接入新逻辑

# Conflicts:
#	Assets/Scenes/RopeTest.unity
#	Assets/Scripts/Fishing/New/View/Player/Tackle/FLine.cs
#	Assets/Scripts/Fishing/Rope/Rope.cs
#	Assets/Scripts/Fishing/Rope/Rope.cs.meta
This commit is contained in:
Bob.Song
2026-04-26 14:42:54 +08:00
parent 05fa2d6e5e
commit d432c468b1
48 changed files with 6150 additions and 6790 deletions

View File

@@ -7,7 +7,8 @@ namespace NBF
protected override void OnInit()
{
// transform.position = Rod.lineHandler.LineConnector_1.transform.position;
SetParent(Rod.Line.Bobber.transform);
var endNode = Rod.Line.GetNode(FLineLogicNodeType.Bobber);
SetParent(endNode.transform);
transform.localPosition = Vector3.zero;
// var buoyancy = GetComponentInParent<CapsuleBuoyancyStable>();
// buoyancy.InitBobber();

View File

@@ -10,18 +10,17 @@ namespace NBF
{
hookAsset = GetComponent<HookAsset>();
}
protected override void OnInit()
{
// transform.position = Rod.lineHandler.LineConnector_2.transform.position;
// transform.rotation = Rod.lineHandler.LineConnector_2.transform.rotation; // 确保旋转也同步
// SetParent(Rod.lineHandler.LineConnector_2.transform);
SetParent(Rod.Line.Lure.transform);
var endNode = Rod.Line.GetNode(FLineLogicNodeType.End);
SetParent(endNode.transform);
transform.localPosition = Vector3.zero;
// var target = lineHandler.LineConnector_2.GetComponent<Rigidbody>();
// var joint = Hook.gameObject.GetComponent<ConfigurableJoint>();
// joint.connectedBody = target;

File diff suppressed because it is too large Load Diff

View File

@@ -1,3 +1,3 @@
fileFormatVersion: 2
guid: c0403ffd74ce46fab8bd4ef057e51432
timeCreated: 1766582567
guid: c7095cf554c345839173044e4786b0ba
timeCreated: 1776948821

View File

@@ -13,8 +13,8 @@ namespace NBF
// LureHookWaterDisplacement = Lure.GetComponent<FWaterDisplacement>();
// SetParent(Rod.lineHandler.LineConnector_1.transform);
SetParent(Rod.Line.Lure.transform);
var endNode = Rod.Line.GetNode(FLineLogicNodeType.End);
SetParent(endNode.transform);
transform.localPosition = Vector3.zero;
}
}

View File

@@ -72,24 +72,14 @@ namespace NBF
if (Line.LineType == LineType.Spinning)
{
//没有浮漂类型
Line.Lure.SetJointDistance(PlayerItem.LineLength);
if (PlayerItem.StretchRope)
{
// Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength);
Line.SetTargetLength(PlayerItem.LineLength);
}
Line.SetLenght(PlayerItem.LineLength);
}
else
{
//有浮漂
Line.Lure.SetJointDistance(PlayerItem.FloatLength);
Line.Bobber.SetJointDistance(PlayerItem.LineLength - PlayerItem.FloatLength);
if (PlayerItem.StretchRope)
{
// Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength - PlayerItem.FloatLength);
Line.SetTargetLength(PlayerItem.LineLength - PlayerItem.FloatLength);
Line.SetLureLength(PlayerItem.FloatLength);
}
Line.SetSegmentMaxLength(0, PlayerItem.LineLength - PlayerItem.FloatLength);
//浮漂位置
Line.SetSegmentMaxLength(1, PlayerItem.FloatLength);
}
}
@@ -338,12 +328,12 @@ namespace NBF
var state = PlayerItem.Owner.State;
Vector3 vector = Line.Lure.transform.position;
var endNode = Line.GetNode(FLineLogicNodeType.End);
Vector3 vector = endNode.transform.position;
// 当前物体的朝向与指向 Lure 的方向之间的夹角,在 0完全对齐到 1完全相反之间的一个比例值
float headingAlignment = Vector3.Angle(base.transform.forward,
(Line.Lure.transform.position - transform.position).normalized) / 180f;
(endNode.transform.position - transform.position).normalized) / 180f;
// 经过朝向调制后的有效张力
var effectiveTension = Mathf.Clamp(CurrentTension01 * headingAlignment, 0f, 1f);