修改线节点
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@@ -89,8 +89,8 @@ namespace NBF
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SceneSettings.Instance.GearNode.position = Player.transform.position;
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yield return 1;
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var obj = new GameObject($"rod_{itemInfo.Id}_{itemInfo.ConfigId}");
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// obj.transform.SetParent(SceneSettings.Instance.GearNode);
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obj.transform.SetParent(player.transform);
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obj.transform.SetParent(SceneSettings.Instance.GearNode);
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// obj.transform.SetParent(player.transform);
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// obj.transform.localPosition = Vector3.zero;
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obj.transform.position = player.transform.position;
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obj.transform.rotation = player.transform.rotation;
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@@ -103,7 +103,7 @@ namespace NBF
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ItemInfo lineItemInfo = null;
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CreateFishingHandler();
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// children.Sort();
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foreach (var child in children)
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{
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@@ -150,8 +150,6 @@ namespace NBF
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}
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}
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yield return 1;
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CreateFishingHandler();
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yield return 1;
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if (Reel)
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{
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@@ -218,21 +216,17 @@ namespace NBF
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public void CreateObiFishingLine(int currentLineTypeIndex)
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{
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// if ((bool)Owner.Gears.Reel && !currentLineHandler)
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if (!Line)
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{
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//Assets/ResRaw/Prefabs/Line/LineSolver.prefab
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var lineSolverPrefab = Assets.Load<GameObject>("Assets/ResRaw/Prefabs/Line/LineSolver.prefab");
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var solver = Instantiate(lineSolverPrefab, GearRoot);
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solver.transform.position = Asset.lineConnector.position;
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solver.transform.rotation = Asset.lineConnector.rotation;
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// var indexNames = new[] { "FFishingLine_0", "FFishingLine_1" };
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var indexNames = new[] { "fishing line float set", "fishing line spinning" };
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var path =
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$"Assets/ResRaw/Prefabs/Line/{indexNames[currentLineTypeIndex]}.prefab"; //$"GameItemsPrefabs/Lines/{indexNames[currentLineTypeIndex]}";
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$"Assets/ResRaw/Prefabs/Line/{indexNames[currentLineTypeIndex]}.prefab";
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var prefab = Assets.Load<GameObject>(path);
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// var toRodConnector = rodAsset.lineConnector.GetComponent<Rigidbody>();
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GameObject obj = Instantiate(prefab, solver.transform);
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obj.transform.localPosition = Vector3.zero;
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obj.transform.localScale = Vector3.one;
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@@ -241,15 +235,6 @@ namespace NBF
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Line = obj.GetComponent<FLine>();
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Line.transform.position = Asset.lineConnector.position;
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Line.Init(this.Player, this);
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// lineHandler = obj.GetComponent<FLineHandler>();
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// // lineHandler.transform.SetParent(toRodConnector.transform);
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// lineHandler.transform.position = Asset.lineConnector.position;
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// lineHandler.LineConnector_0.target = Asset.lineConnector; //.GetComponent<Rigidbody>();
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// lineHandler.Rod = this;
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// // lineHandler.startParticleAttachment.target = Asset.lineConnector;
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var obiSolver = solver.GetComponent<ObiSolver>();
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// SceneSettings.Instance.obiFixedUpdater.solvers.Add(obiSolver);
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}
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}
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