7 Commits
dev_new ... dev

Author SHA1 Message Date
9c351b3823 提交修改 2026-04-13 23:47:18 +08:00
caa260b53b 修改线求解器 2026-04-13 20:55:07 +08:00
6e918bb1a6 取消注释 2026-04-12 23:40:14 +08:00
de0b0558d6 修改提交 2026-04-12 22:42:06 +08:00
c96255aaa5 修改线渲染逻辑 2026-04-12 21:45:36 +08:00
b83dfd47b1 修改鱼线相关逻辑 2026-04-12 21:17:29 +08:00
8fbb21a66c 修改鱼线节点逻辑 2026-04-12 18:37:24 +08:00
44 changed files with 4517 additions and 2951 deletions

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File diff suppressed because it is too large Load Diff

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using UnityEditor;
using UnityEngine;
[CustomEditor(typeof(Rope))]
public class RopeFishLineEditor : Editor
{
private Rope _target;
void OnEnable()
{
_target = target as Rope;
// lookAtPoint = serializedObject.FindProperty("lookAtPoint");
}
public override void OnInspectorGUI()
{
base.OnInspectorGUI();
if (GUILayout.Button("打印总长度"))
{
_target.DebugLength();
// Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()} PolylineLength={_target.GetPhysicsPolylineLength()}");
}
// serializedObject.Update();
// EditorGUILayout.PropertyField(lookAtPoint);
// serializedObject.ApplyModifiedProperties();
}
}
// using UnityEditor;
// using UnityEngine;
//
// [CustomEditor(typeof(Rope))]
// public class RopeFishLineEditor : Editor
// {
// private Rope _target;
//
// void OnEnable()
// {
// _target = target as Rope;
// // lookAtPoint = serializedObject.FindProperty("lookAtPoint");
// }
//
// public override void OnInspectorGUI()
// {
// base.OnInspectorGUI();
//
//
// if (GUILayout.Button("打印总长度"))
// {
// _target.DebugLength();
// // Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()} PolylineLength={_target.GetPhysicsPolylineLength()}");
// }
// // serializedObject.Update();
// // EditorGUILayout.PropertyField(lookAtPoint);
// // serializedObject.ApplyModifiedProperties();
// }
// }

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@@ -1,59 +1,59 @@
using System;
using UnityEngine;
namespace NBF
{
public class LureController : MonoBehaviour
{
[SerializeField] private Rigidbody rBody;
[SerializeField] private ConfigurableJoint joint;
public Rigidbody RBody => rBody;
public ConfigurableJoint Joint => joint;
private void Start()
{
RBody.detectCollisions = true;
RBody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
RBody.interpolation = RigidbodyInterpolation.Interpolate;
}
public void SetJoint(Rigidbody rb)
{
joint.connectedBody = rb;
}
public void EnableCollision(bool enable)
{
if (rBody == null)
{
rBody = GetComponent<Rigidbody>();
}
// rBody.detectCollisions = enable;
}
public void SetKinematic(bool value)
{
rBody.isKinematic = value;
}
public void SetJointDistance(float limit)
{
joint.linearLimit = new SoftJointLimit
{
limit = limit
};
}
private void OnCollisionEnter(Collision other)
{
Debug.Log($"OnCollisionEnter:{other.gameObject.name}");
}
private void OnCollisionExit(Collision other)
{
Debug.Log($"OnCollisionExit:{other.gameObject.name}");
}
}
}
// using System;
// using UnityEngine;
//
// namespace NBF
// {
// public class LureController : MonoBehaviour
// {
// [SerializeField] private Rigidbody rBody;
// [SerializeField] private ConfigurableJoint joint;
// public Rigidbody RBody => rBody;
//
// public ConfigurableJoint Joint => joint;
//
// private void Start()
// {
// RBody.detectCollisions = true;
// RBody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
// RBody.interpolation = RigidbodyInterpolation.Interpolate;
// }
//
// public void SetJoint(Rigidbody rb)
// {
// joint.connectedBody = rb;
// }
//
//
// public void EnableCollision(bool enable)
// {
// if (rBody == null)
// {
// rBody = GetComponent<Rigidbody>();
// }
//
// // rBody.detectCollisions = enable;
// }
//
// public void SetKinematic(bool value)
// {
// rBody.isKinematic = value;
// }
//
// public void SetJointDistance(float limit)
// {
// joint.linearLimit = new SoftJointLimit
// {
// limit = limit
// };
// }
//
// private void OnCollisionEnter(Collision other)
// {
// Debug.Log($"OnCollisionEnter:{other.gameObject.name}");
// }
// private void OnCollisionExit(Collision other)
// {
// Debug.Log($"OnCollisionExit:{other.gameObject.name}");
// }
// }
// }

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@@ -0,0 +1,8 @@
fileFormatVersion: 2
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folderAsset: yes
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userData:
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fileFormatVersion: 2
guid: 2ff164cb3132445289d22c7b3a0f4fab
timeCreated: 1775957622

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@@ -0,0 +1,685 @@
using UnityEngine;
namespace NBF
{
public enum FishingBobberControlMode
{
AirPhysics,
WaterPresentation,
}
public enum FishingBobberBiteType
{
None,
Tap,
SlowSink,
Lift,
BlackDrift,
}
public enum BobberTiltAxis
{
LocalX,
LocalZ,
}
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody))]
public class FishingBobberFeature : FishingLineNodeMotionFeature
{
protected override int DefaultPriority => 100;
#region
[Header("入水检测")]
[Tooltip("当前测试阶段固定水面高度。")]
public float waterLevel = 0f;
[Tooltip("浮漂底部进入水面达到该深度后,切换为水面表现控制。")]
public float enterWaterDepth = 0.002f;
[Tooltip("浮漂底部高于该深度时退出水面表现控制。通常设为负值用于滞回。")]
public float exitWaterDepth = -0.01f;
[Tooltip("浮漂总高度,单位米。")]
public float floatHeight = 0.08f;
[Tooltip("如果 Pivot 在浮漂底部填 0如果 Pivot 在模型中部,填底部相对 Pivot 的本地 Y 偏移。")]
public float bottomOffsetLocalY;
[Tooltip("Y 轴控制的平滑时间。")]
public float ySmoothTime = 0.08f;
[Tooltip("Y 轴平滑时允许的最大竖直速度。")]
public float maxYSpeed = 2f;
[Tooltip("Y 轴死区,小范围内直接贴目标值以减少微抖。")]
public float yDeadZone = 0.0005f;
#endregion
#region
[Header("吃水控制")]
[Tooltip("基准底部重量。当前重量等于该值时,使用基础吃水深度。")]
public float neutralBottomWeight = 1f;
[Tooltip("当前底部总重量。运行时可由其他脚本更新。")]
public float currentBottomWeight = 1f;
[Tooltip("基准重量下的基础吃水深度。")]
public float baseDraftDepth = 0.02f;
[Tooltip("每单位重量变化对应增加或减少的吃水深度。")]
public float draftDepthPerWeight = 0.01f;
[Tooltip("吃水深度下限。")]
public float minDraftDepth = 0.005f;
[Tooltip("吃水深度上限。")]
public float maxDraftDepth = 0.08f;
[Tooltip("吃水深度变化的平滑时间。")]
public float draftSmoothTime = 0.18f;
#endregion
#region
[Header("漂相动画")]
[Tooltip("漂相位移动画的平滑时间。")]
public float biteSmoothTime = 0.03f;
[Tooltip("点漂默认振幅。")]
public float tapAmplitude = 0.008f;
[Tooltip("点漂默认时长。")]
public float tapDuration = 0.18f;
[Tooltip("缓沉默认振幅。")]
public float slowSinkAmplitude = 0.025f;
[Tooltip("缓沉默认时长。")]
public float slowSinkDuration = 1.2f;
[Tooltip("顶漂默认振幅。")]
public float liftAmplitude = 0.015f;
[Tooltip("顶漂默认时长。")]
public float liftDuration = 1.2f;
[Tooltip("黑漂默认振幅。")]
public float blackDriftAmplitude = 0.06f;
[Tooltip("黑漂默认时长。")]
public float blackDriftDuration = 0.8f;
#endregion
#region
[Header("输入测试")]
[Tooltip("是否启用运行时按键测试漂相。")]
public bool enableDebugInput = true;
[Tooltip("停止当前漂相的按键。")]
public KeyCode stopBiteKey = KeyCode.R;
[Tooltip("触发点漂的按键。")]
public KeyCode tapKey = KeyCode.T;
[Tooltip("触发缓沉的按键。")]
public KeyCode slowSinkKey = KeyCode.G;
[Tooltip("触发顶漂的按键。")]
public KeyCode liftKey = KeyCode.H;
[Tooltip("触发黑漂的按键。")]
public KeyCode blackDriftKey = KeyCode.B;
#endregion
#region 姿
[Header("姿态控制")]
[Tooltip("重量低于该值时,姿态趋向躺漂。")]
public float lyingWeightThreshold = 0.4f;
[Tooltip("重量达到该值附近时,姿态趋向半躺。")]
public float tiltedWeightThreshold = 0.8f;
[Tooltip("重量达到该值及以上时,姿态趋向立漂。")]
public float uprightWeightThreshold = 1.2f;
[Tooltip("躺漂对应的倾角。")]
public float lyingAngle = 88f;
[Tooltip("半躺对应的倾角。")]
public float tiltedAngle = 42f;
[Tooltip("立漂对应的倾角,通常为 0。")]
public float uprightAngle = 0f;
[Tooltip("绕哪个本地轴做倾倒。")]
public BobberTiltAxis tiltAxis = BobberTiltAxis.LocalX;
[Tooltip("是否反转倾倒方向。")]
public bool invertTiltDirection;
[Tooltip("姿态旋转的平滑速度。")]
public float rotationLerpSpeed = 8f;
[Tooltip("入水后用于压制旋转抖动的角阻尼。")]
public float waterAngularDamping = 999f;
#endregion
#region
public FishingBobberControlMode CurrentMode => _mode;
public FishingBobberBiteType CurrentBiteType => _activeBiteType;
public float CurrentDraftDepth => _currentDraftDepth;
public float CurrentBottomWeight => currentBottomWeight;
private Rigidbody _rb;
private FishingBobberControlMode _mode = FishingBobberControlMode.AirPhysics;
private bool _defaultsCached;
private bool _waterStateInitialized;
private float _defaultAngularDamping;
private bool _defaultUseGravity;
private RigidbodyConstraints _defaultConstraints;
private float _draftVelocity;
private float _currentDraftDepth;
private float _ySmoothVelocity;
private float _biteOffsetY;
private float _biteOffsetYVelocity;
private bool _uprightPoseCached;
private Quaternion _cachedUprightRotation;
private Quaternion _uprightReferenceRotation;
private Quaternion _targetRotation;
private FishingBobberBiteType _activeBiteType = FishingBobberBiteType.None;
private float _biteTimer;
private float _biteDuration;
private float _biteAmplitude;
#endregion
#region Unity
private void Awake()
{
EnsureRuntimeReferences();
InitializeRuntimeState();
}
private void Update()
{
HandleDebugInput();
}
#endregion
#region
public override bool IsSupportedNode(FishingLineNode node)
{
return node != null && node.Type == FishingLineNode.NodeType.Float;
}
protected override void OnBind()
{
EnsureRuntimeReferences();
InitializeRuntimeState();
}
public override bool CanControl()
{
EnsureRuntimeReferences();
if (_rb == null || !IsSupportedNode(Node))
{
return false;
}
var submergeDepth = GetSubmergeDepth();
if (_mode == FishingBobberControlMode.WaterPresentation)
{
return submergeDepth >= exitWaterDepth;
}
return submergeDepth > enterWaterDepth;
}
public override void OnMotionActivated()
{
EnsureRuntimeReferences();
EnterWaterPresentationMode();
}
public override void OnMotionDeactivated()
{
EnsureRuntimeReferences();
ExitWaterPresentationMode();
}
public override void TickMotion(float deltaTime)
{
EnsureRuntimeReferences();
if (_rb == null)
{
return;
}
var submergeDepth = GetSubmergeDepth();
if (submergeDepth < exitWaterDepth)
{
ExitWaterPresentationMode();
return;
}
if (_mode != FishingBobberControlMode.WaterPresentation)
{
EnterWaterPresentationMode();
}
UpdateBiteAnimation(deltaTime);
UpdateDraft(deltaTime);
var nextRotation = CalculateNextRotation(deltaTime);
UpdateVerticalPosition(deltaTime, nextRotation);
ApplyRotation(nextRotation);
}
#endregion
#region
public void SetBottomWeight(float weight)
{
currentBottomWeight = weight;
}
public void PlayTap(float amplitude = -1f, float duration = -1f)
{
StartBite(
FishingBobberBiteType.Tap,
amplitude > 0f ? amplitude : tapAmplitude,
duration > 0f ? duration : tapDuration);
}
public void PlaySlowSink(float amplitude = -1f, float duration = -1f)
{
StartBite(
FishingBobberBiteType.SlowSink,
amplitude > 0f ? amplitude : slowSinkAmplitude,
duration > 0f ? duration : slowSinkDuration);
}
public void PlayLift(float amplitude = -1f, float duration = -1f)
{
StartBite(
FishingBobberBiteType.Lift,
amplitude > 0f ? amplitude : liftAmplitude,
duration > 0f ? duration : liftDuration);
}
public void PlayBlackDrift(float amplitude = -1f, float duration = -1f)
{
StartBite(
FishingBobberBiteType.BlackDrift,
amplitude > 0f ? amplitude : blackDriftAmplitude,
duration > 0f ? duration : blackDriftDuration);
}
public void StopBite()
{
_activeBiteType = FishingBobberBiteType.None;
_biteTimer = 0f;
_biteDuration = 0f;
_biteAmplitude = 0f;
}
#endregion
#region
private void EnsureRuntimeReferences()
{
if (_rb == null)
{
_rb = Node != null && Node.Body != null ? Node.Body : GetComponent<Rigidbody>();
}
}
private void InitializeRuntimeState()
{
if (_rb == null)
{
return;
}
if (!_defaultsCached)
{
_defaultAngularDamping = _rb.angularDamping;
_defaultUseGravity = _rb.useGravity;
_defaultConstraints = _rb.constraints;
_defaultsCached = true;
}
_currentDraftDepth = CalculateRawDraftDepth();
_draftVelocity = 0f;
_ySmoothVelocity = 0f;
_biteOffsetY = 0f;
_biteOffsetYVelocity = 0f;
_targetRotation = _rb.rotation;
if (!_uprightPoseCached)
{
_cachedUprightRotation = _rb.rotation;
_uprightPoseCached = true;
}
_uprightReferenceRotation = _cachedUprightRotation;
}
private void EnterWaterPresentationMode()
{
if (_rb == null)
{
return;
}
_mode = FishingBobberControlMode.WaterPresentation;
_waterStateInitialized = true;
_uprightReferenceRotation = _cachedUprightRotation;
_targetRotation = _rb.rotation;
_draftVelocity = 0f;
_ySmoothVelocity = 0f;
_biteOffsetYVelocity = 0f;
_currentDraftDepth = CalculateRawDraftDepth();
_rb.useGravity = false;
_rb.angularDamping = waterAngularDamping;
_rb.constraints = _defaultConstraints | RigidbodyConstraints.FreezeRotation;
_rb.angularVelocity = Vector3.zero;
}
private void ExitWaterPresentationMode()
{
_mode = FishingBobberControlMode.AirPhysics;
RestorePhysicsState();
}
private void RestorePhysicsState()
{
if (_rb == null || !_defaultsCached)
{
return;
}
_rb.useGravity = _defaultUseGravity;
_rb.angularDamping = _defaultAngularDamping;
_rb.constraints = _defaultConstraints;
}
private float GetSubmergeDepth()
{
return waterLevel - GetBottomWorldPosition().y;
}
private Vector3 GetBottomWorldPosition()
{
return transform.TransformPoint(new Vector3(0f, bottomOffsetLocalY, 0f));
}
private float CalculateRawDraftDepth()
{
var weightDelta = currentBottomWeight - neutralBottomWeight;
var targetDraft = baseDraftDepth + weightDelta * draftDepthPerWeight;
return Mathf.Clamp(targetDraft, minDraftDepth, maxDraftDepth);
}
private void UpdateDraft(float deltaTime)
{
var targetDraft = CalculateRawDraftDepth();
_currentDraftDepth = Mathf.SmoothDamp(
_currentDraftDepth,
targetDraft,
ref _draftVelocity,
Mathf.Max(0.0001f, draftSmoothTime),
Mathf.Infinity,
deltaTime);
}
private void UpdateVerticalPosition(float deltaTime, Quaternion targetRotation)
{
var position = _rb.position;
var targetY = waterLevel - _currentDraftDepth - GetBottomOffsetWorldY(targetRotation) + _biteOffsetY;
if (Mathf.Abs(position.y - targetY) < yDeadZone)
{
position.y = targetY;
_ySmoothVelocity = 0f;
}
else
{
position.y = Mathf.SmoothDamp(
position.y,
targetY,
ref _ySmoothVelocity,
Mathf.Max(0.0001f, ySmoothTime),
maxYSpeed,
deltaTime);
}
_rb.MovePosition(position);
var velocity = _rb.linearVelocity;
if (Mathf.Abs(velocity.y) > 0f)
{
velocity.y = 0f;
_rb.linearVelocity = velocity;
}
}
private Quaternion CalculateNextRotation(float deltaTime)
{
var targetTiltAngle = EvaluateTargetTiltAngle();
var signedAngle = invertTiltDirection ? -targetTiltAngle : targetTiltAngle;
var localAxis = tiltAxis == BobberTiltAxis.LocalX ? Vector3.right : Vector3.forward;
_targetRotation = _uprightReferenceRotation * Quaternion.AngleAxis(signedAngle, localAxis);
_rb.angularVelocity = Vector3.zero;
return Quaternion.Slerp(
_rb.rotation,
_targetRotation,
1f - Mathf.Exp(-Mathf.Max(0.01f, rotationLerpSpeed) * deltaTime));
}
private void ApplyRotation(Quaternion nextRotation)
{
_rb.rotation = nextRotation;
}
private float GetBottomOffsetWorldY(Quaternion rotation)
{
return (rotation * new Vector3(0f, bottomOffsetLocalY, 0f)).y;
}
private float EvaluateTargetTiltAngle()
{
if (currentBottomWeight <= lyingWeightThreshold)
{
return lyingAngle;
}
if (currentBottomWeight <= tiltedWeightThreshold)
{
var t = Mathf.InverseLerp(lyingWeightThreshold, tiltedWeightThreshold, currentBottomWeight);
return Mathf.Lerp(lyingAngle, tiltedAngle, t);
}
if (currentBottomWeight <= uprightWeightThreshold)
{
var t = Mathf.InverseLerp(tiltedWeightThreshold, uprightWeightThreshold, currentBottomWeight);
return Mathf.Lerp(tiltedAngle, uprightAngle, t);
}
return uprightAngle;
}
private void StartBite(FishingBobberBiteType type, float amplitude, float duration)
{
if (_mode != FishingBobberControlMode.WaterPresentation)
{
return;
}
_activeBiteType = type;
_biteTimer = 0f;
_biteDuration = Mathf.Max(0.01f, duration);
_biteAmplitude = Mathf.Max(0f, amplitude);
_biteOffsetYVelocity = 0f;
}
private void UpdateBiteAnimation(float deltaTime)
{
if (_activeBiteType == FishingBobberBiteType.None)
{
_biteOffsetY = Mathf.SmoothDamp(
_biteOffsetY,
0f,
ref _biteOffsetYVelocity,
Mathf.Max(0.0001f, biteSmoothTime),
Mathf.Infinity,
deltaTime);
return;
}
_biteTimer += deltaTime;
var t = Mathf.Clamp01(_biteTimer / _biteDuration);
var targetOffset = 0f;
switch (_activeBiteType)
{
case FishingBobberBiteType.Tap:
if (t < 0.35f)
{
var downT = t / 0.35f;
targetOffset = -Mathf.SmoothStep(0f, _biteAmplitude, downT);
}
else
{
var upT = (t - 0.35f) / 0.65f;
targetOffset = -Mathf.Lerp(_biteAmplitude, 0f, upT);
}
break;
case FishingBobberBiteType.SlowSink:
targetOffset = -Mathf.SmoothStep(0f, _biteAmplitude, t);
break;
case FishingBobberBiteType.Lift:
targetOffset = Mathf.SmoothStep(0f, _biteAmplitude, t);
break;
case FishingBobberBiteType.BlackDrift:
targetOffset = -Mathf.SmoothStep(0f, _biteAmplitude, t);
break;
}
_biteOffsetY = Mathf.SmoothDamp(
_biteOffsetY,
targetOffset,
ref _biteOffsetYVelocity,
Mathf.Max(0.0001f, biteSmoothTime),
Mathf.Infinity,
deltaTime);
if (_biteTimer >= _biteDuration &&
_activeBiteType != FishingBobberBiteType.SlowSink &&
_activeBiteType != FishingBobberBiteType.BlackDrift)
{
_activeBiteType = FishingBobberBiteType.None;
}
}
private void HandleDebugInput()
{
if (!Application.isPlaying || !enableDebugInput)
{
return;
}
if (Input.GetKeyDown(stopBiteKey))
{
StopBite();
}
if (Input.GetKeyDown(tapKey))
{
PlayTap();
}
if (Input.GetKeyDown(slowSinkKey))
{
PlaySlowSink();
}
if (Input.GetKeyDown(liftKey))
{
PlayLift();
}
if (Input.GetKeyDown(blackDriftKey))
{
PlayBlackDrift();
}
}
#endregion
#region
#if UNITY_EDITOR
private void OnValidate()
{
floatHeight = Mathf.Max(0.001f, floatHeight);
ySmoothTime = Mathf.Max(0.001f, ySmoothTime);
maxYSpeed = Mathf.Max(0.01f, maxYSpeed);
yDeadZone = Mathf.Max(0f, yDeadZone);
neutralBottomWeight = Mathf.Max(0f, neutralBottomWeight);
currentBottomWeight = Mathf.Max(0f, currentBottomWeight);
minDraftDepth = Mathf.Max(0f, minDraftDepth);
maxDraftDepth = Mathf.Max(minDraftDepth, maxDraftDepth);
baseDraftDepth = Mathf.Clamp(baseDraftDepth, minDraftDepth, maxDraftDepth);
draftDepthPerWeight = Mathf.Max(0f, draftDepthPerWeight);
draftSmoothTime = Mathf.Max(0.001f, draftSmoothTime);
biteSmoothTime = Mathf.Max(0.001f, biteSmoothTime);
tapAmplitude = Mathf.Max(0f, tapAmplitude);
tapDuration = Mathf.Max(0.01f, tapDuration);
slowSinkAmplitude = Mathf.Max(0f, slowSinkAmplitude);
slowSinkDuration = Mathf.Max(0.01f, slowSinkDuration);
liftAmplitude = Mathf.Max(0f, liftAmplitude);
liftDuration = Mathf.Max(0.01f, liftDuration);
blackDriftAmplitude = Mathf.Max(0f, blackDriftAmplitude);
blackDriftDuration = Mathf.Max(0.01f, blackDriftDuration);
lyingWeightThreshold = Mathf.Max(0f, lyingWeightThreshold);
tiltedWeightThreshold = Mathf.Max(lyingWeightThreshold, tiltedWeightThreshold);
uprightWeightThreshold = Mathf.Max(tiltedWeightThreshold, uprightWeightThreshold);
uprightAngle = Mathf.Clamp(uprightAngle, 0f, 89f);
tiltedAngle = Mathf.Clamp(tiltedAngle, uprightAngle, 89f);
lyingAngle = Mathf.Clamp(lyingAngle, tiltedAngle, 89.9f);
rotationLerpSpeed = Mathf.Max(0.01f, rotationLerpSpeed);
waterAngularDamping = Mathf.Max(0f, waterAngularDamping);
}
#endif
#endregion
}
}

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fileFormatVersion: 2
guid: ca4d5d54d89446b0a10b7ce521fd7d9e
timeCreated: 1775958532

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using UnityEngine;
namespace NBF
{
/// <summary>
/// 默认物理组件
/// </summary>
public class FishingDefaultPhysicsFeature : FishingLineNodeMotionFeature
{
[Header("Physics")] [SerializeField] private bool useGravity = true;
protected override int DefaultPriority => 0;
public override bool IsSupportedNode(FishingLineNode node)
{
return node != null && node.Type != FishingLineNode.NodeType.Start;
}
public override bool CanControl()
{
return Node != null && Node.Body != null && IsSupportedNode(Node);
}
public override void OnMotionActivated()
{
ApplyPhysicsState();
}
public override void TickMotion(float deltaTime)
{
ApplyPhysicsState();
}
private void ApplyPhysicsState()
{
if (Node == null || Node.Body == null || !IsSupportedNode(Node))
{
return;
}
Node.Body.useGravity = useGravity;
}
}
}

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fileFormatVersion: 2
guid: 2ebfa4366b504ba0a3f398eded17df31
timeCreated: 1775957743

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using UnityEngine;
namespace NBF
{
public interface IWaterSurfaceProvider
{
float GetWaterHeight(Vector3 worldPos);
Vector3 GetWaterNormal(Vector3 worldPos);
}
public enum BobberControlMode
{
AirPhysics,
WaterPresentation,
}
public enum BobberBiteType
{
None,
Tap,
SlowSink,
Lift,
BlackDrift,
}
public enum BobberPosture
{
Lying,
Tilted,
Upright,
}
[DisallowMultipleComponent]
[RequireComponent(typeof(Rigidbody))]
public class FishingFloatFeature : FishingLineNodeMotionFeature
{
protected override int DefaultPriority => 100;
[Header("Water")]
[Tooltip("没有水提供器时使用固定水位")]
public float fallbackWaterLevel;
[Tooltip("可选:挂实现了 IWaterSurfaceProvider 的组件")]
public MonoBehaviour waterProviderBehaviour;
[Header("Enter Water")]
[Tooltip("底部进入水面多少米后切换为漂像控制")]
public float enterWaterDepth = 0.002f;
[Tooltip("离开水面多少米后回到空中物理。一般给负值做滞回")]
public float exitWaterDepth = -0.01f;
[Header("Geometry")]
[Tooltip("浮漂总高度(米)")]
public float floatHeight = 0.08f;
[Tooltip("如果 Pivot 在浮漂底部,这里填 0如果 Pivot 在模型中心,就填底部相对 Pivot 的本地 Y")]
public float bottomOffsetLocalY;
[Header("Base Float")]
[Tooltip("基础吃铅比例,决定静止时有多少在水下")]
[Range(0.05f, 0.95f)]
public float baseSubmergeRatio = 0.28f;
[Tooltip("Y 轴平滑时间,越小响应越快")]
public float ySmoothTime = 0.08f;
[Tooltip("最大竖直速度限制(用于 SmoothDamp")]
public float maxYSpeed = 2f;
[Tooltip("静止小死区,减少微抖")]
public float yDeadZone = 0.0005f;
[Header("Surface Motion")]
[Tooltip("是否启用轻微水面起伏")]
public bool enableSurfaceBobbing = true;
[Tooltip("水面轻微起伏振幅(米)")]
public float surfaceBobAmplitude = 0.0015f;
[Tooltip("水面轻微起伏频率")]
public float surfaceBobFrequency = 1.2f;
[Header("XZ Motion")]
[Tooltip("入水后是否锁定 XZ 到入水点附近")]
public bool lockXZAroundAnchor = true;
[Tooltip("XZ 跟随平滑时间")]
public float xzSmoothTime = 0.15f;
[Tooltip("水流/拖拽带来的额外平面偏移最大值")]
public float maxPlanarOffset = 0.15f;
[Header("Sink By Weight / Tension")]
[Tooltip("外部向下拉力映射为下沉量的系数。你可以把钩/铅/线组的等效向下拉力喂进来")]
public float downForceToSink = 0.0025f;
[Tooltip("向下拉力下沉的最大附加量")]
public float maxExtraSink = 0.08f;
[Header("Bottom Touch")]
[Tooltip("触底时是否启用修正")]
public bool enableBottomTouchAdjust = true;
[Tooltip("触底后减少的下沉量(例如铅坠到底,漂会回升一点)")]
public float bottomTouchLift = 0.01f;
[Header("Posture Source")]
[Tooltip("下方 Lure / 钩组 / 铅坠的刚体。姿态主要根据它和浮漂的相对位置判断")]
public Rigidbody lureBody;
[Tooltip("用于归一化的参考长度。一般填:浮漂到 Lure 在“正常拉直”时的大致长度")]
public float referenceLength = 0.30f;
[Header("Posture Threshold")]
[Tooltip("最小入水比例。不够时优先躺漂")]
public float minSubmergeToStand = 0.16f;
[Tooltip("垂直分量比低于该值时,优先躺漂")]
public float verticalLieThreshold = 0.18f;
[Tooltip("垂直分量比高于该值,且水平分量较小时,允许立漂")]
public float verticalUprightThreshold = 0.75f;
[Tooltip("水平分量比高于该值时,不允许完全立漂")]
public float planarTiltThreshold = 0.30f;
[Tooltip("水平分量明显大于垂直分量时,优先躺漂")]
public float planarDominanceMultiplier = 1.20f;
[Tooltip("姿态切换滞回")]
public float postureHysteresis = 0.04f;
[Header("Posture Stability")]
[Tooltip("候选姿态需持续多久才真正切换")]
public float postureConfirmTime = 0.08f;
[Tooltip("姿态切换后的最短冷却时间,避免来回闪烁")]
public float postureSwitchCooldown = 0.10f;
[Header("Posture Rotation")]
[Tooltip("倾斜状态角度")]
public float tiltedAngle = 38f;
[Tooltip("躺漂角度")]
public float lyingAngle = 88f;
[Tooltip("立漂时允许的最大附加倾角")]
public float uprightMaxTiltAngle = 8f;
[Tooltip("平面方向对立漂/斜漂附加倾角的影响强度")]
public float planarTiltFactor = 120f;
[Tooltip("平面方向死区,小于该值时保持上一帧方向")]
public float planarDirectionDeadZone = 0.01f;
[Tooltip("平面方向平滑速度")]
public float planarDirectionLerpSpeed = 10f;
[Tooltip("姿态平滑速度")]
public float rotationLerpSpeed = 8f;
[Header("Debug Input")]
public bool debugResetKey = true;
public bool debugTapKey = true;
public bool debugSlowSinkKey = true;
public bool debugLiftKey = true;
public bool debugBlackDriftKey = true;
[Header("Debug")]
public bool drawDebug;
public bool UseTestPosture;
public BobberPosture TestPosture;
public BobberControlMode CurrentMode => _mode;
public BobberPosture CurrentPosture => _posture;
public float CurrentVerticalRatio => _verticalRatio;
public float CurrentPlanarRatio => _planarRatio;
public float ExternalDownForce { get; set; }
public bool IsBottomTouched { get; set; }
public Vector2 ExternalPlanarOffset { get; set; }
private Rigidbody _rb;
private IWaterSurfaceProvider _waterProvider;
private BobberControlMode _mode = BobberControlMode.AirPhysics;
private BobberPosture _posture = BobberPosture.Lying;
private float _defaultLinearDamping;
private float _defaultAngularDamping;
private bool _defaultUseGravity;
private bool _defaultsCached;
private Vector3 _waterAnchorPos;
private Vector3 _xzSmoothVelocity;
private float _ySmoothVelocity;
private float _biteOffsetY;
private float _biteOffsetYVelocity;
private Quaternion _targetRotation;
private BobberBiteType _activeBiteType = BobberBiteType.None;
private float _biteTimer;
private float _biteDuration;
private float _biteAmplitude;
private Vector3 _blackDriftDirection;
private float _verticalRatio;
private float _planarRatio;
private float _verticalDistance;
private float _planarDistance;
private BobberPosture _pendingPosture;
private float _pendingPostureTimer;
private float _postureCooldownTimer;
private Vector3 _stablePlanarDir = Vector3.forward;
private void Awake()
{
EnsureRuntimeReferences();
InitializeRuntimeState();
}
private void Update()
{
HandleDebugKeys();
}
public override bool IsSupportedNode(FishingLineNode node)
{
return node != null && node.Type == FishingLineNode.NodeType.Float;
}
protected override void OnBind()
{
EnsureRuntimeReferences();
InitializeRuntimeState();
}
public override bool CanControl()
{
EnsureRuntimeReferences();
if (_rb == null || !IsSupportedNode(Node))
{
return false;
}
var waterY = GetWaterHeight(transform.position);
var submergeDepth = waterY - GetBottomWorldPosition().y;
if (_mode == BobberControlMode.WaterPresentation)
{
return submergeDepth >= exitWaterDepth;
}
return submergeDepth > enterWaterDepth;
}
public override void OnMotionActivated()
{
EnsureRuntimeReferences();
EnterWaterPresentationMode();
}
public override void OnMotionDeactivated()
{
EnsureRuntimeReferences();
ExitWaterPresentationMode();
}
public override void TickMotion(float deltaTime)
{
EnsureRuntimeReferences();
if (_rb == null)
{
return;
}
var waterY = GetWaterHeight(transform.position);
var submergeDepth = waterY - GetBottomWorldPosition().y;
UpdateWaterPresentation(waterY, submergeDepth, deltaTime);
if (drawDebug)
{
DrawDebug(waterY);
}
}
public void PlayTap(float amplitude = 0.008f, float duration = 0.18f)
{
StartBite(BobberBiteType.Tap, amplitude, duration);
}
public void PlaySlowSink(float amplitude = 0.025f, float duration = 1.2f)
{
StartBite(BobberBiteType.SlowSink, amplitude, duration);
}
public void PlayLift(float amplitude = 0.015f, float duration = 1.2f)
{
StartBite(BobberBiteType.Lift, amplitude, duration);
}
public void PlayBlackDrift(float amplitude = 0.06f, float duration = 0.8f, Vector3? driftDirection = null)
{
StartBite(BobberBiteType.BlackDrift, amplitude, duration);
_blackDriftDirection = (driftDirection ?? transform.forward).normalized;
}
public void StopBite()
{
_activeBiteType = BobberBiteType.None;
_biteTimer = 0f;
_biteDuration = 0f;
_biteAmplitude = 0f;
_biteOffsetY = 0f;
_biteOffsetYVelocity = 0f;
}
private void EnsureRuntimeReferences()
{
if (_rb == null)
{
_rb = Node != null && Node.Body != null ? Node.Body : GetComponent<Rigidbody>();
}
if (_waterProvider == null && waterProviderBehaviour != null)
{
_waterProvider = waterProviderBehaviour as IWaterSurfaceProvider;
}
}
private void InitializeRuntimeState()
{
if (_rb == null)
{
return;
}
if (!_defaultsCached)
{
_defaultLinearDamping = _rb.linearDamping;
_defaultAngularDamping = _rb.angularDamping;
_defaultUseGravity = _rb.useGravity;
_defaultsCached = true;
}
_pendingPosture = _posture;
_pendingPostureTimer = 0f;
_postureCooldownTimer = 0f;
_stablePlanarDir = Vector3.ProjectOnPlane(transform.forward, Vector3.up);
if (_stablePlanarDir.sqrMagnitude < 1e-6f)
{
_stablePlanarDir = Vector3.forward;
}
else
{
_stablePlanarDir.Normalize();
}
_targetRotation = transform.rotation;
}
private void UpdateWaterPresentation(float waterY, float submergeDepth, float deltaTime)
{
if (submergeDepth < exitWaterDepth)
{
ExitWaterPresentationMode();
return;
}
_rb.useGravity = false;
_rb.linearVelocity = Vector3.zero;
_rb.angularVelocity = Vector3.zero;
_rb.linearDamping = 999f;
_rb.angularDamping = 999f;
UpdateBiteAnimation(deltaTime);
var pos = transform.position;
var targetY = CalculateTargetY(waterY);
if (Mathf.Abs(pos.y - targetY) < yDeadZone)
{
pos.y = targetY;
_ySmoothVelocity = 0f;
}
else
{
pos.y = Mathf.SmoothDamp(
pos.y,
targetY,
ref _ySmoothVelocity,
Mathf.Max(0.0001f, ySmoothTime),
maxYSpeed,
deltaTime);
}
var targetXZ = CalculateTargetXZ();
var planarPos = new Vector3(pos.x, 0f, pos.z);
var planarTarget = new Vector3(targetXZ.x, 0f, targetXZ.z);
planarPos = Vector3.SmoothDamp(
planarPos,
planarTarget,
ref _xzSmoothVelocity,
Mathf.Max(0.0001f, xzSmoothTime),
Mathf.Infinity,
deltaTime);
pos.x = planarPos.x;
pos.z = planarPos.z;
transform.position = pos;
EvaluatePostureByComponents(waterY, deltaTime);
UpdateTargetRotationByPosture(deltaTime);
transform.rotation = Quaternion.Slerp(
transform.rotation,
_targetRotation,
1f - Mathf.Exp(-rotationLerpSpeed * deltaTime));
}
private void EnterWaterPresentationMode()
{
if (_rb == null)
{
return;
}
_mode = BobberControlMode.WaterPresentation;
_waterAnchorPos = transform.position;
_ySmoothVelocity = 0f;
_xzSmoothVelocity = Vector3.zero;
_biteOffsetY = 0f;
_biteOffsetYVelocity = 0f;
_activeBiteType = BobberBiteType.None;
_biteTimer = 0f;
_posture = BobberPosture.Lying;
_verticalRatio = 0f;
_planarRatio = 0f;
_verticalDistance = 0f;
_planarDistance = 0f;
_pendingPosture = _posture;
_pendingPostureTimer = 0f;
_postureCooldownTimer = 0f;
_stablePlanarDir = Vector3.ProjectOnPlane(transform.forward, Vector3.up);
if (_stablePlanarDir.sqrMagnitude < 1e-6f)
{
_stablePlanarDir = Vector3.forward;
}
else
{
_stablePlanarDir.Normalize();
}
_rb.useGravity = false;
_rb.linearVelocity = Vector3.zero;
_rb.angularVelocity = Vector3.zero;
_rb.linearDamping = 999f;
_rb.angularDamping = 999f;
}
private void ExitWaterPresentationMode()
{
_mode = BobberControlMode.AirPhysics;
RestoreAirPhysicsState();
}
private void RestoreAirPhysicsState()
{
if (_rb == null || !_defaultsCached)
{
return;
}
_rb.useGravity = _defaultUseGravity;
_rb.linearDamping = _defaultLinearDamping;
_rb.angularDamping = _defaultAngularDamping;
}
private float CalculateTargetY(float waterY)
{
var baseSinkDepth = floatHeight * Mathf.Clamp01(baseSubmergeRatio);
var sinkByForce = Mathf.Clamp(ExternalDownForce * downForceToSink, 0f, maxExtraSink);
var bottomAdjust = 0f;
if (enableBottomTouchAdjust && IsBottomTouched)
{
bottomAdjust -= bottomTouchLift;
}
var surfaceBob = 0f;
if (enableSurfaceBobbing)
{
surfaceBob = Mathf.Sin(Time.time * surfaceBobFrequency * Mathf.PI * 2f) * surfaceBobAmplitude;
}
var totalSink = baseSinkDepth + sinkByForce + bottomAdjust;
var targetBottomY = waterY - totalSink;
return targetBottomY - bottomOffsetLocalY + surfaceBob + _biteOffsetY;
}
private Vector3 CalculateTargetXZ()
{
var planarOffset = Vector2.ClampMagnitude(ExternalPlanarOffset, maxPlanarOffset);
var basePos = lockXZAroundAnchor ? _waterAnchorPos : transform.position;
if (_activeBiteType == BobberBiteType.BlackDrift)
{
var t = Mathf.Clamp01(_biteDuration > 0f ? _biteTimer / _biteDuration : 1f);
var drift = Mathf.SmoothStep(0f, 1f, t) * 0.08f;
var blackDrift = _blackDriftDirection * drift;
basePos += new Vector3(blackDrift.x, 0f, blackDrift.z);
}
return new Vector3(
basePos.x + planarOffset.x,
transform.position.y,
basePos.z + planarOffset.y);
}
private void EvaluatePostureByComponents(float waterY, float deltaTime)
{
var submergeRatio = Mathf.Clamp01(
(waterY - GetBottomWorldPosition().y) / Mathf.Max(0.0001f, floatHeight));
var hasLure = lureBody != null;
if (!hasLure)
{
_verticalDistance = 0f;
_planarDistance = 0f;
_verticalRatio = 0f;
_planarRatio = 0f;
}
else
{
var bobberPos = _rb.worldCenterOfMass;
var lurePos = lureBody.worldCenterOfMass;
var delta = lurePos - bobberPos;
_verticalDistance = Mathf.Max(0f, Vector3.Dot(delta, Vector3.down));
_planarDistance = Vector3.ProjectOnPlane(delta, Vector3.up).magnitude;
var refLen = Mathf.Max(0.0001f, referenceLength);
_verticalRatio = _verticalDistance / refLen;
_planarRatio = _planarDistance / refLen;
}
var desiredPosture = DeterminePostureState(submergeRatio, hasLure);
ApplyPostureWithStability(desiredPosture, deltaTime);
}
private BobberPosture DeterminePostureState(float submergeRatio, bool hasLure)
{
if (UseTestPosture)
{
return TestPosture;
}
if (!hasLure)
{
if (submergeRatio < minSubmergeToStand)
{
return BobberPosture.Lying;
}
if (ExternalPlanarOffset.magnitude > 0.01f)
{
return BobberPosture.Tilted;
}
return BobberPosture.Upright;
}
switch (_posture)
{
case BobberPosture.Lying:
{
var canStandUpright =
submergeRatio >= minSubmergeToStand &&
_verticalRatio > verticalUprightThreshold + postureHysteresis &&
_planarRatio < planarTiltThreshold - postureHysteresis;
var canTilt =
submergeRatio >= minSubmergeToStand * 0.8f &&
_verticalRatio > verticalLieThreshold + postureHysteresis;
if (canStandUpright)
{
return BobberPosture.Upright;
}
if (canTilt)
{
return BobberPosture.Tilted;
}
return BobberPosture.Lying;
}
case BobberPosture.Tilted:
{
var shouldLie =
submergeRatio < minSubmergeToStand * 0.75f ||
_verticalRatio < verticalLieThreshold - postureHysteresis ||
_planarDistance > _verticalDistance * planarDominanceMultiplier;
var shouldStand =
submergeRatio >= minSubmergeToStand &&
_verticalRatio > verticalUprightThreshold + postureHysteresis &&
_planarRatio < planarTiltThreshold - postureHysteresis;
if (shouldLie)
{
return BobberPosture.Lying;
}
if (shouldStand)
{
return BobberPosture.Upright;
}
return BobberPosture.Tilted;
}
default:
{
var shouldLie =
submergeRatio < minSubmergeToStand * 0.75f ||
_verticalRatio < verticalLieThreshold - postureHysteresis ||
_planarDistance > _verticalDistance * (planarDominanceMultiplier + 0.15f);
var shouldTilt =
_verticalRatio < verticalUprightThreshold - postureHysteresis ||
_planarRatio > planarTiltThreshold + postureHysteresis;
if (shouldLie)
{
return BobberPosture.Lying;
}
if (shouldTilt)
{
return BobberPosture.Tilted;
}
return BobberPosture.Upright;
}
}
}
private void ApplyPostureWithStability(BobberPosture desiredPosture, float deltaTime)
{
_postureCooldownTimer = Mathf.Max(0f, _postureCooldownTimer - deltaTime);
if (desiredPosture == _posture)
{
_pendingPosture = _posture;
_pendingPostureTimer = 0f;
return;
}
if (_postureCooldownTimer > 0f)
{
_pendingPosture = desiredPosture;
_pendingPostureTimer = 0f;
return;
}
if (_pendingPosture != desiredPosture)
{
_pendingPosture = desiredPosture;
_pendingPostureTimer = 0f;
return;
}
_pendingPostureTimer += deltaTime;
if (_pendingPostureTimer >= Mathf.Max(0f, postureConfirmTime))
{
_posture = desiredPosture;
_pendingPosture = _posture;
_pendingPostureTimer = 0f;
_postureCooldownTimer = Mathf.Max(0f, postureSwitchCooldown);
}
}
private void UpdateTargetRotationByPosture(float deltaTime)
{
var candidateDir = Vector3.zero;
if (lureBody != null)
{
var delta = lureBody.worldCenterOfMass - _rb.worldCenterOfMass;
candidateDir = Vector3.ProjectOnPlane(delta, Vector3.up);
}
if (candidateDir.sqrMagnitude < 1e-6f)
{
candidateDir = new Vector3(_xzSmoothVelocity.x, 0f, _xzSmoothVelocity.z);
}
if (candidateDir.sqrMagnitude < 1e-6f)
{
candidateDir = new Vector3(ExternalPlanarOffset.x, 0f, ExternalPlanarOffset.y);
}
if (_stablePlanarDir.sqrMagnitude < 1e-6f)
{
_stablePlanarDir = Vector3.ProjectOnPlane(transform.forward, Vector3.up);
if (_stablePlanarDir.sqrMagnitude < 1e-6f)
{
_stablePlanarDir = Vector3.forward;
}
}
_stablePlanarDir.Normalize();
var dirDeadZone = Mathf.Max(0.0001f, planarDirectionDeadZone);
if (candidateDir.sqrMagnitude > dirDeadZone * dirDeadZone)
{
candidateDir.Normalize();
if (Vector3.Dot(candidateDir, _stablePlanarDir) < 0f)
{
candidateDir = -candidateDir;
}
var k = 1f - Mathf.Exp(-Mathf.Max(0.01f, planarDirectionLerpSpeed) * deltaTime);
_stablePlanarDir = Vector3.Slerp(_stablePlanarDir, candidateDir, k);
_stablePlanarDir.Normalize();
}
var planarDir = _stablePlanarDir;
var tiltAxis = Vector3.Cross(Vector3.up, planarDir);
if (tiltAxis.sqrMagnitude < 1e-6f)
{
tiltAxis = transform.right;
}
var angle = _posture switch
{
BobberPosture.Lying => lyingAngle,
BobberPosture.Tilted => tiltedAngle,
_ => 0f,
};
_targetRotation = Quaternion.AngleAxis(angle, tiltAxis.normalized);
}
private void StartBite(BobberBiteType type, float amplitude, float duration)
{
if (_mode != BobberControlMode.WaterPresentation)
{
return;
}
_activeBiteType = type;
_biteTimer = 0f;
_biteDuration = Mathf.Max(0.01f, duration);
_biteAmplitude = amplitude;
_biteOffsetYVelocity = 0f;
if (type == BobberBiteType.BlackDrift && _blackDriftDirection.sqrMagnitude < 1e-6f)
{
_blackDriftDirection =
transform.forward.sqrMagnitude > 1e-6f ? transform.forward.normalized : Vector3.forward;
}
}
private void UpdateBiteAnimation(float deltaTime)
{
if (_activeBiteType == BobberBiteType.None)
{
_biteOffsetY = Mathf.SmoothDamp(
_biteOffsetY,
0f,
ref _biteOffsetYVelocity,
0.08f,
Mathf.Infinity,
deltaTime);
return;
}
_biteTimer += deltaTime;
var t = Mathf.Clamp01(_biteTimer / _biteDuration);
var targetOffset = 0f;
switch (_activeBiteType)
{
case BobberBiteType.Tap:
if (t < 0.35f)
{
var k = t / 0.35f;
targetOffset = -Mathf.SmoothStep(0f, _biteAmplitude, k);
}
else
{
var k = (t - 0.35f) / 0.65f;
targetOffset = -Mathf.Lerp(_biteAmplitude, 0f, k);
}
break;
case BobberBiteType.SlowSink:
targetOffset = -Mathf.SmoothStep(0f, _biteAmplitude, t);
break;
case BobberBiteType.Lift:
targetOffset = Mathf.SmoothStep(0f, _biteAmplitude, t);
break;
case BobberBiteType.BlackDrift:
targetOffset = -Mathf.SmoothStep(0f, _biteAmplitude, t);
break;
}
_biteOffsetY = Mathf.SmoothDamp(
_biteOffsetY,
targetOffset,
ref _biteOffsetYVelocity,
0.03f,
Mathf.Infinity,
deltaTime);
if (_biteTimer >= _biteDuration &&
_activeBiteType != BobberBiteType.SlowSink &&
_activeBiteType != BobberBiteType.BlackDrift)
{
_activeBiteType = BobberBiteType.None;
}
}
private float GetWaterHeight(Vector3 worldPos)
{
if (_waterProvider != null)
{
return _waterProvider.GetWaterHeight(worldPos);
}
return fallbackWaterLevel;
}
private Vector3 GetBottomWorldPosition()
{
return transform.TransformPoint(new Vector3(0f, bottomOffsetLocalY, 0f));
}
private void HandleDebugKeys()
{
if (!Application.isPlaying)
{
return;
}
if (debugResetKey && Input.GetKeyDown(KeyCode.R))
{
StopBite();
}
if (debugTapKey && Input.GetKeyDown(KeyCode.T))
{
PlayTap();
}
if (debugSlowSinkKey && Input.GetKeyDown(KeyCode.G))
{
PlaySlowSink();
}
if (debugLiftKey && Input.GetKeyDown(KeyCode.H))
{
PlayLift();
}
if (debugBlackDriftKey && Input.GetKeyDown(KeyCode.B))
{
PlayBlackDrift();
}
}
private void DrawDebug(float waterY)
{
var p = transform.position;
var b = GetBottomWorldPosition();
Debug.DrawLine(
new Vector3(p.x - 0.05f, waterY, p.z),
new Vector3(p.x + 0.05f, waterY, p.z),
Color.cyan);
Debug.DrawLine(b, b + Vector3.up * floatHeight, Color.yellow);
if (_mode == BobberControlMode.WaterPresentation)
{
var a = _waterAnchorPos;
Debug.DrawLine(a + Vector3.left * 0.03f, a + Vector3.right * 0.03f, Color.green);
Debug.DrawLine(a + Vector3.forward * 0.03f, a + Vector3.back * 0.03f, Color.green);
}
if (lureBody != null)
{
var bobber = _rb.worldCenterOfMass;
var lure = lureBody.worldCenterOfMass;
Debug.DrawLine(bobber, lure, Color.magenta);
var verticalEnd = bobber + Vector3.down * _verticalDistance;
Debug.DrawLine(bobber, verticalEnd, Color.red);
var planar = Vector3.ProjectOnPlane(lure - bobber, Vector3.up);
Debug.DrawLine(verticalEnd, verticalEnd + planar, Color.blue);
}
}
#if UNITY_EDITOR
private void OnValidate()
{
floatHeight = Mathf.Max(0.001f, floatHeight);
ySmoothTime = Mathf.Max(0.001f, ySmoothTime);
maxYSpeed = Mathf.Max(0.01f, maxYSpeed);
xzSmoothTime = Mathf.Max(0.001f, xzSmoothTime);
rotationLerpSpeed = Mathf.Max(0.01f, rotationLerpSpeed);
maxPlanarOffset = Mathf.Max(0f, maxPlanarOffset);
downForceToSink = Mathf.Max(0f, downForceToSink);
maxExtraSink = Mathf.Max(0f, maxExtraSink);
surfaceBobAmplitude = Mathf.Max(0f, surfaceBobAmplitude);
surfaceBobFrequency = Mathf.Max(0f, surfaceBobFrequency);
yDeadZone = Mathf.Max(0f, yDeadZone);
referenceLength = Mathf.Max(0.0001f, referenceLength);
minSubmergeToStand = Mathf.Clamp01(minSubmergeToStand);
verticalLieThreshold = Mathf.Clamp(verticalLieThreshold, 0f, 2f);
verticalUprightThreshold = Mathf.Max(verticalLieThreshold, verticalUprightThreshold);
planarTiltThreshold = Mathf.Clamp(planarTiltThreshold, 0f, 2f);
planarDominanceMultiplier = Mathf.Max(0.1f, planarDominanceMultiplier);
postureHysteresis = Mathf.Clamp(postureHysteresis, 0f, 0.3f);
postureConfirmTime = Mathf.Max(0f, postureConfirmTime);
postureSwitchCooldown = Mathf.Max(0f, postureSwitchCooldown);
tiltedAngle = Mathf.Clamp(tiltedAngle, 0f, 89f);
lyingAngle = Mathf.Clamp(lyingAngle, tiltedAngle, 89.9f);
uprightMaxTiltAngle = Mathf.Clamp(uprightMaxTiltAngle, 0f, tiltedAngle);
planarTiltFactor = Mathf.Max(0f, planarTiltFactor);
planarDirectionDeadZone = Mathf.Max(0.0001f, planarDirectionDeadZone);
planarDirectionLerpSpeed = Mathf.Max(0.01f, planarDirectionLerpSpeed);
}
#endif
}
}

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fileFormatVersion: 2
guid: 40a38940e81046e2854add979cedbef9
timeCreated: 1775958531

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using UnityEngine;
namespace NBF
{
public abstract class FishingLineNodeFeature : MonoBehaviour
{
/// <summary>
/// 当前功能组件所属的节点。
/// </summary>
public FishingLineNode Node { get; private set; }
/// <summary>
/// 当前功能组件所属的鱼线求解器。
/// </summary>
public FishingLineSolver Solver { get; private set; }
/// <summary>
/// 将当前功能组件绑定到指定节点和求解器。
/// </summary>
public void Bind(FishingLineNode node, FishingLineSolver solver)
{
Node = node;
Solver = solver;
if (!IsSupportedNode(node))
{
Debug.LogWarning($"{GetType().Name} 不适用于节点 {node.name} 的当前配置。", this);
}
OnBind();
}
/// <summary>
/// 当前功能组件是否支持挂在该节点上。
/// 子类可按节点类型、尾节点类型或产品标识做限制。
/// </summary>
public virtual bool IsSupportedNode(FishingLineNode node)
{
return node != null;
}
/// <summary>
/// 节点与求解器绑定完成后的回调。
/// </summary>
protected virtual void OnBind()
{
}
/// <summary>
/// 鱼线链路重建完成后的回调。
/// </summary>
public virtual void OnLineBuilt()
{
}
/// <summary>
/// 鱼线达到断线条件后的回调。
/// </summary>
public virtual void OnLineBreakRequested()
{
}
}
}

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fileFormatVersion: 2
guid: c7ea70945db841deb0ee8df85f0e15ec
timeCreated: 1775957663

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using UnityEngine;
namespace NBF
{
public abstract class FishingLineNodeMotionFeature : FishingLineNodeFeature
{
[Header("Motion Control")] [SerializeField]
private int priorityOffset;
/// <summary>
/// 当前运动控制组件的优先级。
/// 值越大,越容易取得节点运动控制权。
/// 最终优先级 = 默认优先级 + 调整值。
/// </summary>
public int Priority => DefaultPriority + priorityOffset;
/// <summary>
/// 当前运动控制组件的默认优先级。
/// 子类可通过重写该值,决定自己相对默认物理的抢占能力。
/// </summary>
protected virtual int DefaultPriority => 0;
/// <summary>
/// 当前帧该运动控制组件是否希望接管节点运动。
/// </summary>
public abstract bool CanControl();
/// <summary>
/// 当前运动控制组件开始接管节点时的回调。
/// </summary>
public virtual void OnMotionActivated()
{
}
/// <summary>
/// 当前运动控制组件失去节点控制权时的回调。
/// </summary>
public virtual void OnMotionDeactivated()
{
}
/// <summary>
/// 当前运动控制组件正在接管节点时,每个 FixedUpdate 执行的逻辑。
/// </summary>
public abstract void TickMotion(float deltaTime);
}
}

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fileFormatVersion: 2
guid: 7e75217306a64f8f868f5f9127772de2
timeCreated: 1775957711

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using System;
using System.Collections.Generic;
using UnityEngine;
namespace NBF
{
public class FishingLineNode : MonoBehaviour
{
public enum NodeType
{
Start,
Float,
Weight,
Tail
}
private FishingLineSolver _solver;
[Header("Node")] [SerializeField] private NodeType nodeType = NodeType.Tail;
[SerializeField] public Rigidbody body;
[SerializeField] private MonoBehaviour interaction;
private ConfigurableJoint _joint;
[Header("Segment To Next Logical Node")] [Min(0f)] [SerializeField]
private float segmentLengthToNext = 0.5f;
[SerializeField] private int runtimeChainIndex = -1;
[SerializeField] private List<FishingLineNodeFeature> features = new();
[SerializeField] private List<FishingLineNodeMotionFeature> motionFeatures = new();
private bool featureCacheReady;
[SerializeField] private FishingLineNodeMotionFeature activeMotionFeature;
/// <summary>
/// 当前正在接管节点运动的组件。
/// </summary>
public FishingLineNodeMotionFeature ActiveMotionFeature => activeMotionFeature;
public NodeType Type
{
get => nodeType;
set => nodeType = value;
}
public Rigidbody Body => body;
public MonoBehaviour Interaction => interaction;
public ConfigurableJoint Joint => _joint;
public int RuntimeChainIndex => runtimeChainIndex;
public Vector3 Position => transform.position;
private void Reset()
{
TryGetComponent(out body);
}
private void Awake()
{
_solver = GetComponentInParent<FishingLineSolver>();
_joint = GetComponent<ConfigurableJoint>();
EnsureFeatureCache();
}
private void Start()
{
BindFeatures(_solver);
}
private void FixedUpdate()
{
EnsureFeatureCache();
UpdateMotionControl(Time.fixedDeltaTime);
}
private void OnValidate()
{
if (body == null)
{
TryGetComponent(out body);
}
segmentLengthToNext = Mathf.Max(0f, segmentLengthToNext);
}
#region Feature
/// <summary>
/// 获取节点上的第一个指定类型功能组件。
/// </summary>
public T GetFeature<T>() where T : FishingLineNodeFeature
{
EnsureFeatureCache();
for (var i = 0; i < features.Count; i++)
{
if (features[i] is T result)
{
return result;
}
}
return null;
}
/// <summary>
/// 尝试获取节点上的指定类型功能组件。
/// </summary>
public bool TryGetFeature<T>(out T feature) where T : FishingLineNodeFeature
{
feature = GetFeature<T>();
return feature != null;
}
/// <summary>
/// 刷新并重新绑定当前节点上的功能组件。
/// </summary>
public void BindFeatures(FishingLineSolver solver)
{
EnsureFeatureCache();
foreach (var t in features)
{
t.Bind(this, solver);
}
ResolveMotionFeature(forceRefresh: true);
}
/// <summary>
/// 通知当前节点上的所有功能组件,鱼线已重建完成。
/// </summary>
public void NotifyLineBuilt()
{
EnsureFeatureCache();
foreach (var t in features)
{
t.OnLineBuilt();
}
ResolveMotionFeature(forceRefresh: true);
}
/// <summary>
/// 通知当前节点上的所有功能组件,鱼线已经达到断线条件。
/// </summary>
public void NotifyLineBreakRequested()
{
EnsureFeatureCache();
foreach (var t in features)
{
t.OnLineBreakRequested();
}
}
private void EnsureFeatureCache()
{
if (!featureCacheReady)
{
RefreshFeatures();
}
}
private void RefreshFeatures()
{
features.Clear();
motionFeatures.Clear();
GetComponents(features);
for (var i = 0; i < features.Count; i++)
{
if (features[i] is FishingLineNodeMotionFeature motionFeature)
{
motionFeatures.Add(motionFeature);
}
}
activeMotionFeature = null;
featureCacheReady = true;
}
private void UpdateMotionControl(float deltaTime)
{
var motionFeature = ResolveMotionFeature(forceRefresh: false);
if (motionFeature == null)
{
return;
}
motionFeature.TickMotion(deltaTime);
}
private FishingLineNodeMotionFeature ResolveMotionFeature(bool forceRefresh)
{
EnsureFeatureCache();
var bestMotionFeature = default(FishingLineNodeMotionFeature);
var bestPriority = int.MinValue;
foreach (var motionFeature in motionFeatures)
{
var r = !motionFeature.IsSupportedNode(this);
var n = !motionFeature.CanControl();
if (motionFeature == null || !motionFeature.IsSupportedNode(this) || !motionFeature.CanControl())
{
continue;
}
if (bestMotionFeature != null && motionFeature.Priority <= bestPriority)
{
continue;
}
bestMotionFeature = motionFeature;
bestPriority = motionFeature.Priority;
}
if (!forceRefresh && ReferenceEquals(activeMotionFeature, bestMotionFeature))
{
return activeMotionFeature;
}
if (activeMotionFeature != null && !ReferenceEquals(activeMotionFeature, bestMotionFeature))
{
activeMotionFeature.OnMotionDeactivated();
}
activeMotionFeature = bestMotionFeature;
if (activeMotionFeature != null)
{
activeMotionFeature.OnMotionActivated();
}
return activeMotionFeature;
}
#endregion
private void OnDrawGizmos()
{
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 610df5569209e4b4997cb2dbf3b94cdc

View File

@@ -0,0 +1,259 @@
using System;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
namespace NBF
{
public enum LineType
{
Hand,
HandDouble,
Spinning,
SpinningFloat,
}
public class FishingLineSolver : FGearBase
{
[SerializeField] public LineType LineType;
[Header("References")] [SerializeField]
private Transform anchorTransform;
[SerializeField] private FishingLineNode[] logicalNodes = Array.Empty<FishingLineNode>();
public JointPinchController PinchController;
private void FixedUpdate()
{
UpdateAnchorNode();
CalculateLineRealLength(Time.fixedDeltaTime);
}
#region Start Node
private void ConfigureStartNode()
{
if (logicalNodes == null || logicalNodes.Length == 0 || logicalNodes[0] == null)
{
return;
}
var startNode = logicalNodes[0];
startNode.Type = FishingLineNode.NodeType.Start;
if (startNode.Body != null)
{
startNode.Body.isKinematic = true;
startNode.Body.interpolation = RigidbodyInterpolation.Interpolate;
startNode.Body.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
}
UpdateAnchorNode();
}
private void UpdateAnchorNode()
{
if (anchorTransform == null || logicalNodes == null || logicalNodes.Length == 0 || logicalNodes[0] == null)
{
return;
}
var startNode = logicalNodes[0];
startNode.transform.SetPositionAndRotation(anchorTransform.position, anchorTransform.rotation);
if (startNode.Body != null)
{
if (!startNode.Body.isKinematic)
{
startNode.Body.linearVelocity = Vector3.zero;
startNode.Body.angularVelocity = Vector3.zero;
}
}
}
#endregion
#region Line
/// <summary>
/// 当前逻辑链总长度超出配置总长度的部分,小于等于零时记为 0。
/// </summary>
public float CurrentStretchLength { get; private set; }
/// <summary>
/// 设置指定逻辑段的配置长度。
/// segmentIndex 为 0 时表示第一段;大于 0 时表示对应逻辑节点到下一个逻辑节点的线长。
/// </summary>
public void SetLenght(float length, int segmentIndex = 0)
{
ConfigureStartNode();
CalculateLineRealLength(0f);
}
private void CalculateLineRealLength(float deltaTime)
{
}
#endregion
#region LineNode
/// <summary>
/// 当前配置的逻辑节点只读列表。
/// 外部可读取节点顺序,但不应直接修改数组内容。
/// </summary>
public IReadOnlyList<FishingLineNode> LogicalNodes => logicalNodes;
/// <summary>
/// 根据类型获取逻辑节点类型
/// </summary>
/// <param name="nodeType"></param>
/// <returns></returns>
public FishingLineNode GetLogicalNode(FishingLineNode.NodeType nodeType)
{
foreach (var fishingLineNode in logicalNodes)
{
if (fishingLineNode.Type == nodeType)
{
return fishingLineNode;
}
}
return null;
}
/// <summary>
/// 获取指定顺序索引的逻辑节点。
/// 索引基于 logicalNodes 配置顺序;超出范围或节点为空时返回 null。
/// </summary>
public FishingLineNode GetLogicalNode(int logicalIndex)
{
if (logicalNodes == null || logicalIndex < 0 || logicalIndex >= logicalNodes.Length)
{
return null;
}
return logicalNodes[logicalIndex];
}
/// <summary>
/// 获取当前起点逻辑节点。
/// 会返回配置顺序中第一个非空节点。
/// </summary>
public FishingLineNode GetStartNode()
{
return FindFirstValidLogicalNode();
}
/// <summary>
/// 获取当前终点逻辑节点。
/// 会返回配置顺序中最后一个非空节点。
/// </summary>
public FishingLineNode GetEndNode()
{
return FindLastValidLogicalNode();
}
private FishingLineNode FindFirstValidLogicalNode()
{
if (logicalNodes == null)
{
return null;
}
for (var i = 0; i < logicalNodes.Length; i++)
{
if (logicalNodes[i] != null)
{
return logicalNodes[i];
}
}
return null;
}
private FishingLineNode FindLastValidLogicalNode()
{
if (logicalNodes == null)
{
return null;
}
for (var i = logicalNodes.Length - 1; i >= 0; i--)
{
if (logicalNodes[i] != null)
{
return logicalNodes[i];
}
}
return null;
}
#endregion
#region
[Header("Limit Detection")]
[Min(0f)]
// 极限判定的长度容差,允许链路在总长或单段长度上存在少量误差。
[SerializeField]
private float lengthLimitTolerance = 0.01f;
[Min(0f)]
// 达到极限后,只有当前超长值大于该阈值时,才开始进入断线候选计时。
[SerializeField]
private float breakStretchThreshold = 0.05f;
/// <summary>
/// 当鱼线达到断线条件时发出的一次性消息。
/// 外部可订阅该事件,在回调中执行切线、播放表现或状态切换。
/// </summary>
public event Action<FishingLineSolver> OnLineBreakRequested;
/// <summary>
/// 当前断线候选状态的累计时间。
/// 只有在处于极限状态,且 CurrentStretchLength 大于断线阈值时才会累加;否则重置为 0。
/// </summary>
public float LimitStateTime { get; private set; }
/// <summary>
/// 当前拉力极限百分比。
/// 当超长值小于等于 lengthLimitTolerance 时为 0
/// 当超长值大于等于 breakStretchThreshold 时为 100
/// 中间区间按线性比例映射,供 UI 显示使用。
/// </summary>
public float CurrentBreakStretchPercent => EvaluateBreakStretchPercent(CurrentStretchLength);
private float EvaluateBreakStretchPercent(float stretchLength)
{
if (stretchLength <= lengthLimitTolerance)
{
return 0f;
}
if (stretchLength >= breakStretchThreshold)
{
return 100f;
}
if (breakStretchThreshold <= lengthLimitTolerance)
{
return 100f;
}
return Mathf.InverseLerp(lengthLimitTolerance, breakStretchThreshold, stretchLength) * 100f;
}
#endregion
protected override void OnInit()
{
var tipRb = Rod.Asset.LineConnectorRigidbody;
anchorTransform = tipRb.transform;
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: dcd0fd8d96f994444b2d8663af6b915d

View File

@@ -0,0 +1,87 @@
using UnityEngine;
namespace NBF
{
public class FishingLineTestController : MonoBehaviour
{
[Header("References")] [SerializeField]
private FishingLineSolver solver;
[Header("Length Test")] [Min(0f)] [SerializeField]
private float initialFirstSegmentLength = 1.2f;
[Min(0f)] [SerializeField] private float minFirstSegmentLength = 0.1f;
[Min(0f)] [SerializeField] private float maxFirstSegmentLength = 5f;
[Min(0f)] [SerializeField] private float lineAdjustSpeed = 1f;
[Header("Input")] [SerializeField] private KeyCode extendKey = KeyCode.UpArrow;
[SerializeField] private KeyCode retractKey = KeyCode.DownArrow;
private float targetFirstSegmentLength;
private void Reset()
{
if (solver == null)
{
solver = GetComponent<FishingLineSolver>();
}
}
private void Start()
{
if (solver == null)
{
return;
}
targetFirstSegmentLength =
Mathf.Clamp(initialFirstSegmentLength, minFirstSegmentLength, maxFirstSegmentLength);
solver.SetLenght(targetFirstSegmentLength);
// solver.BuildLine();
solver.OnLineBreakRequested += OnLineBreakRequested;
}
private void OnLineBreakRequested(FishingLineSolver lineSolver)
{
Debug.LogError($"当前拉力达到极限,切线,极限时间={lineSolver.LimitStateTime}");
var endNode = lineSolver.GetEndNode();
if (endNode != null)
{
endNode.Body.isKinematic = false;
}
}
private void Update()
{
if (solver == null)
{
return;
}
var input = 0f;
if (Input.GetKey(extendKey))
{
input += 1f;
}
if (Input.GetKey(retractKey))
{
input -= 1f;
}
if (!Mathf.Approximately(input, 0f))
{
targetFirstSegmentLength += input * lineAdjustSpeed * Time.deltaTime;
targetFirstSegmentLength =
Mathf.Clamp(targetFirstSegmentLength, minFirstSegmentLength, maxFirstSegmentLength);
solver.SetLenght(targetFirstSegmentLength);
}
if (solver.CurrentBreakStretchPercent > 0)
{
// Debug.LogError(solver.CurrentBreakStretchPercent);
}
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 77af114bb80f3904a83cdeaacd5af508

View File

@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 38f37be41b0a4792b866b9ad9b4d9268
timeCreated: 1776093454

View File

@@ -0,0 +1,19 @@
using UnityEngine;
namespace NBF
{
[RequireComponent(typeof(LineRenderer))]
public class FishingLineRenderer : MonoBehaviour
{
[Header("References")] [SerializeField]
private FishingLineSolver solver;
[SerializeField] private LineRenderer lineRenderer;
private void Awake()
{
lineRenderer = GetComponent<LineRenderer>();
solver = GetComponent<FishingLineSolver>();
}
}
}

View File

@@ -0,0 +1,2 @@
fileFormatVersion: 2
guid: 827786ffede4e7b4781c522e8a4ba9d0

View File

@@ -3,7 +3,7 @@ using NBF;
using UnityEngine;
[RequireComponent(typeof(LineRenderer))]
public class Rope : MonoBehaviour
public class FishingNodeRope : MonoBehaviour
{
[Header("Anchors")] [SerializeField] public Rigidbody startAnchor;
[SerializeField] public Rigidbody endAnchor;
@@ -174,6 +174,7 @@ public class Rope : MonoBehaviour
private int _tMovingSubdiv = -1;
private FRod _rod;
public void Init(FRod rod)
{
_rod = rod;
@@ -750,7 +751,8 @@ public class Rope : MonoBehaviour
SolveDistanceConstraintsSweep_Fast(last - 1, -1, -1, last, sweepStiffness);
}
private void SolveDistanceConstraintsSweep_Fast(int start, int endExclusive, int step, int last, float sweepStiffness)
private void SolveDistanceConstraintsSweep_Fast(int start, int endExclusive, int step, int last,
float sweepStiffness)
{
for (int i = start; i != endExclusive; i += step)
{

View File

@@ -13,7 +13,8 @@ namespace NBF
public struct ThrowAnimationRequest
{
public LureController Lure;
// public LureController Lure;
public FishingLineNode EndNode;
public Vector3 ThrowOriginPosition;
public Vector3 StartPosition;
public Vector3 Forward;

View File

@@ -22,7 +22,7 @@ namespace NBF
private float _castElapsedTime;
private Vector3 _castStartPos;
private Vector3 _castTargetPos;
private LureController _castingLure;
private FishingLineNode _castingLure;
public bool IsPlaying => _castingLure != null;
@@ -40,18 +40,18 @@ namespace NBF
public void Play(ThrowAnimationRequest request)
{
if (request.Lure == null)
if (request.EndNode == null)
{
return;
}
Stop(snapToTarget: false);
_castingLure = request.Lure;
_castingLure = request.EndNode;
_chargedProgress = Mathf.Clamp01(request.ChargedProgress);
_castElapsedTime = 0f;
var lureBody = request.Lure.RBody;
var lureBody = request.EndNode.body;
_castStartPos = request.StartPosition;
Vector3 forward = GetHorizontalForward(request.Forward);
@@ -81,7 +81,7 @@ namespace NBF
return;
}
var lureBody = _castingLure.RBody;
var lureBody = _castingLure.body;
if (snapToTarget)
{
_castingLure.transform.position = _castTargetPos;

View File

@@ -61,7 +61,12 @@ namespace NBF
PlayerView.Unity.ModelAsset.PlayerAnimator.StartThrow = false;
var rod = GetRod();
if (rod == null || rod.Line == null || rod.Line.Lure == null)
if (rod == null || rod.Line == null )
{
return;
}
var endNode = rod.Line.GetEndNode();
if (endNode == null)
{
return;
}
@@ -70,9 +75,9 @@ namespace NBF
_throwAnimation.Player = Player;
_throwAnimation?.Play(new ThrowAnimationRequest
{
Lure = rod.Line.Lure,
EndNode = endNode,
ThrowOriginPosition = PlayerView.Unity.transform.position,
StartPosition = rod.Line.Lure.RBody.position,
StartPosition = endNode.body.position,
Forward = PlayerView.Unity.transform.forward,
ChargedProgress = ChargedProgress
});

View File

@@ -7,7 +7,9 @@ namespace NBF
protected override void OnInit()
{
// transform.position = Rod.lineHandler.LineConnector_1.transform.position;
SetParent(Rod.Line.Bobber.transform);
var node = Rod.Line.GetLogicalNode(FishingLineNode.NodeType.Float);
SetParent(node.transform);
transform.localPosition = Vector3.zero;
// var buoyancy = GetComponentInParent<CapsuleBuoyancyStable>();
// buoyancy.InitBobber();

View File

@@ -18,8 +18,10 @@ namespace NBF
// transform.rotation = Rod.lineHandler.LineConnector_2.transform.rotation; // 确保旋转也同步
// SetParent(Rod.lineHandler.LineConnector_2.transform);
var node = Rod.Line.GetLogicalNode(FishingLineNode.NodeType.Tail);
SetParent(node.transform);
SetParent(Rod.Line.Lure.transform);
// SetParent(Rod.Line.Lure.transform);
transform.localPosition = Vector3.zero;
// var target = lineHandler.LineConnector_2.GetComponent<Rigidbody>();

View File

@@ -1,173 +1,173 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.Linq;
using NBC;
// using Obi;
using UnityEngine;
namespace NBF
{
public enum LineType
{
Hand,
HandDouble,
Spinning,
SpinningFloat,
}
public class FLine : FGearBase
{
public LineType LineType;
[SerializeField] private bool isLureConnect;
[SerializeField] private RodLine rodLine;
/// <summary>
/// 主线
/// </summary>
[SerializeField] private Rope fishingRope;
/// <summary>
/// 浮漂和鱼钩线
/// </summary>
[SerializeField] private Rope bobberRope;
public LureController Lure;
public BobberController Bobber;
public JointPinchController PinchController;
public float LinelenghtDiferent;
protected override void OnInit()
{
var tipRb = Rod.Asset.LineConnectorRigidbody;
if (isLureConnect)
{
Lure.SetJoint(tipRb);
Lure.EnableCollision(false);
}
else
{
fishingRope.startAnchor = tipRb;
Bobber.SetJoint(tipRb);
Lure.SetJoint(Bobber.rbody);
Lure.gameObject.SetActive(true);
Lure.EnableCollision(false);
Lure.SetKinematic(false);
}
GetComponentsInChildren<Transform>(includeInactive: true).ToList().ForEach(delegate(Transform i)
{
i.gameObject.SetActive(true);
});
StartCoroutine(LureUseGravity());
if (isLureConnect)
{
fishingRope.Init(Rod);
}
else
{
fishingRope.Init(Rod);
bobberRope.Init(Rod);
}
// rodLine.GenerateLineRendererRope(guides.ToArray(), _LineThickness);
}
public void InitTest(Rigidbody tipRb)
{
if (isLureConnect)
{
Lure.SetJoint(tipRb);
Lure.EnableCollision(false);
}
else
{
fishingRope.startAnchor = tipRb;
Bobber.SetJoint(tipRb);
Lure.SetJoint(Bobber.rbody);
Lure.gameObject.SetActive(true);
Lure.EnableCollision(false);
Lure.SetKinematic(false);
}
GetComponentsInChildren<Transform>(includeInactive: true).ToList().ForEach(delegate(Transform i)
{
i.gameObject.SetActive(true);
});
StartCoroutine(LureUseGravity());
if (isLureConnect)
{
fishingRope.Init(Rod);
}
else
{
fishingRope.Init(Rod);
bobberRope.Init(Rod);
}
}
private IEnumerator LureUseGravity()
{
yield return 1;
Lure.gameObject.SetActive(false);
Lure.gameObject.SetActive(true);
yield return 1;
Lure.RBody.useGravity = true;
}
public void SetTargetLength(float value)
{
Log.Error($"SetObiRopeStretch={value}");
if (value > 3)
{
// value -= 0.2f;
}
fishingRope.SetTargetLength(value);
}
public void SetLureLength(float value)
{
Log.Error($"SetObiRopeStretch={value}");
bobberRope.SetTargetLength(value);
}
private void Update()
{
LinelenghtDiferent = GetLineDistance();
//非钓鱼状态
Rod.PlayerItem.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f);
}
#region Tension
private float GetLineDistance()
{
if (!Bobber.JointRb)
{
return 0;
}
// return 0;
//第一个节点到竿稍的位置-第一段鱼线长度
return Vector3.Distance(Bobber.transform.position, Bobber.JointRb.transform.position) -
fishingRope.GetCurrentLength();
}
public float GetTension(float weight)
{
return weight * GetLineDistance();
}
#endregion
}
}
// using System;
// using System.Collections;
// using System.Collections.Generic;
// using System.Linq;
// using NBC;
// // using Obi;
// using UnityEngine;
//
// namespace NBF
// {
// public enum LineType
// {
// Hand,
// HandDouble,
// Spinning,
// SpinningFloat,
// }
//
// public class FLine : FGearBase
// {
// public LineType LineType;
//
// [SerializeField] private bool isLureConnect;
// [SerializeField] private RodLine rodLine;
//
// /// <summary>
// /// 主线
// /// </summary>
// [SerializeField] private Rope fishingRope;
//
// /// <summary>
// /// 浮漂和鱼钩线
// /// </summary>
// [SerializeField] private Rope bobberRope;
//
// public LureController Lure;
// public BobberController Bobber;
//
// public JointPinchController PinchController;
//
//
// public float LinelenghtDiferent;
//
// protected override void OnInit()
// {
// var tipRb = Rod.Asset.LineConnectorRigidbody;
// if (isLureConnect)
// {
// Lure.SetJoint(tipRb);
// Lure.EnableCollision(false);
// }
// else
// {
// fishingRope.startAnchor = tipRb;
// Bobber.SetJoint(tipRb);
// Lure.SetJoint(Bobber.rbody);
// Lure.gameObject.SetActive(true);
// Lure.EnableCollision(false);
// Lure.SetKinematic(false);
// }
//
// GetComponentsInChildren<Transform>(includeInactive: true).ToList().ForEach(delegate(Transform i)
// {
// i.gameObject.SetActive(true);
// });
//
// StartCoroutine(LureUseGravity());
// if (isLureConnect)
// {
// fishingRope.Init(Rod);
// }
// else
// {
// fishingRope.Init(Rod);
// bobberRope.Init(Rod);
// }
//
// // rodLine.GenerateLineRendererRope(guides.ToArray(), _LineThickness);
// }
//
// public void InitTest(Rigidbody tipRb)
// {
// if (isLureConnect)
// {
// Lure.SetJoint(tipRb);
// Lure.EnableCollision(false);
// }
// else
// {
// fishingRope.startAnchor = tipRb;
// Bobber.SetJoint(tipRb);
// Lure.SetJoint(Bobber.rbody);
// Lure.gameObject.SetActive(true);
// Lure.EnableCollision(false);
// Lure.SetKinematic(false);
// }
//
// GetComponentsInChildren<Transform>(includeInactive: true).ToList().ForEach(delegate(Transform i)
// {
// i.gameObject.SetActive(true);
// });
//
// StartCoroutine(LureUseGravity());
// if (isLureConnect)
// {
// fishingRope.Init(Rod);
// }
// else
// {
// fishingRope.Init(Rod);
// bobberRope.Init(Rod);
// }
// }
//
// private IEnumerator LureUseGravity()
// {
// yield return 1;
// Lure.gameObject.SetActive(false);
// Lure.gameObject.SetActive(true);
// yield return 1;
// Lure.RBody.useGravity = true;
// }
//
// public void SetTargetLength(float value)
// {
// Log.Error($"SetObiRopeStretch={value}");
// if (value > 3)
// {
// // value -= 0.2f;
// }
//
// fishingRope.SetTargetLength(value);
// }
//
// public void SetLureLength(float value)
// {
// Log.Error($"SetObiRopeStretch={value}");
// bobberRope.SetTargetLength(value);
// }
//
//
// private void Update()
// {
// LinelenghtDiferent = GetLineDistance();
//
// //非钓鱼状态
// Rod.PlayerItem.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f);
// }
//
// #region Tension
//
// private float GetLineDistance()
// {
// if (!Bobber.JointRb)
// {
// return 0;
// }
//
// // return 0;
//
// //第一个节点到竿稍的位置-第一段鱼线长度
// return Vector3.Distance(Bobber.transform.position, Bobber.JointRb.transform.position) -
// fishingRope.GetCurrentLength();
// }
//
// public float GetTension(float weight)
// {
// return weight * GetLineDistance();
// }
//
// #endregion
// }
// }

View File

@@ -14,7 +14,10 @@ namespace NBF
// SetParent(Rod.lineHandler.LineConnector_1.transform);
SetParent(Rod.Line.Lure.transform);
var node = Rod.Line.GetLogicalNode(FishingLineNode.NodeType.Float);
SetParent(node.transform);
// SetParent(Rod.Line.Lure.transform);
transform.localPosition = Vector3.zero;
}
}

View File

@@ -25,7 +25,7 @@ namespace NBF
public FBait Bait;
public FLure Lure;
public FWeight Weight;
public FLine Line;
public FishingLineSolver Line;
public Transform GearRoot;
@@ -72,24 +72,29 @@ 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.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.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.SetLenght(PlayerItem.LineLength - PlayerItem.FloatLength);
Line.SetLenght(PlayerItem.FloatLength, 1);
}
}
@@ -251,7 +256,7 @@ namespace NBF
var solver = Instantiate(lineSolverPrefab, GearRoot);
solver.transform.position = Asset.lineConnector.position;
solver.transform.rotation = Asset.lineConnector.rotation;
var indexNames = new[] { "fishing line float set", "fishing line spinning" };
var indexNames = new[] { "FishingLine1", "FishingLine1" };
var path =
$"Assets/ResRaw/Prefabs/Line/{indexNames[currentLineTypeIndex]}.prefab";
var prefab = Assets.Load<GameObject>(path);
@@ -261,7 +266,7 @@ namespace NBF
obj.transform.localScale = Vector3.one;
obj.transform.rotation = Quaternion.identity;
Line = obj.GetComponent<FLine>();
Line = obj.GetComponent<FishingLineSolver>();
Line.transform.position = Asset.lineConnector.position;
Line.Init(this);
}
@@ -339,11 +344,13 @@ namespace NBF
var state = PlayerItem.Owner.State;
Vector3 vector = Line.Lure.transform.position;
var endNode = Line.GetEndNode();
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);

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 1330e7f73f804eea8ae09724f6bb1039
timeCreated: 1766759962

View File

@@ -1,55 +0,0 @@
// using Obi;
using UnityEngine;
public class RodLine : MonoBehaviour
{
// private ObiRope obiRope;
private LineRenderer lineRenderer;
private Transform[] points;
public void GenerateLineRendererRope(Transform[] points, float thickness)
{
if (points.Length < 2)
{
Debug.LogError("LineRenderer requires at least two points.");
return;
}
this.points = points;
if (lineRenderer == null)
{
lineRenderer = base.gameObject.GetComponent<LineRenderer>();
if (lineRenderer == null)
{
lineRenderer = base.gameObject.AddComponent<LineRenderer>();
}
}
lineRenderer.positionCount = points.Length;
lineRenderer.startWidth = thickness;
lineRenderer.endWidth = thickness;
for (int i = 0; i < points.Length; i++)
{
lineRenderer.SetPosition(i, points[i].position);
}
}
private void LateUpdate()
{
if (lineRenderer == null)
{
return;
}
for (var i = 0; i < points.Length; i++)
{
var point = points[i];
if (point)
{
lineRenderer.SetPosition(i, point.position);
}
}
}
}

View File

@@ -1,3 +0,0 @@
fileFormatVersion: 2
guid: 5625b86b9e4b4482b82d83b962d0c873
timeCreated: 1766759973

View File

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