Compare commits
7 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 9c351b3823 | |||
| caa260b53b | |||
| 6e918bb1a6 | |||
| de0b0558d6 | |||
| c96255aaa5 | |||
| b83dfd47b1 | |||
| 8fbb21a66c |
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542
Assets/ResRaw/Prefabs/Line/FishingLine1.prefab
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542
Assets/ResRaw/Prefabs/Line/FishingLine1.prefab
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7
Assets/ResRaw/Prefabs/Line/FishingLine11.prefab.meta
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7
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File diff suppressed because it is too large
Load Diff
@@ -1,29 +1,29 @@
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using UnityEditor;
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using UnityEngine;
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[CustomEditor(typeof(Rope))]
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public class RopeFishLineEditor : Editor
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{
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private Rope _target;
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void OnEnable()
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{
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_target = target as Rope;
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// lookAtPoint = serializedObject.FindProperty("lookAtPoint");
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}
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{
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if (GUILayout.Button("打印总长度"))
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{
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_target.DebugLength();
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// Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()} PolylineLength={_target.GetPhysicsPolylineLength()}");
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// EditorGUILayout.PropertyField(lookAtPoint);
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// using UnityEditor;
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// using UnityEngine;
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//
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// [CustomEditor(typeof(Rope))]
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// public class RopeFishLineEditor : Editor
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// {
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// private Rope _target;
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//
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//
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// base.OnInspectorGUI();
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//
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//
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// if (GUILayout.Button("打印总长度"))
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// _target.DebugLength();
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// // Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()} PolylineLength={_target.GetPhysicsPolylineLength()}");
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// // serializedObject.ApplyModifiedProperties();
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// }
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// }
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@@ -1,59 +1,59 @@
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using System;
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using UnityEngine;
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namespace NBF
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{
|
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public class LureController : MonoBehaviour
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{
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[SerializeField] private Rigidbody rBody;
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[SerializeField] private ConfigurableJoint joint;
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public Rigidbody RBody => rBody;
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public ConfigurableJoint Joint => joint;
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private void Start()
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{
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RBody.detectCollisions = true;
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RBody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
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RBody.interpolation = RigidbodyInterpolation.Interpolate;
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}
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public void SetJoint(Rigidbody rb)
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{
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joint.connectedBody = rb;
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}
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public void EnableCollision(bool enable)
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{
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if (rBody == null)
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{
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rBody = GetComponent<Rigidbody>();
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}
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// rBody.detectCollisions = enable;
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}
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public void SetKinematic(bool value)
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{
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rBody.isKinematic = value;
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}
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public void SetJointDistance(float limit)
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{
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joint.linearLimit = new SoftJointLimit
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{
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limit = limit
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};
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}
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private void OnCollisionEnter(Collision other)
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{
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Debug.Log($"OnCollisionEnter:{other.gameObject.name}");
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}
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private void OnCollisionExit(Collision other)
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{
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Debug.Log($"OnCollisionExit:{other.gameObject.name}");
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}
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}
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}
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// using System;
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// using UnityEngine;
|
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//
|
||||
// namespace NBF
|
||||
// {
|
||||
// public class LureController : MonoBehaviour
|
||||
// {
|
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// [SerializeField] private Rigidbody rBody;
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// [SerializeField] private ConfigurableJoint joint;
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// public Rigidbody RBody => rBody;
|
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//
|
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// public ConfigurableJoint Joint => joint;
|
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//
|
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// private void Start()
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// {
|
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// RBody.detectCollisions = true;
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// RBody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
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// RBody.interpolation = RigidbodyInterpolation.Interpolate;
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// }
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//
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// public void SetJoint(Rigidbody rb)
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// {
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// joint.connectedBody = rb;
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// }
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//
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//
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// public void EnableCollision(bool enable)
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// {
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// if (rBody == null)
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// {
|
||||
// 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}");
|
||||
// }
|
||||
// }
|
||||
// }
|
||||
8
Assets/Scripts/Fishing/New/View/FishingLine.meta
Normal file
8
Assets/Scripts/Fishing/New/View/FishingLine.meta
Normal file
@@ -0,0 +1,8 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6901448ac9466974791a863c357f6579
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
3
Assets/Scripts/Fishing/New/View/FishingLine/Feature.meta
Normal file
3
Assets/Scripts/Fishing/New/View/FishingLine/Feature.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ff164cb3132445289d22c7b3a0f4fab
|
||||
timeCreated: 1775957622
|
||||
@@ -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 检测入水
|
||||
|
||||
[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 吃水控制
|
||||
|
||||
[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 漂相动画
|
||||
|
||||
[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 输入测试
|
||||
|
||||
[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 姿态控制
|
||||
|
||||
[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 运行时状态
|
||||
|
||||
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 生命周期
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
EnsureRuntimeReferences();
|
||||
InitializeRuntimeState();
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
HandleDebugInput();
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 运动控制接入
|
||||
|
||||
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 漂相接口
|
||||
|
||||
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 内部实现
|
||||
|
||||
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 参数校验
|
||||
|
||||
#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
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ca4d5d54d89446b0a10b7ce521fd7d9e
|
||||
timeCreated: 1775958532
|
||||
@@ -0,0 +1,44 @@
|
||||
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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ebfa4366b504ba0a3f398eded17df31
|
||||
timeCreated: 1775957743
|
||||
@@ -0,0 +1,944 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 40a38940e81046e2854add979cedbef9
|
||||
timeCreated: 1775958531
|
||||
@@ -0,0 +1,63 @@
|
||||
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()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c7ea70945db841deb0ee8df85f0e15ec
|
||||
timeCreated: 1775957663
|
||||
@@ -0,0 +1,47 @@
|
||||
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);
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7e75217306a64f8f868f5f9127772de2
|
||||
timeCreated: 1775957711
|
||||
245
Assets/Scripts/Fishing/New/View/FishingLine/FishingLineNode.cs
Normal file
245
Assets/Scripts/Fishing/New/View/FishingLine/FishingLineNode.cs
Normal file
@@ -0,0 +1,245 @@
|
||||
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()
|
||||
{
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 610df5569209e4b4997cb2dbf3b94cdc
|
||||
259
Assets/Scripts/Fishing/New/View/FishingLine/FishingLineSolver.cs
Normal file
259
Assets/Scripts/Fishing/New/View/FishingLine/FishingLineSolver.cs
Normal 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 极限判定
|
||||
|
||||
[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;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: dcd0fd8d96f994444b2d8663af6b915d
|
||||
@@ -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);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 77af114bb80f3904a83cdeaacd5af508
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 38f37be41b0a4792b866b9ad9b4d9268
|
||||
timeCreated: 1776093454
|
||||
@@ -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>();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,2 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 827786ffede4e7b4781c522e8a4ba9d0
|
||||
@@ -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)
|
||||
{
|
||||
@@ -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;
|
||||
|
||||
@@ -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;
|
||||
|
||||
@@ -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
|
||||
});
|
||||
|
||||
@@ -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();
|
||||
|
||||
@@ -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>();
|
||||
|
||||
@@ -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
|
||||
// }
|
||||
// }
|
||||
@@ -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;
|
||||
}
|
||||
}
|
||||
|
||||
@@ -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);
|
||||
|
||||
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1330e7f73f804eea8ae09724f6bb1039
|
||||
timeCreated: 1766759962
|
||||
@@ -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)
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||||
{
|
||||
lineRenderer.SetPosition(i, point.position);
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}
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}
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}
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}
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@@ -1,3 +0,0 @@
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fileFormatVersion: 2
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guid: 5625b86b9e4b4482b82d83b962d0c873
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timeCreated: 1766759973
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@@ -15,35 +15,35 @@ EditorUserSettings:
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value: 2550581500
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flags: 0
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RecentlyUsedSceneGuid-0:
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value: 55540305570d0f0e0c5e5e2115710d44174e4e2b7b7e77662f2d1c61b5b06069
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flags: 0
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RecentlyUsedSceneGuid-1:
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value: 5452500303515f0a5f5b5a7445775e46401519787c717f677d784860e3b1676c
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flags: 0
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RecentlyUsedSceneGuid-2:
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value: 050402550007590a0f565f2714200c44144e492f2f70753175711f66e0b8303c
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flags: 0
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RecentlyUsedSceneGuid-3:
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RecentlyUsedSceneGuid-1:
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value: 06070c5f5c075c5e5e085476427a0a44474e1c2f7f7a73362f2d4d36b5b1633d
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flags: 0
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RecentlyUsedSceneGuid-4:
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RecentlyUsedSceneGuid-2:
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value: 0005505f515750595e5f5f23412507441216497f2d7f24367e711c64b6b86c61
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flags: 0
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RecentlyUsedSceneGuid-5:
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RecentlyUsedSceneGuid-3:
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value: 54070c5452075002590c0871127b5a4443161c2f797176312c2f1e6bb1b4353d
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flags: 0
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RecentlyUsedSceneGuid-6:
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RecentlyUsedSceneGuid-4:
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value: 5309035757065a0a54575f7216265c4444151d28792e72627d2f1935bbb8673a
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flags: 0
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RecentlyUsedSceneGuid-7:
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RecentlyUsedSceneGuid-5:
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value: 00050c5150005f5f54560f2640270d4410161c28282b72357e7c4835e4b63760
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flags: 0
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RecentlyUsedSceneGuid-8:
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RecentlyUsedSceneGuid-6:
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value: 06090c5f54015f5a0f085b7b11765d444e4e1e287429773178704561b3b23561
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flags: 0
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RecentlyUsedSceneGuid-9:
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RecentlyUsedSceneGuid-7:
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value: 5505015f5c515a085f5b092149760f441716407a787d7564287b1b36e7e1366e
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flags: 0
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RecentlyUsedSceneGuid-8:
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value: 0257035f51050d090f0f5d734521094414164e797e7a20667d7a4536e0e36461
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flags: 0
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RecentlyUsedSceneGuid-9:
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value: 07060c5454040c0a545b547240700a441216417e7f2e7268752c4966b4b0663d
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flags: 0
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UnityEditor.ShaderGraph.Blackboard:
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||||
value: 18135939215a0a5004000b0e15254b524c030a3f2964643d120d1230e9e93a3fd6e826abbd2e2d293c4ead313b08042de6030a0afa240c0d020be94c4ba75e435d8715fa32c70d15d11612dacc11fee5d3c5d1fe9ab1bf968e93e2ffcbc3e7e2f0b3ffe0e8b0be9afeffa9ffff8e85dd8390e2969e8899daa7
|
||||
flags: 0
|
||||
|
||||
Reference in New Issue
Block a user