修复浮漂和线

This commit is contained in:
2026-05-06 21:11:55 +08:00
parent 8dfd7a44fb
commit ebefd7b0c4
5 changed files with 215 additions and 79 deletions

View File

@@ -25,6 +25,8 @@ namespace NBF
new Dictionary<PlayerState, PlayerStageViewBase>();
private PlayerStageViewBase _currentStateView;
public PlayerStageViewBase CurrentStateView => _currentStateView;
private void InitState()
{

View File

@@ -87,38 +87,18 @@ namespace NBF
}
var itemConfig = Game.Tables.TbItem.Get(configId);
var Rod = itemConfig.InstantiateAndComponent<FRod>(Map.Instance.GearsNode, Vector3.zero,
var rod = itemConfig.InstantiateAndComponent<FRod>(Map.Instance.GearsNode, Vector3.zero,
Quaternion.identity);
await Rod.Init(this, configId, bindItems);
HandItem = Rod;
await rod.Init(this, configId, bindItems);
HandItem = rod;
// ModelAsset.PlayerAnimator.OnUseItem(itemView);
// if (currItem == null)
// {
// //收起物品
// await UnUseItem(prevItem);
// }
// else
// {
// // 先收起旧的物品
// await UnUseItemConfirm(prevItem);
// var handItem = Player.HandItem;
// //拿起新物品
// var itemType = handItem.ConfigID.GetItemType();
// if (itemType == ItemType.Rod)
// {
// var itemView = handItem.GetOrAddComponent<PlayerItemView>();
// await itemView.InitShow(handItem);
// Unity.ModelAsset.PlayerAnimator.OnUseItem(itemView);
// }
// }
//
// var stateView = Player.GetComponent<PlayerStateView>();
// if (stateView != null && stateView.CurrentStateView is PlayerStageViewIdle playerStageViewIdle)
// {
// playerStageViewIdle.TakeLine();
// }
ModelAsset.PlayerAnimator.OnUseItem(configId);
if (_currentStateView is PlayerStageViewIdle playerStageViewIdle)
{
playerStageViewIdle.TakeLine();
}
IsChangeItemIng = false;
}