion.Inverse(transform.parent.rotation) * targetWorldRotation;
// // 使用Lerp平滑过渡
// transform.localRotation = Quaternion.Lerp(transform.localRotation, Quaternion.Euler(target.x, target.y, target.z), smoothSpeed * Time.deltaTime);
// // targetTransform.localRotation = Quaternion.Euler(target.x, target.y, target.z);
}
}

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@@ -1,133 +0,0 @@
using System;
using System.Collections.Generic;
using System.Linq;
using System.Reflection;
using UnityEngine;
namespace NBF
{
public static class TypeCache
{
private static readonly Dictionary<Type, List<Type>> _subTypeCache = new Dictionary<Type, List<Type>>();
private static readonly Dictionary<Type, List<Type>> _attributeCache = new Dictionary<Type, List<Type>>();
private static readonly Dictionary<string, Type> _typeNameCache = new Dictionary<string, Type>();
private static Type[] _filteredTypes;
// 目标命名空间
private static readonly string[] TargetNamespaces = { "NBF", "NBC" };
// 初始化缓存
static TypeCache()
{
InitializeCache();
}
// 初始化缓存(仅缓存指定命名空间的类型)
private static void InitializeCache()
{
// 获取Unity默认的主程序集Assembly-CSharp
var mainAssembly = AppDomain.CurrentDomain.GetAssemblies()
.FirstOrDefault(a => a.GetName().Name == "Assembly-CSharp");
if (mainAssembly == null)
{
Debug.LogError("找不到Assembly-CSharp程序集");
_filteredTypes = Array.Empty<Type>();
return;
}
// 过滤出NBF和NBC命名空间的类型
_filteredTypes = mainAssembly.GetTypes()
.Where(t => TargetNamespaces.Any(ns => t.Namespace != null && t.Namespace.StartsWith(ns)))
.ToArray();
// 预缓存类型名
foreach (var type in _filteredTypes)
{
if (type.FullName != null) _typeNameCache[type.FullName] = type;
}
Debug.Log($"TypeCache初始化完成缓存了{_filteredTypes.Length}个类型仅限NBF和NBC命名空间");
}
/// <summary>
/// 获取所有已缓存的类型
/// </summary>
/// <returns></returns>
public static Type[] GetAllTypes()
{
if (_filteredTypes == null)
{
InitializeCache();
}
return _filteredTypes;
}
/// <summary>
/// 通过基类或接口获取所有子类/实现类
/// </summary>
/// <typeparam name="TBase"></typeparam>
/// <returns></returns>
public static List<Type> GetTypesWithBaseType<TBase>() where TBase : class
{
return GetTypesWithBaseType(typeof(TBase));
}
public static List<Type> GetTypesWithBaseType(Type baseType)
{
if (_subTypeCache.TryGetValue(baseType, out var cachedTypes))
{
return cachedTypes;
}
var types = GetAllTypes()
.Where(t => baseType.IsAssignableFrom(t) && t != baseType && !t.IsAbstract && !t.IsInterface)
.ToList();
_subTypeCache[baseType] = types;
return types;
}
/// <summary>
/// 通过特性获取所有类型
/// </summary>
/// <typeparam name="TAttribute"></typeparam>
/// <returns></returns>
public static List<Type> GetTypesWithAttribute<TAttribute>() where TAttribute : Attribute
{
var attributeType = typeof(TAttribute);
if (_attributeCache.TryGetValue(attributeType, out var cachedTypes))
{
return cachedTypes;
}
var types = GetAllTypes()
.Where(t => t.IsDefined(attributeType, false))
.ToList();
_attributeCache[attributeType] = types;
return types;
}
/// <summary>
/// 通过类型名获取类型
/// </summary>
/// <param name="typeName"></param>
/// <returns></returns>
public static Type GetTypeByName(string typeName)
{
return _typeNameCache.GetValueOrDefault(typeName);
}
// 清除缓存
public static void ClearCache()
{
_subTypeCache.Clear();
_attributeCache.Clear();
_typeNameCache.Clear();
_filteredTypes = null;
Debug.Log("TypeCache已清除");
}
}
}

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@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 12e6673112ac446b8d4658b32d38a5b3
timeCreated: 1748510780

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@@ -88,6 +88,7 @@ namespace NBF
public bool isWater;
private void Start()
{
m_CharacterController = GetComponent<CharacterController>();

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@@ -13,6 +13,11 @@ namespace NBF
_rigidbody = GetComponent<Rigidbody>();
}
private void LateUpdate()
{
}
private void FixedUpdate()
{
if (!target) return;

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@@ -21,10 +21,10 @@ namespace NBF
private bool _isRun;
public LookAtIK lookAtIK; // 挂在背部上的 LookAtIK 脚本
public float aimDistance = 1.5f; // 目标点离相机多远
private Transform lookTarget; // 实际目标点
[Header("限制角度(单位:度)")] public float maxUpAngle = 20f; // 相机抬头最多20°
public float maxDownAngle = 40f; // 相机低头最多40°
@@ -54,7 +54,7 @@ namespace NBF
InputManager.OnPlayerCanceled += OnPlayerCanceled;
InputManager.OnPlayerPerformed += OnPlayerPerformed;
lookAtIK = GetComponent<LookAtIK>();
lookTarget = new GameObject("SpineLookTarget").transform;
lookTarget.SetParent(_player.transform);
@@ -169,20 +169,22 @@ namespace NBF
var cameraTransform = BaseCamera.Main.transform;
Vector3 cameraForward = cameraTransform.forward;
Vector3 flatForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized;
// 获取相机 pitch 角度(负值是上看,正值是下看)
float pitchAngle = Vector3.SignedAngle(flatForward, cameraForward, cameraTransform.right);
// 限制 pitch 角度
pitchAngle = Mathf.Clamp(pitchAngle, -maxUpAngle, maxDownAngle);
// 重新构造限制后的目标方向
Quaternion limitedPitch = Quaternion.AngleAxis(pitchAngle, cameraTransform.right);
Vector3 limitedDirection = limitedPitch * flatForward;
// 设置目标点
lookTarget.position = cameraTransform.position + limitedDirection * aimDistance;
lookAtIK.solver.target = lookTarget;
//
// lookAtIK.
}
#endregion

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@@ -1,12 +1,8 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Reflection;
using FairyGUI;
using NBC;
using NBF;
using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Video;
namespace NBF
@@ -120,9 +116,9 @@ namespace NBF
PermanentCommon.Init();
InputDef.LoadIcon();
// UI.Inst.OpenUI<FishingShopPanel>();
UI.Inst.OpenUI<SettingPanel>();
// UI.Inst.OpenUI<SettingPanel>();
LoadData();
// Fishing.Inst.Go(1);
Fishing.Inst.Go(1);
}
private void LoadData()

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@@ -0,0 +1,263 @@
using UnityEngine;
namespace NBF
{
public static class Extensions
{
/// <summary>
/// Return the square of the given value.
/// </summary>
public static int square(this int value)
{
return value * value;
}
/// <summary>
/// Return the square of the given value.
/// </summary>
public static float square(this float value)
{
return value * value;
}
/// <summary>
/// Checks whether value is near to zero within a tolerance.
/// </summary>
public static bool isZero(this float value)
{
const float kTolerance = 0.0000000001f;
return Mathf.Abs(value) < kTolerance;
}
/// <summary>
/// Returns a copy of given vector with only X component of the vector.
/// </summary>
public static Vector3 onlyX(this Vector3 vector3)
{
vector3.y = 0.0f;
vector3.z = 0.0f;
return vector3;
}
/// <summary>
/// Returns a copy of given vector with only Y component of the vector.
/// </summary>
public static Vector3 onlyY(this Vector3 vector3)
{
vector3.x = 0.0f;
vector3.z = 0.0f;
return vector3;
}
/// <summary>
/// Returns a copy of given vector with only Z component of the vector.
/// </summary>
public static Vector3 onlyZ(this Vector3 vector3)
{
vector3.x = 0.0f;
vector3.y = 0.0f;
return vector3;
}
/// <summary>
/// Returns a copy of given vector with only X and Y components of the vector.
/// </summary>
public static Vector3 onlyXY(this Vector3 vector3)
{
vector3.z = 0.0f;
return vector3;
}
/// <summary>
/// Returns a copy of given vector with only X and Z components of the vector.
/// </summary>
public static Vector3 onlyXZ(this Vector3 vector3)
{
vector3.y = 0.0f;
return vector3;
}
/// <summary>
/// Checks whether vector is near to zero within a tolerance.
/// </summary>
public static bool isZero(this Vector2 vector2)
{
return vector2.sqrMagnitude < 9.99999943962493E-11;
}
/// <summary>
/// Checks whether vector is near to zero within a tolerance.
/// </summary>
public static bool isZero(this Vector3 vector3)
{
return vector3.sqrMagnitude < 9.99999943962493E-11;
}
/// <summary>
/// Checks whether vector is exceeding the magnitude within a small error tolerance.
/// </summary>
public static bool isExceeding(this Vector3 vector3, float magnitude)
{
// Allow 1% error tolerance, to account for numeric imprecision.
const float kErrorTolerance = 1.01f;
return vector3.sqrMagnitude > magnitude * magnitude * kErrorTolerance;
}
/// <summary>
/// Returns a copy of given vector with a magnitude of 1,
/// and outs its magnitude before normalization.
///
/// If the vector is too small to be normalized a zero vector will be returned.
/// </summary>
public static Vector3 normalized(this Vector3 vector3, out float magnitude)
{
magnitude = vector3.magnitude;
if (magnitude > 9.99999974737875E-06)
return vector3 / magnitude;
magnitude = 0.0f;
return Vector3.zero;
}
/// <summary>
/// Dot product of two vectors.
/// </summary>
public static float dot(this Vector3 vector3, Vector3 otherVector3)
{
return Vector3.Dot(vector3, otherVector3);
}
/// <summary>
/// Returns a copy of given vector projected onto normal vector.
/// </summary>
public static Vector3 projectedOn(this Vector3 thisVector, Vector3 normal)
{
return Vector3.Project(thisVector, normal);
}
/// <summary>
/// Returns a copy of given vector projected onto a plane defined by a normal orthogonal to the plane.
/// </summary>
public static Vector3 projectedOnPlane(this Vector3 thisVector, Vector3 planeNormal)
{
return Vector3.ProjectOnPlane(thisVector, planeNormal);
}
/// <summary>
/// Returns a copy of given vector with its magnitude clamped to maxLength.
/// </summary>
public static Vector3 clampedTo(this Vector3 vector3, float maxLength)
{
return Vector3.ClampMagnitude(vector3, maxLength);
}
/// <summary>
/// Returns a copy of given vector perpendicular to other vector.
/// </summary>
public static Vector3 perpendicularTo(this Vector3 thisVector, Vector3 otherVector)
{
return Vector3.Cross(thisVector, otherVector).normalized;
}
/// <summary>
/// Returns a copy of given vector adjusted to be tangent to a specified surface normal relatively to given up axis.
/// </summary>
public static Vector3 tangentTo(this Vector3 thisVector, Vector3 normal, Vector3 up)
{
Vector3 r = thisVector.perpendicularTo(up);
Vector3 t = normal.perpendicularTo(r);
return t * thisVector.magnitude;
}
/// <summary>
/// Transforms a vector to be relative to given transform.
/// If isPlanar == true, the transform will be applied on the plane defined by world up axis.
/// </summary>
public static Vector3 relativeTo(this Vector3 vector3, Transform relativeToThis, bool isPlanar = true)
{
Vector3 forward = relativeToThis.forward;
if (isPlanar)
{
Vector3 upAxis = Vector3.up;
forward = forward.projectedOnPlane(upAxis);
if (forward.isZero())
forward = Vector3.ProjectOnPlane(relativeToThis.up, upAxis);
}
Quaternion q = Quaternion.LookRotation(forward);
return q * vector3;
}
/// <summary>
/// Transforms a vector to be relative to given transform.
/// If isPlanar == true, the transform will be applied on the plane defined by upAxis.
/// </summary>
public static Vector3 relativeTo(this Vector3 vector3, Transform relativeToThis, Vector3 upAxis, bool isPlanar = true)
{
Vector3 forward = relativeToThis.forward;
if (isPlanar)
{
forward = Vector3.ProjectOnPlane(forward, upAxis);
if (forward.isZero())
forward = Vector3.ProjectOnPlane(relativeToThis.up, upAxis);
}
Quaternion q = Quaternion.LookRotation(forward, upAxis);
return q * vector3;
}
/// <summary>
/// Clamps the given quaternion pitch rotation between the given minPitchAngle and maxPitchAngle.
/// </summary>
public static Quaternion clampPitch(this Quaternion quaternion, float minPitchAngle, float maxPitchAngle)
{
quaternion.x /= quaternion.w;
quaternion.y /= quaternion.w;
quaternion.z /= quaternion.w;
quaternion.w = 1.0f;
float pitch = Mathf.Clamp(2.0f * Mathf.Rad2Deg * Mathf.Atan(quaternion.x), minPitchAngle, maxPitchAngle);
quaternion.x = Mathf.Tan(pitch * 0.5f * Mathf.Deg2Rad);
return quaternion;
}
}
}

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 3308733cfb774828bac0a5740bedd645
timeCreated: 1748527846

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@@ -0,0 +1,163 @@
using UnityEngine;
namespace NBF
{
public static class VectorUtil
{
/// <summary>
/// Returns Value mapped from one range into another.
/// </summary>
public static float Remap(float inA, float inB, float outA, float outB, float value)
{
float t = Mathf.InverseLerp(inA, inB, value);
return Mathf.Lerp(outA, outB, t);
}
/// <summary>
/// Return the square of the given value.
/// </summary>
public static float Square(float value)
{
return value * value;
}
/// <summary>
/// Returns the direction adjusted to be tangent to a specified surface normal relatively to given up axis.
/// </summary>
public static Vector3 GetTangent(Vector3 direction, Vector3 normal, Vector3 up)
{
Vector3 right = direction.perpendicularTo(up);
return normal.perpendicularTo(right);
}
/// <summary>
/// Projects a given point onto the plane defined by plane origin and plane normal.
/// </summary>
public static Vector3 ProjectPointOnPlane(Vector3 point, Vector3 planeOrigin, Vector3 planeNormal)
{
Vector3 toPoint = point - planeOrigin;
Vector3 toPointProjected = Vector3.Project(toPoint, planeNormal);
return point - toPointProjected;
}
/// <summary>
/// Clamps given angle within min - max range.
/// </summary>
public static float ClampAngle(float a, float min, float max)
{
while (max < min)
max += 360.0f;
while (a > max)
a -= 360.0f;
while (a < min)
a += 360.0f;
return a > max ? a - (max + min) * 0.5f < 180.0f ? max : min : a;
}
/// <summary>
/// Returns Angle in the range (0, 360)
/// </summary>
public static float ClampAngle(float angle)
{
// returns angle in the range (-360, 360)
angle = angle % 360.0f;
if (angle < 0.0f)
{
// shift to (0, 360) range
angle += 360.0f;
}
return angle;
}
/// <summary>
/// Return angle in range -180 to 180
/// </summary>
public static float NormalizeAngle(float angle)
{
// returns angle in the range (0, 360)
angle = ClampAngle(angle);
if (angle > 180.0f)
{
// shift to (-180,180)
angle -= 360.0f;
}
return angle;
}
/// <summary>
/// Clamps the given angle into 0 - 360 degrees range.
/// </summary>
private static float Clamp0360(float eulerAngles)
{
float result = eulerAngles - Mathf.CeilToInt(eulerAngles / 360f) * 360f;
if (result < 0) result += 360f;
return result;
}
/// <summary>
/// Returns a new rotation angle (interpolated) clamped in the range (0.0f , 360.0f)
/// </summary>
public static float FixedTurn(float current, float target, float maxDegreesDelta)
{
if (maxDegreesDelta == 0.0f)
return Clamp0360(current);
if (maxDegreesDelta >= 360.0f)
return Clamp0360(target);
float result = Clamp0360(current);
current = result;
target = Clamp0360(target);
if (current > target)
{
if (current - target < 180.0f)
result -= Mathf.Min(current - target, Mathf.Abs(maxDegreesDelta));
else
result += Mathf.Min(target + 360.0f - current, Mathf.Abs(maxDegreesDelta));
}
else
{
if (target - current < 180.0f)
result += Mathf.Min(target - current, Mathf.Abs(maxDegreesDelta));
else
result -= Mathf.Min(current + 360.0f - target, Mathf.Abs(maxDegreesDelta));
}
return Clamp0360(result);
}
/// <summary>
/// Frame Rate Independent Damping.
/// Source: https://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
/// </summary>
public static float Damp(float a, float b, float lambda, float dt)
{
return Mathf.Lerp(a, b, 1.0f - Mathf.Exp(-lambda * dt));
}
/// <summary>
/// Frame Rate Independent Damping.
/// Source: https://www.rorydriscoll.com/2016/03/07/frame-rate-independent-damping-using-lerp/
/// </summary>
public static Vector3 Damp(Vector3 a, Vector3 b, float lambda, float dt)
{
return Vector3.Lerp(a, b, 1.0f - Mathf.Exp(-lambda * dt));
}
}
}

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fileFormatVersion: 2
guid: 8f5057ebeaca4f7bbcf90011280b93b8
timeCreated: 1748528114