Compare commits
12 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| e42f540822 | |||
| 3b587e6c4f | |||
| d2dbb4a70a | |||
| ebefd7b0c4 | |||
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8dfd7a44fb | ||
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70769f7e39 | ||
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a8f3569787 | ||
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d552a83ccb | ||
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bf2f9f7a27 | ||
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4b129668fd | ||
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360140af48 | ||
| 9f53298ba0 |
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File diff suppressed because it is too large
Load Diff
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File diff suppressed because it is too large
Load Diff
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|
||||
_cameraAsset.fppVCam.LookAt = FollowPlayer.FppLook;
|
||||
Mode = CameraShowMode.FPP;
|
||||
}
|
||||
|
||||
public void SetFppFollow(PlayerUnityComponent playerUnityComponent)
|
||||
public void SetFppFollow(Player playerUnityComponent)
|
||||
{
|
||||
_cameraAsset.fppVCam.Follow = FollowPlayer.ModelAsset.NeckTransform;
|
||||
}
|
||||
|
||||
@@ -1,97 +1,97 @@
|
||||
using Enviro;
|
||||
using NBF;
|
||||
using UnityEngine;
|
||||
using WaveHarmonic.Crest;
|
||||
|
||||
public class SceneSettings : MonoBehaviour
|
||||
{
|
||||
public static SceneSettings Instance;
|
||||
|
||||
public int sceneID;
|
||||
|
||||
public string sceneName = "";
|
||||
|
||||
public Transform WaterObject;
|
||||
|
||||
public Transform Node;
|
||||
|
||||
public Transform GearNode;
|
||||
|
||||
public WaterRenderer Water;
|
||||
|
||||
// public ObiUpdater obiFixedUpdater;
|
||||
|
||||
public LineRenderer LineRenderer;
|
||||
|
||||
|
||||
public int FPS;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
Instance = this;
|
||||
if (Node == null)
|
||||
{
|
||||
Node = transform;
|
||||
}
|
||||
|
||||
if (GearNode == null)
|
||||
{
|
||||
GearNode = Node;
|
||||
}
|
||||
|
||||
// obiFixedUpdater = FindFirstObjectByType<ObiLateFixedUpdater>();
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
EnviroManager.instance.Time.Settings.simulate = true;
|
||||
// EnviroManager.instance.Time.SetTimeOfDay(0.5f * 24f);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
UpdateFPS();
|
||||
UpdateTimeOfDay();
|
||||
}
|
||||
|
||||
|
||||
#region FPS
|
||||
|
||||
public float updateInterval = 0.2f; // 更新间隔(秒)
|
||||
|
||||
private float accum = 0;
|
||||
private int frames = 0;
|
||||
private float timeleft;
|
||||
|
||||
void UpdateFPS()
|
||||
{
|
||||
timeleft -= Time.deltaTime;
|
||||
accum += Time.timeScale / Time.deltaTime;
|
||||
frames++;
|
||||
|
||||
if (timeleft <= 0.0f)
|
||||
{
|
||||
FPS = (int)(accum / frames);
|
||||
|
||||
timeleft = updateInterval;
|
||||
accum = 0.0f;
|
||||
frames = 0;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 场景时间
|
||||
|
||||
private void UpdateTimeOfDay()
|
||||
{
|
||||
var p = GameTimer.GetGameDayProgress();
|
||||
p = 0.1f;
|
||||
// Debug.Log(p);
|
||||
EnviroManager.instance.Time.SetTimeOfDay(p * 24f);
|
||||
// if(AzureCoreSystem)
|
||||
// AzureCoreSystem.timeSystem.timeline = 24F * p;
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
// using Enviro;
|
||||
// using NBF;
|
||||
// using UnityEngine;
|
||||
// using WaveHarmonic.Crest;
|
||||
//
|
||||
// public class SceneSettings : MonoBehaviour
|
||||
// {
|
||||
// public static SceneSettings Instance;
|
||||
//
|
||||
// public int sceneID;
|
||||
//
|
||||
// public string sceneName = "";
|
||||
//
|
||||
// public Transform WaterObject;
|
||||
//
|
||||
// public Transform Node;
|
||||
//
|
||||
// public Transform GearNode;
|
||||
//
|
||||
// public WaterRenderer Water;
|
||||
//
|
||||
// // public ObiUpdater obiFixedUpdater;
|
||||
//
|
||||
// public LineRenderer LineRenderer;
|
||||
//
|
||||
//
|
||||
// public int FPS;
|
||||
//
|
||||
// private void Awake()
|
||||
// {
|
||||
// Instance = this;
|
||||
// if (Node == null)
|
||||
// {
|
||||
// Node = transform;
|
||||
// }
|
||||
//
|
||||
// if (GearNode == null)
|
||||
// {
|
||||
// GearNode = Node;
|
||||
// }
|
||||
//
|
||||
// // obiFixedUpdater = FindFirstObjectByType<ObiLateFixedUpdater>();
|
||||
// }
|
||||
//
|
||||
// private void Start()
|
||||
// {
|
||||
// EnviroManager.instance.Time.Settings.simulate = true;
|
||||
// // EnviroManager.instance.Time.SetTimeOfDay(0.5f * 24f);
|
||||
// }
|
||||
//
|
||||
// private void Update()
|
||||
// {
|
||||
// UpdateFPS();
|
||||
// UpdateTimeOfDay();
|
||||
// }
|
||||
//
|
||||
//
|
||||
// #region FPS
|
||||
//
|
||||
// public float updateInterval = 0.2f; // 更新间隔(秒)
|
||||
//
|
||||
// private float accum = 0;
|
||||
// private int frames = 0;
|
||||
// private float timeleft;
|
||||
//
|
||||
// void UpdateFPS()
|
||||
// {
|
||||
// timeleft -= Time.deltaTime;
|
||||
// accum += Time.timeScale / Time.deltaTime;
|
||||
// frames++;
|
||||
//
|
||||
// if (timeleft <= 0.0f)
|
||||
// {
|
||||
// FPS = (int)(accum / frames);
|
||||
//
|
||||
// timeleft = updateInterval;
|
||||
// accum = 0.0f;
|
||||
// frames = 0;
|
||||
// }
|
||||
// }
|
||||
//
|
||||
// #endregion
|
||||
//
|
||||
// #region 场景时间
|
||||
//
|
||||
// private void UpdateTimeOfDay()
|
||||
// {
|
||||
// var p = GameTimer.GetGameDayProgress();
|
||||
// p = 0.1f;
|
||||
// // Debug.Log(p);
|
||||
// EnviroManager.instance.Time.SetTimeOfDay(p * 24f);
|
||||
// // if(AzureCoreSystem)
|
||||
// // AzureCoreSystem.timeSystem.timeline = 24F * p;
|
||||
// }
|
||||
//
|
||||
// #endregion
|
||||
// }
|
||||
@@ -1,29 +1,29 @@
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
[CustomEditor(typeof(Rope))]
|
||||
public class RopeFishLineEditor : Editor
|
||||
{
|
||||
private Rope _target;
|
||||
|
||||
void OnEnable()
|
||||
{
|
||||
_target = target as Rope;
|
||||
// lookAtPoint = serializedObject.FindProperty("lookAtPoint");
|
||||
}
|
||||
|
||||
public override void OnInspectorGUI()
|
||||
{
|
||||
base.OnInspectorGUI();
|
||||
|
||||
|
||||
if (GUILayout.Button("打印总长度"))
|
||||
{
|
||||
_target.DebugLength();
|
||||
// Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()} PolylineLength={_target.GetPhysicsPolylineLength()}");
|
||||
}
|
||||
// serializedObject.Update();
|
||||
// EditorGUILayout.PropertyField(lookAtPoint);
|
||||
// serializedObject.ApplyModifiedProperties();
|
||||
}
|
||||
}
|
||||
// using UnityEditor;
|
||||
// using UnityEngine;
|
||||
//
|
||||
// [CustomEditor(typeof(Rope))]
|
||||
// public class RopeFishLineEditor : Editor
|
||||
// {
|
||||
// private Rope _target;
|
||||
//
|
||||
// void OnEnable()
|
||||
// {
|
||||
// _target = target as Rope;
|
||||
// // lookAtPoint = serializedObject.FindProperty("lookAtPoint");
|
||||
// }
|
||||
//
|
||||
// public override void OnInspectorGUI()
|
||||
// {
|
||||
// base.OnInspectorGUI();
|
||||
//
|
||||
//
|
||||
// if (GUILayout.Button("打印总长度"))
|
||||
// {
|
||||
// _target.DebugLength();
|
||||
// // Debug.Log($"总长度={_target.GetCurrentLength()} 目标长度={_target.GetTargetLength()} smoot={_target.GetLengthSmoothVel()} relLen={_target.GetLengthByPoints()} PolylineLength={_target.GetPhysicsPolylineLength()}");
|
||||
// }
|
||||
// // serializedObject.Update();
|
||||
// // EditorGUILayout.PropertyField(lookAtPoint);
|
||||
// // serializedObject.ApplyModifiedProperties();
|
||||
// }
|
||||
// }
|
||||
@@ -1,8 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 2ee838029cb7a0043b122a1fa506daf5
|
||||
folderAsset: yes
|
||||
DefaultImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
guid: a4778c7b6ca74bb2acdc894fc98a6c5d
|
||||
timeCreated: 1777437748
|
||||
@@ -1,40 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
public class BobberController : MonoBehaviour
|
||||
{
|
||||
[SerializeField] private Rigidbody _rbody;
|
||||
|
||||
[SerializeField] private ConfigurableJoint joint;
|
||||
// [SerializeField] private Buoyancy _buoyancy;
|
||||
public Rigidbody rbody => _rbody;
|
||||
|
||||
public Rigidbody JointRb => joint.connectedBody;
|
||||
|
||||
public void SetJoint(Rigidbody rb)
|
||||
{
|
||||
joint = joint == null ? GetComponent<ConfigurableJoint>() : joint;
|
||||
joint.connectedBody = rb;
|
||||
}
|
||||
|
||||
public void SetJointDistance(float limit)
|
||||
{
|
||||
joint.linearLimit = new SoftJointLimit
|
||||
{
|
||||
limit = limit
|
||||
};
|
||||
}
|
||||
|
||||
public void SetDetectCollisionEnabled(bool en)
|
||||
{
|
||||
_rbody.detectCollisions = en;
|
||||
// _buoyancy.EnablePhysics(en);
|
||||
}
|
||||
|
||||
public void SetVelocity(Vector3 velocity)
|
||||
{
|
||||
_rbody.linearVelocity = velocity;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -22,13 +22,11 @@ namespace NBF
|
||||
}
|
||||
}
|
||||
|
||||
public MapRoom OldMap { get; private set; }
|
||||
|
||||
public MapRoom Map { get; private set; }
|
||||
|
||||
public bool Loading { get; private set; }
|
||||
|
||||
public async FTask<bool> Go(int mapId, string roomCode = "")
|
||||
{
|
||||
Loading = true;
|
||||
if (mapId == 0)
|
||||
{
|
||||
Log.Warning("账号没有进入过地图,进入新手引导地图");
|
||||
@@ -46,26 +44,22 @@ namespace NBF
|
||||
Notices.Error("enter room error");
|
||||
return false;
|
||||
}
|
||||
|
||||
LoadingPanel.Show();
|
||||
await ChangeMap(response.MapId, response.RoomCode, response.Units);
|
||||
LoadingPanel.Hide();
|
||||
Loading = false;
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
public async FTask ChangeMap(int mapId, string roomCode, List<MapUnitInfo> units)
|
||||
{
|
||||
OldMap = Map;
|
||||
Map = Entity.Create<MapRoom>(Game.Main,true, true);
|
||||
Map.Code = roomCode;
|
||||
Map.Map = mapId;
|
||||
var sceneName = "Map1";
|
||||
//加载场景==
|
||||
await SceneHelper.LoadScene(sceneName);
|
||||
foreach (var mapUnitInfo in units)
|
||||
{
|
||||
Map.AddUnit(mapUnitInfo);
|
||||
}
|
||||
Map.Instance.SetData(mapId, roomCode, units);
|
||||
Map.Instance.InstancePlayers();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,3 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 0afcee9eb5f848e08b2fae2cc673b6d8
|
||||
timeCreated: 1766414593
|
||||
guid: 31a84e44641f4115a5531e1b7328630a
|
||||
timeCreated: 1777438436
|
||||
@@ -1,3 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: b4177c0c4cf94787b06ec92973ba4722
|
||||
timeCreated: 1766412118
|
||||
guid: a752ba9ae5b04fed93d81cf0764c5d00
|
||||
timeCreated: 1777437774
|
||||
@@ -4,7 +4,7 @@ using NBC.Asset;
|
||||
using NBF.Utils;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF.Fishing2
|
||||
namespace NBF
|
||||
{
|
||||
public static class PrefabsHelper
|
||||
{
|
||||
|
||||
3
Assets/Scripts/Fishing/Item.meta
Normal file
3
Assets/Scripts/Fishing/Item.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: be8d099db51445eea5a3eeb70849904a
|
||||
timeCreated: 1777449783
|
||||
9
Assets/Scripts/Fishing/Item/FHandItem.cs
Normal file
9
Assets/Scripts/Fishing/Item/FHandItem.cs
Normal file
@@ -0,0 +1,9 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
public abstract class FHandItem : PlayerItem
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Fishing/Item/FHandItem.cs.meta
Normal file
3
Assets/Scripts/Fishing/Item/FHandItem.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: f4bdd31c4ed448ecb00eca659d9d9db1
|
||||
timeCreated: 1777449812
|
||||
3
Assets/Scripts/Fishing/Item/FishingLine.meta
Normal file
3
Assets/Scripts/Fishing/Item/FishingLine.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ab0e597ee4744959abdc5dc66546dacb
|
||||
timeCreated: 1777211780
|
||||
178
Assets/Scripts/Fishing/Item/FishingLine/FLine.cs
Normal file
178
Assets/Scripts/Fishing/Item/FishingLine/FLine.cs
Normal file
@@ -0,0 +1,178 @@
|
||||
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;
|
||||
|
||||
|
||||
[Header("连接点配置")] [SerializeField] private Transform anchorTransform;
|
||||
[SerializeField] private List<FLineLogicNode> lineNodes = new List<FLineLogicNode>();
|
||||
|
||||
|
||||
[Header("物理参数")] [SerializeField] private float positionCorrectionForce = 100f;
|
||||
[SerializeField] private float dampingCoefficient = 10f;
|
||||
[SerializeField] private int constraintIterations = 10;
|
||||
[SerializeField] private bool useMassWeighting = true;
|
||||
[SerializeField] private bool showDebugInfo = true;
|
||||
[Header("动态间距设置")] [SerializeField] private float defaultTransitionSpeed = 2f; // 默认长度变化速度(单位/秒)
|
||||
|
||||
public FLineLogicNode StartNode { get; private set; }
|
||||
public FLineLogicNode BobberNode => GetNode(FLineLogicNodeType.Bobber);
|
||||
public FLineLogicNode EndNode { get; private set; }
|
||||
|
||||
private bool _isFixed = false;
|
||||
// public LineMode LineMode => _lineMode;
|
||||
|
||||
|
||||
public float LinelenghtDiferent;
|
||||
|
||||
|
||||
protected override void OnInit()
|
||||
{
|
||||
if (anchorTransform == null)
|
||||
{
|
||||
var tipRb = Rod.Asset.LineConnectorRigidbody;
|
||||
|
||||
anchorTransform = tipRb.transform;
|
||||
}
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
StartNode = GetNode(FLineLogicNodeType.Start);
|
||||
EndNode = GetNode(FLineLogicNodeType.End);
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
// LinelenghtDiferent = GetLineDistance();
|
||||
|
||||
//非钓鱼状态
|
||||
if (Rod) Rod.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f);
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
UpdateAnchorNode();
|
||||
}
|
||||
|
||||
public List<FLineLogicNode> GetLineNodes()
|
||||
{
|
||||
return new List<FLineLogicNode>(lineNodes);
|
||||
}
|
||||
|
||||
public void Print()
|
||||
{
|
||||
// Log.Info($"当前线情况 TotalLength={TotalLength} CurrentStretchLength={CurrentStretchLength}");
|
||||
}
|
||||
|
||||
|
||||
public void SetFixed(bool isFixed)
|
||||
{
|
||||
_isFixed = isFixed;
|
||||
var totalLenght = 0f;
|
||||
foreach (var fLineLogicNode in lineNodes)
|
||||
{
|
||||
totalLenght += fLineLogicNode.Lenght;
|
||||
}
|
||||
|
||||
// var startNode = StartNode;
|
||||
if (isFixed)
|
||||
{
|
||||
// EndNode.Joint.connectedBody = StartNode.Rigidbody;
|
||||
BobberNode.gameObject.SetActive(false);
|
||||
BobberNode.Rope.gameObject.SetActive(false);
|
||||
EndNode.SetConnectedBody(StartNode.Rigidbody);
|
||||
EndNode.SetLenght(totalLenght + 0.2f);
|
||||
}
|
||||
else
|
||||
{
|
||||
BobberNode.gameObject.SetActive(true);
|
||||
BobberNode.Rope.gameObject.SetActive(true);
|
||||
EndNode.SetConnectedBody(BobberNode.Rigidbody);
|
||||
EndNode.SetLenght(Rod.FloatLength);
|
||||
}
|
||||
// var totalLenght = lineNodes
|
||||
}
|
||||
|
||||
#region 连接点
|
||||
|
||||
private void UpdateAnchorNode()
|
||||
{
|
||||
if (anchorTransform == null || lineNodes.Count < 1)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
var startNode = lineNodes[0].Rigidbody;
|
||||
startNode.transform.SetPositionAndRotation(anchorTransform.position, anchorTransform.rotation);
|
||||
|
||||
if (!startNode.isKinematic)
|
||||
{
|
||||
startNode.linearVelocity = Vector3.zero;
|
||||
startNode.angularVelocity = Vector3.zero;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取一个节点
|
||||
/// </summary>
|
||||
/// <param name="type"></param>
|
||||
/// <returns></returns>
|
||||
public FLineLogicNode GetNode(FLineLogicNodeType type)
|
||||
{
|
||||
foreach (var node in lineNodes)
|
||||
{
|
||||
if (node.NodeType == type)
|
||||
{
|
||||
return node;
|
||||
}
|
||||
}
|
||||
|
||||
return null;
|
||||
}
|
||||
|
||||
public void SetLenght(float lenght, FLineLogicNodeType type = FLineLogicNodeType.Bobber)
|
||||
{
|
||||
var node = GetNode(type);
|
||||
if (node != null)
|
||||
{
|
||||
node.SetLenght(lenght);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Tension
|
||||
|
||||
private float GetLineDistance()
|
||||
{
|
||||
//第一个节点到竿稍的位置-第一段鱼线长度
|
||||
return Vector3.Distance(StartNode.transform.position, BobberNode.transform.position) -
|
||||
BobberNode.Lenght;
|
||||
}
|
||||
|
||||
public float GetTension(float weight)
|
||||
{
|
||||
return weight * GetLineDistance();
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
74
Assets/Scripts/Fishing/Item/FishingLine/FLineLogicNode.cs
Normal file
74
Assets/Scripts/Fishing/Item/FishingLine/FLineLogicNode.cs
Normal file
@@ -0,0 +1,74 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
public enum FLineLogicNodeType
|
||||
{
|
||||
Start,
|
||||
Bobber,
|
||||
Weight,
|
||||
End
|
||||
}
|
||||
|
||||
public class FLineLogicNode : MonoBehaviour
|
||||
{
|
||||
[Header("节点设置")] public FLineLogicNodeType NodeType = FLineLogicNodeType.Bobber;
|
||||
[SerializeField] private Rope rope;
|
||||
[SerializeField] private Rigidbody preRigidbody;
|
||||
|
||||
private Rigidbody _rb;
|
||||
private ConfigurableJoint _joint;
|
||||
private FLine _parentCable;
|
||||
|
||||
private float _lenght;
|
||||
|
||||
public Rigidbody PreRigidbody => preRigidbody;
|
||||
public Rigidbody Rigidbody => _rb;
|
||||
public FLine ParentCable => _parentCable;
|
||||
public ConfigurableJoint Joint => _joint;
|
||||
|
||||
public float Lenght => _lenght;
|
||||
|
||||
public Rope Rope => rope;
|
||||
|
||||
private void Awake()
|
||||
{
|
||||
_rb = GetComponent<Rigidbody>();
|
||||
_parentCable = GetComponentInParent<FLine>();
|
||||
_joint = GetComponent<ConfigurableJoint>();
|
||||
}
|
||||
|
||||
public void SetLenght(float lenght)
|
||||
{
|
||||
_lenght = lenght;
|
||||
if (_joint)
|
||||
{
|
||||
_joint.linearLimit = new SoftJointLimit() { limit = lenght };
|
||||
}
|
||||
|
||||
if (rope)
|
||||
{
|
||||
rope.SetTargetLength(lenght - lenght * 0.02f);
|
||||
}
|
||||
}
|
||||
|
||||
void FixedUpdate()
|
||||
{
|
||||
if (rope)
|
||||
{
|
||||
if(rope.startAnchor != _joint.connectedBody){}
|
||||
rope.startAnchor = _joint.connectedBody;
|
||||
}
|
||||
}
|
||||
|
||||
public void SetConnectedBody(Rigidbody rig)
|
||||
{
|
||||
if (_joint)
|
||||
{
|
||||
_joint.connectedBody = rig;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7f840e1966fd4c2aafe2f37ca260cdd2
|
||||
timeCreated: 1777211794
|
||||
268
Assets/Scripts/Fishing/Item/FishingLine/FLineTest.cs
Normal file
268
Assets/Scripts/Fishing/Item/FishingLine/FLineTest.cs
Normal file
@@ -0,0 +1,268 @@
|
||||
using System.Collections.Generic;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
/// <summary>
|
||||
/// 硬线系统测试脚本,直接读取 FLine 已配置的节点。
|
||||
/// </summary>
|
||||
public class FLineTest : MonoBehaviour
|
||||
{
|
||||
[Header("测试控制")] [SerializeField] private KeyCode fixMiddleKey = KeyCode.M;
|
||||
|
||||
[Header("动态间距控制")] [SerializeField] private KeyCode pullFirstKey = KeyCode.UpArrow;
|
||||
[SerializeField] private KeyCode relaxFirstKey = KeyCode.DownArrow;
|
||||
[SerializeField] private KeyCode fixedKey = KeyCode.F;
|
||||
[SerializeField] private KeyCode debugKey = KeyCode.D;
|
||||
[SerializeField, Min(0.01f)] private float extendAmount = 0.5f;
|
||||
[SerializeField, Min(0.01f)] private float holdAdjustSpeed = 1f;
|
||||
[SerializeField, Min(0.01f)] private float transitionSpeed = 2f;
|
||||
[SerializeField] private bool smoothTransition = true;
|
||||
|
||||
[SerializeField] private FLine line;
|
||||
private float[] initialLengths;
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
extendAmount = Mathf.Max(0.01f, extendAmount);
|
||||
holdAdjustSpeed = Mathf.Max(0.01f, holdAdjustSpeed);
|
||||
transitionSpeed = Mathf.Max(0.01f, transitionSpeed);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
RefreshInitialLengths(true);
|
||||
line.SetLenght(0.2f);
|
||||
line.SetLenght(0.2f, FLineLogicNodeType.End);
|
||||
}
|
||||
|
||||
|
||||
private void Update()
|
||||
{
|
||||
if (!EnsureCable())
|
||||
return;
|
||||
|
||||
RefreshInitialLengths();
|
||||
HandleInput();
|
||||
|
||||
// if (line.CurrentBreakStretchPercent > 10f)
|
||||
// {
|
||||
// if (line.LineMode == LineMode.Constraint)
|
||||
// Debug.LogError(
|
||||
// $"当前极限情况,CurrentBreakStretchPercent={line.CurrentBreakStretchPercent} CurrentStretchLength={line.CurrentStretchLength} TotalLength={line.TotalLength} LimitStateTime={line.LimitStateTime}");
|
||||
// }
|
||||
}
|
||||
|
||||
private bool EnsureCable()
|
||||
{
|
||||
if (line)
|
||||
return true;
|
||||
|
||||
line = GetComponent<FLine>();
|
||||
return line != null;
|
||||
}
|
||||
|
||||
private List<FLineLogicNode> GetNodes()
|
||||
{
|
||||
return line != null ? line.GetLineNodes() : null;
|
||||
}
|
||||
|
||||
private void RefreshInitialLengths(bool force = false)
|
||||
{
|
||||
List<FLineLogicNode> nodes = GetNodes();
|
||||
int segmentCount = nodes != null ? Mathf.Max(0, nodes.Count - 1) : 0;
|
||||
|
||||
if (!force && initialLengths != null && initialLengths.Length == segmentCount)
|
||||
return;
|
||||
|
||||
initialLengths = new float[nodes.Count];
|
||||
|
||||
for (var i = 0; i < nodes.Count; i++)
|
||||
{
|
||||
var node = nodes[i];
|
||||
initialLengths[i] = Mathf.Max(0.01f, node.Lenght);
|
||||
}
|
||||
}
|
||||
|
||||
private float GetCurrentMaxLength(int segmentIndex)
|
||||
{
|
||||
var nodes = line.GetLineNodes();
|
||||
var node = nodes[segmentIndex];
|
||||
// float length = line.GetSegmentMaxLength(segmentIndex);
|
||||
return Mathf.Max(0.01f, node.Lenght);
|
||||
}
|
||||
|
||||
private float GetTargetMaxLength(int segmentIndex)
|
||||
{
|
||||
var nodes = line.GetLineNodes();
|
||||
var node = nodes[segmentIndex];
|
||||
float length = node.Lenght;
|
||||
// if (length <= 0f)
|
||||
// length = line.GetSegmentMaxLength(segmentIndex);
|
||||
|
||||
return Mathf.Max(0.01f, length);
|
||||
}
|
||||
|
||||
private int GetSegmentCount()
|
||||
{
|
||||
return initialLengths != null ? initialLengths.Length : 0;
|
||||
}
|
||||
|
||||
private void HandleInput()
|
||||
{
|
||||
HandleOriginalControls();
|
||||
HandleDynamicDistanceControls();
|
||||
}
|
||||
|
||||
private void HandleOriginalControls()
|
||||
{
|
||||
List<FLineLogicNode> nodes = GetNodes();
|
||||
if (nodes == null)
|
||||
return;
|
||||
|
||||
if (Input.GetKeyDown(fixMiddleKey) && nodes.Count >= 3)
|
||||
{
|
||||
int middleIndex = nodes.Count / 2;
|
||||
FLineLogicNode middleNode = nodes[middleIndex];
|
||||
Rigidbody middleRb = middleNode ? middleNode.Rigidbody : null;
|
||||
|
||||
if (middleNode && middleRb)
|
||||
{
|
||||
bool newState = !middleRb.isKinematic;
|
||||
Debug.Log($"中间节点({middleIndex}) {(newState ? "固定" : "释放")} - 观察其他节点变化");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void HandleDynamicDistanceControls()
|
||||
{
|
||||
if (line == null || initialLengths == null || initialLengths.Length == 0)
|
||||
return;
|
||||
|
||||
if (Input.GetKeyDown(pullFirstKey))
|
||||
PullFirstSegment(extendAmount * 0.5f);
|
||||
|
||||
if (Input.GetKeyDown(relaxFirstKey))
|
||||
RelaxFirstSegment(extendAmount * 0.5f);
|
||||
|
||||
if (Input.GetKeyDown(fixedKey))
|
||||
{
|
||||
// if (line.LineMode == LineMode.Joint) line.ChangeMode(LineMode.Constraint);
|
||||
// else line.ChangeMode(LineMode.Joint);
|
||||
}
|
||||
|
||||
if (Input.GetKeyDown(debugKey))
|
||||
{
|
||||
line.Print();
|
||||
}
|
||||
}
|
||||
|
||||
private void ApplySegmentTargetLength(FLineLogicNodeType type, float targetLength)
|
||||
{
|
||||
line.SetLenght(targetLength, type);
|
||||
}
|
||||
|
||||
private void PullFirstSegment(float amount)
|
||||
{
|
||||
if (GetSegmentCount() <= 0)
|
||||
return;
|
||||
|
||||
float targetLength = Mathf.Max(0.1f, GetTargetMaxLength(0) - amount);
|
||||
ApplySegmentTargetLength(0, targetLength);
|
||||
Debug.Log($"拉紧第一段到 {targetLength:F2}");
|
||||
}
|
||||
|
||||
private void RelaxFirstSegment(float amount)
|
||||
{
|
||||
if (GetSegmentCount() <= 0)
|
||||
return;
|
||||
|
||||
float targetLength = GetTargetMaxLength(0) + amount;
|
||||
ApplySegmentTargetLength(0, targetLength);
|
||||
Debug.Log($"放松第一段到 {targetLength:F2}");
|
||||
}
|
||||
|
||||
private void OnGUI()
|
||||
{
|
||||
if (!EnsureCable())
|
||||
return;
|
||||
|
||||
RefreshInitialLengths();
|
||||
|
||||
List<FLineLogicNode> nodes = GetNodes();
|
||||
int nodeCount = nodes != null ? nodes.Count : 0;
|
||||
|
||||
GUILayout.BeginArea(new Rect(10f, 10f, 360f, 260f));
|
||||
GUILayout.Label("=== 硬线系统测试控制 ===");
|
||||
GUILayout.Label("原始控制:");
|
||||
GUILayout.Label($" {fixMiddleKey} - 固定/释放中间节点");
|
||||
GUILayout.Space(10f);
|
||||
GUILayout.Label("动态间距控制:");
|
||||
GUILayout.Label($" {pullFirstKey} - 拉紧第一段");
|
||||
GUILayout.Label($" {relaxFirstKey} - 放松第一段");
|
||||
GUILayout.Label(" Shift+滚轮 - 调整最近段");
|
||||
GUILayout.Space(10f);
|
||||
GUILayout.Label("设置:");
|
||||
GUILayout.Label($" 节点数: {nodeCount}");
|
||||
GUILayout.Label(" 初始长度来源: FLine 节点配置");
|
||||
GUILayout.Label($" 过渡模式: {(smoothTransition ? "平滑" : "即时")}");
|
||||
if (smoothTransition)
|
||||
GUILayout.Label($" 过渡速度: {transitionSpeed:F1}");
|
||||
|
||||
GUILayout.EndArea();
|
||||
|
||||
GUILayout.BeginArea(new Rect(10f, 280f, 360f, 220f));
|
||||
GUILayout.Label("=== 各段实际长度 ===");
|
||||
|
||||
// for (int i = 0; i < Mathf.Min(GetSegmentCount(), 10); i++)
|
||||
// {
|
||||
// Rigidbody bodyA = nodes[i] ? nodes[i].Rigidbody : null;
|
||||
// Rigidbody bodyB = nodes[i + 1] ? nodes[i + 1].Rigidbody : null;
|
||||
// if (!bodyA || !bodyB)
|
||||
// continue;
|
||||
//
|
||||
// float actualDistance = Vector3.Distance(bodyA.position, bodyB.position);
|
||||
// float currentLimit = GetCurrentMaxLength(i);
|
||||
// float targetLimit = GetTargetMaxLength(i);
|
||||
//
|
||||
// string segmentInfo = $"段{i}: {actualDistance:F2} (限制: {currentLimit:F2}";
|
||||
// if (line.IsSegmentTransitioning(i))
|
||||
// segmentInfo += $" -> {targetLimit:F2}";
|
||||
//
|
||||
// segmentInfo += ")";
|
||||
//
|
||||
// if (actualDistance > targetLimit * 1.1f)
|
||||
// {
|
||||
// GUI.color = Color.red;
|
||||
// }
|
||||
// else if (line.IsSegmentTransitioning(i))
|
||||
// {
|
||||
// GUI.color = Color.yellow;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// GUI.color = Color.green;
|
||||
// }
|
||||
//
|
||||
// GUILayout.Label(segmentInfo);
|
||||
// }
|
||||
|
||||
GUI.color = Color.white;
|
||||
|
||||
// bool anyTransitioning = false;
|
||||
// for (int i = 0; i < GetSegmentCount(); i++)
|
||||
// {
|
||||
// if (line.IsSegmentTransitioning(i))
|
||||
// {
|
||||
// anyTransitioning = true;
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
// if (anyTransitioning)
|
||||
// GUILayout.Label("状态: 过渡中...");
|
||||
|
||||
GUILayout.EndArea();
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 535734a3b6eb4e16847b2fc9d9dee1c3
|
||||
timeCreated: 1777263325
|
||||
@@ -14,23 +14,29 @@ public class Rope : MonoBehaviour
|
||||
[Header("Physics (Dynamic Nodes, Fixed Segment Len)")] [SerializeField, Min(0.01f), Tooltip("物理每段固定长度(越小越细致越耗)")]
|
||||
private float physicsSegmentLen = 0.15f;
|
||||
|
||||
[SerializeField, Range(2, 200)] private int minPhysicsNodes = 12;
|
||||
[SerializeField, Range(2, 200)] private int minPhysicsNodes = 2;
|
||||
|
||||
[SerializeField, Range(2, 400), Tooltip("物理节点上限(仅用于性能保护;与“最大长度不限制”不是一回事)")]
|
||||
private int maxPhysicsNodes = 120;
|
||||
private int maxPhysicsNodes = 200;
|
||||
|
||||
[SerializeField] private float gravityStrength = 2.0f;
|
||||
[SerializeField] private float gravityStrength = 6.0f;
|
||||
[SerializeField, Range(0f, 1f)] private float velocityDampen = 0.95f;
|
||||
|
||||
[SerializeField, Range(0.0f, 1.0f), Tooltip("约束修正强度,越大越硬。0.6~0.9 常用")]
|
||||
private float stiffness = 0.8f;
|
||||
|
||||
[SerializeField, Range(1, 80), Tooltip("迭代次数。鱼线 10~30 通常够用")]
|
||||
private int iterations = 20;
|
||||
[SerializeField, Range(1, 80), Tooltip("迭代次数")]
|
||||
private int iterations = 10;
|
||||
|
||||
[SerializeField, Range(0, 16), Tooltip("主求解后追加的硬长度约束次数。只负责把 poly 拉回到 rest total,不改变可变长度逻辑")]
|
||||
private int hardTightenIterations = 2;
|
||||
|
||||
[SerializeField, Range(0, 32), Tooltip("当绳子接近拉直时,按误差自动追加的硬长度约束次数上限")]
|
||||
private int adaptiveHardTightenMaxIterations = 8;
|
||||
|
||||
[SerializeField, Min(0f), Tooltip("单段允许的最大超长误差;超过时继续追加硬长度约束")]
|
||||
private float hardConstraintTolerance = 0.0005f;
|
||||
|
||||
[Header("Length Control (No Min/Max Clamp)")]
|
||||
[Tooltip("初始总长度(米)。如果为 0,则用 physicsSegmentLen*(minPhysicsNodes-1) 作为初始长度")]
|
||||
[SerializeField, Min(0f)]
|
||||
@@ -40,7 +46,7 @@ public class Rope : MonoBehaviour
|
||||
private float lengthSmoothTime = 0.15f;
|
||||
|
||||
[Tooltip("当长度在变化时,额外把速度压掉一些(防抖)。0=不额外处理,1=变化时几乎清速度(建议只在收线生效)")] [SerializeField, Range(0f, 1f)]
|
||||
private float lengthChangeVelocityKill = 0.6f;
|
||||
private float lengthChangeVelocityKill = 0.4f;
|
||||
|
||||
[Tooltip("允许的最小松弛余量(避免目标长度刚好等于锚点距离时抖动)")] [SerializeField, Min(0f)]
|
||||
private float minSlack = 0.002f;
|
||||
@@ -52,9 +58,9 @@ public class Rope : MonoBehaviour
|
||||
private float nodeHysteresis = 0.05f;
|
||||
|
||||
[Header("Simple Ground/Water Constraint (Cheap)")] [SerializeField]
|
||||
private bool constrainToGround = true;
|
||||
private bool constrainToGround = false;
|
||||
|
||||
[SerializeField] private LayerMask groundMask = ~0;
|
||||
[SerializeField] private LayerMask groundMask = 0;
|
||||
[SerializeField, Min(0f)] private float groundRadius = 0.01f;
|
||||
[SerializeField, Min(0f)] private float groundCastHeight = 1.0f;
|
||||
[SerializeField, Min(0.01f)] private float groundCastDistance = 2.5f;
|
||||
@@ -66,7 +72,7 @@ public class Rope : MonoBehaviour
|
||||
private bool groundInterpolate = true;
|
||||
|
||||
[SerializeField, Range(1, 8), Tooltip("每隔多少次FixedUpdate更新一次地面约束")]
|
||||
private int groundUpdateEvery = 2;
|
||||
private int groundUpdateEvery = 1;
|
||||
|
||||
[SerializeField, Range(0, 8), Tooltip("地面约束后,再做几次长度约束,减少 poly 被地面抬长")]
|
||||
private int groundPostConstraintIterations = 2;
|
||||
@@ -74,7 +80,7 @@ public class Rope : MonoBehaviour
|
||||
private int _groundFrameCounter;
|
||||
|
||||
[Header("Simple Water Float (Cheap)")] [SerializeField, Tooltip("绳子落到水面以下时,是否把节点约束回水面")]
|
||||
private bool constrainToWaterSurface = true;
|
||||
private bool constrainToWaterSurface = false;
|
||||
|
||||
[SerializeField, Tooltip("静态水面高度;如果你后面接波浪水面,可改成采样函数")]
|
||||
private float waterLevelY = 0f;
|
||||
@@ -129,7 +135,7 @@ public class Rope : MonoBehaviour
|
||||
private float visibilityViewportPadding = 0.08f;
|
||||
|
||||
[Header("Air Drag (Stable)")] [SerializeField, Range(0f, 5f), Tooltip("空气阻力(Y向),指数衰减,越大越不飘")]
|
||||
private float airDrag = 0.9f;
|
||||
private float airDrag = 0.2f;
|
||||
|
||||
[SerializeField, Range(0f, 2f), Tooltip("横向额外阻力(XZ),指数衰减,越大越不左右飘")]
|
||||
private float airDragXZ = 0.6f;
|
||||
@@ -173,13 +179,6 @@ public class Rope : MonoBehaviour
|
||||
private int _tIdleSubdiv = -1;
|
||||
private int _tMovingSubdiv = -1;
|
||||
|
||||
private FRod _rod;
|
||||
public void Init(FRod rod)
|
||||
{
|
||||
_rod = rod;
|
||||
if (Application.isPlaying)
|
||||
RefreshVisibilityState(true);
|
||||
}
|
||||
|
||||
// Catmull t caches(只缓存 idle/moving 两档,减少每帧重复乘法)
|
||||
private struct TCaches
|
||||
@@ -205,12 +204,15 @@ public class Rope : MonoBehaviour
|
||||
RefreshVisibilityState(true);
|
||||
}
|
||||
|
||||
|
||||
private void OnValidate()
|
||||
{
|
||||
renderSubdivisionsIdle = Mathf.Max(renderSubdivisionsIdle, 1);
|
||||
renderSubdivisionsMoving = Mathf.Max(renderSubdivisionsMoving, 1);
|
||||
iterations = Mathf.Clamp(iterations, 1, 80);
|
||||
hardTightenIterations = Mathf.Clamp(hardTightenIterations, 0, 16);
|
||||
adaptiveHardTightenMaxIterations = Mathf.Clamp(adaptiveHardTightenMaxIterations, 0, 32);
|
||||
hardConstraintTolerance = Mathf.Max(0f, hardConstraintTolerance);
|
||||
groundCastDistance = Mathf.Max(groundCastDistance, 0.01f);
|
||||
groundCastHeight = Mathf.Max(groundCastHeight, 0f);
|
||||
lineWidth = Mathf.Max(lineWidth, 0.0001f);
|
||||
@@ -243,14 +245,6 @@ public class Rope : MonoBehaviour
|
||||
_endTr = endAnchor ? endAnchor.transform : null;
|
||||
}
|
||||
|
||||
private bool ShouldAlwaysSimulate()
|
||||
{
|
||||
if (!localOwnerAlwaysSimulate)
|
||||
return false;
|
||||
|
||||
var owner = _rod?.PlayerItem?.Owner;
|
||||
return owner == null || owner.IsSelf;
|
||||
}
|
||||
|
||||
private Transform GetActiveCameraTransform()
|
||||
{
|
||||
@@ -304,7 +298,7 @@ public class Rope : MonoBehaviour
|
||||
|
||||
private void RefreshVisibilityState(bool force = false)
|
||||
{
|
||||
if (!cullRemoteRopeWhenInvisible || ShouldAlwaysSimulate())
|
||||
if (!cullRemoteRopeWhenInvisible)
|
||||
{
|
||||
_isCulledByVisibility = false;
|
||||
if (_lineRenderer)
|
||||
@@ -532,6 +526,7 @@ public class Rope : MonoBehaviour
|
||||
}
|
||||
|
||||
SolveHardDistanceConstraints(hardTightenIterations);
|
||||
SolveHardDistanceConstraintsAdaptive();
|
||||
LockAnchorsHard();
|
||||
|
||||
if (constrainToGround)
|
||||
@@ -572,16 +567,7 @@ public class Rope : MonoBehaviour
|
||||
EnsureRenderCaches();
|
||||
|
||||
int last = _physicsNodes - 1;
|
||||
|
||||
Vector3 s = _startTr.position;
|
||||
Vector3 e = _endTr.position;
|
||||
|
||||
_pCurr[0] = s;
|
||||
_pCurr[last] = e;
|
||||
// _pPrev[0] = s;
|
||||
// _pPrev[last] = e;
|
||||
|
||||
DrawHighResLine_Fast();
|
||||
DrawHighResLine_Fast(_startTr.position, _endTr.position, last);
|
||||
}
|
||||
|
||||
private void UpdateLengthSmooth()
|
||||
@@ -598,9 +584,10 @@ public class Rope : MonoBehaviour
|
||||
Time.fixedDeltaTime
|
||||
);
|
||||
|
||||
// 长度变化时额外压一点速度,减少收放线时抖动
|
||||
float delta = Mathf.Abs(_targetLength - _currentLength);
|
||||
if (delta > 0.0001f && lengthChangeVelocityKill > 0f)
|
||||
// 仅在收线(目标长度小于当前长度)时额外压速度;
|
||||
// 放线时不要压速度,否则新增节点下落会出现“顿一下再突然加速”。
|
||||
float reelInDelta = _currentLength - _targetLength;
|
||||
if (reelInDelta > 0.0001f && lengthChangeVelocityKill > 0f)
|
||||
{
|
||||
float keep = 1f - Mathf.Clamp01(lengthChangeVelocityKill);
|
||||
for (int i = 1; i < _physicsNodes - 1; i++)
|
||||
@@ -734,6 +721,21 @@ public class Rope : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private void SolveHardDistanceConstraintsAdaptive()
|
||||
{
|
||||
if (adaptiveHardTightenMaxIterations <= 0 || hardConstraintTolerance <= 0f)
|
||||
return;
|
||||
|
||||
for (int it = 0; it < adaptiveHardTightenMaxIterations; it++)
|
||||
{
|
||||
if (GetMaxPositiveSegmentDelta() <= hardConstraintTolerance)
|
||||
break;
|
||||
|
||||
LockAnchorsHard();
|
||||
SolveDistanceConstraints_HeadOnly_Hard();
|
||||
}
|
||||
}
|
||||
|
||||
private void SolveDistanceConstraints_HeadOnly_Hard()
|
||||
{
|
||||
SolveDistanceConstraints_HeadOnly_Bidirectional(1f);
|
||||
@@ -750,7 +752,8 @@ 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)
|
||||
{
|
||||
@@ -787,6 +790,21 @@ public class Rope : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private float GetMaxPositiveSegmentDelta()
|
||||
{
|
||||
float maxDelta = 0f;
|
||||
for (int i = 1; i < _physicsNodes; i++)
|
||||
{
|
||||
float rest = (i == 1) ? _headRestLen : physicsSegmentLen;
|
||||
float segLen = Vector3.Distance(_pCurr[i - 1], _pCurr[i]);
|
||||
float delta = segLen - rest;
|
||||
if (delta > maxDelta)
|
||||
maxDelta = delta;
|
||||
}
|
||||
|
||||
return maxDelta;
|
||||
}
|
||||
|
||||
private void ConstrainToGround()
|
||||
{
|
||||
if (groundMask == 0) return;
|
||||
@@ -938,7 +956,7 @@ public class Rope : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
private void DrawHighResLine_Fast()
|
||||
private void DrawHighResLine_Fast(Vector3 renderStart, Vector3 renderEnd, int last)
|
||||
{
|
||||
if (_pCurr == null || _physicsNodes < 2) return;
|
||||
|
||||
@@ -949,7 +967,9 @@ public class Rope : MonoBehaviour
|
||||
if (!smooth)
|
||||
{
|
||||
_lineRenderer.positionCount = _physicsNodes;
|
||||
_lineRenderer.SetPositions(_pCurr);
|
||||
for (int i = 0; i <= last; i++)
|
||||
_rPoints[i] = GetRenderPoint(i, last, renderStart, renderEnd);
|
||||
_lineRenderer.SetPositions(_rPoints);
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -964,7 +984,6 @@ public class Rope : MonoBehaviour
|
||||
}
|
||||
|
||||
int idx = 0;
|
||||
int last = _physicsNodes - 1;
|
||||
|
||||
for (int seg = 0; seg < last; seg++)
|
||||
{
|
||||
@@ -975,10 +994,10 @@ public class Rope : MonoBehaviour
|
||||
int i3 = seg + 2;
|
||||
if (i3 > last) i3 = last;
|
||||
|
||||
Vector3 p0 = _pCurr[i0];
|
||||
Vector3 p1 = _pCurr[i1];
|
||||
Vector3 p2 = _pCurr[i2];
|
||||
Vector3 p3 = _pCurr[i3];
|
||||
Vector3 p0 = GetRenderPoint(i0, last, renderStart, renderEnd);
|
||||
Vector3 p1 = GetRenderPoint(i1, last, renderStart, renderEnd);
|
||||
Vector3 p2 = GetRenderPoint(i2, last, renderStart, renderEnd);
|
||||
Vector3 p3 = GetRenderPoint(i3, last, renderStart, renderEnd);
|
||||
|
||||
for (int s = 0; s < subdiv; s++)
|
||||
{
|
||||
@@ -1001,12 +1020,21 @@ public class Rope : MonoBehaviour
|
||||
}
|
||||
}
|
||||
|
||||
_rPoints[idx++] = _pCurr[last];
|
||||
_rPoints[idx++] = renderEnd;
|
||||
|
||||
_lineRenderer.positionCount = idx;
|
||||
_lineRenderer.SetPositions(_rPoints);
|
||||
}
|
||||
|
||||
private Vector3 GetRenderPoint(int index, int last, Vector3 renderStart, Vector3 renderEnd)
|
||||
{
|
||||
if (index <= 0)
|
||||
return renderStart;
|
||||
if (index >= last)
|
||||
return renderEnd;
|
||||
return _pCurr[index];
|
||||
}
|
||||
|
||||
private static float ClampMonotonic(float value, float p0, float p1, float p2, float p3)
|
||||
{
|
||||
bool rising = p0 <= p1 && p1 <= p2 && p2 <= p3;
|
||||
@@ -1066,4 +1094,4 @@ public class Rope : MonoBehaviour
|
||||
for (int i = 0; i < _physicsNodes; i++)
|
||||
Gizmos.DrawSphere(_pCurr[i], 0.01f);
|
||||
}
|
||||
}
|
||||
}
|
||||
33
Assets/Scripts/Fishing/Item/PlayerItem.cs
Normal file
33
Assets/Scripts/Fishing/Item/PlayerItem.cs
Normal file
@@ -0,0 +1,33 @@
|
||||
using System.Collections.Generic;
|
||||
using Fantasy.Async;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
public abstract class PlayerItem : MonoBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// 配置id
|
||||
/// </summary>
|
||||
public int ConfigID;
|
||||
|
||||
public List<int> BindItems = new List<int>();
|
||||
|
||||
public Player Owner;
|
||||
|
||||
|
||||
public virtual async FTask Init(Player player, int configId, List<int> bindItems)
|
||||
{
|
||||
Owner = player;
|
||||
ConfigID = configId;
|
||||
BindItems.Clear();
|
||||
BindItems.AddRange(bindItems);
|
||||
await OnInit();
|
||||
}
|
||||
|
||||
protected virtual async FTask OnInit()
|
||||
{
|
||||
await FTask.CompletedTask;
|
||||
}
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Fishing/Item/PlayerItem.cs.meta
Normal file
3
Assets/Scripts/Fishing/Item/PlayerItem.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: ef008d609b8049ac8416abb496cbec72
|
||||
timeCreated: 1777451467
|
||||
@@ -7,7 +7,8 @@ namespace NBF
|
||||
protected override void OnInit()
|
||||
{
|
||||
// transform.position = Rod.lineHandler.LineConnector_1.transform.position;
|
||||
SetParent(Rod.Line.Bobber.transform);
|
||||
var endNode = Rod.Line.GetNode(FLineLogicNodeType.Bobber);
|
||||
SetParent(endNode.transform);
|
||||
transform.localPosition = Vector3.zero;
|
||||
// var buoyancy = GetComponentInParent<CapsuleBuoyancyStable>();
|
||||
// buoyancy.InitBobber();
|
||||
@@ -18,8 +18,8 @@ namespace NBF
|
||||
// transform.rotation = Rod.lineHandler.LineConnector_2.transform.rotation; // 确保旋转也同步
|
||||
// SetParent(Rod.lineHandler.LineConnector_2.transform);
|
||||
|
||||
|
||||
SetParent(Rod.Line.Lure.transform);
|
||||
var endNode = Rod.Line.GetNode(FLineLogicNodeType.End);
|
||||
SetParent(endNode.transform);
|
||||
transform.localPosition = Vector3.zero;
|
||||
|
||||
// var target = lineHandler.LineConnector_2.GetComponent<Rigidbody>();
|
||||
@@ -14,7 +14,8 @@ namespace NBF
|
||||
|
||||
// SetParent(Rod.lineHandler.LineConnector_1.transform);
|
||||
|
||||
SetParent(Rod.Line.Lure.transform);
|
||||
var endNode = Rod.Line.GetNode(FLineLogicNodeType.End);
|
||||
SetParent(endNode.transform);
|
||||
transform.localPosition = Vector3.zero;
|
||||
}
|
||||
}
|
||||
@@ -13,10 +13,6 @@ namespace NBF
|
||||
{
|
||||
public class FRod : FHandItem
|
||||
{
|
||||
public PlayerItem PlayerItem;
|
||||
|
||||
public override int ConfigId => PlayerItem?.ConfigID ?? 0;
|
||||
|
||||
public RodAsset Asset;
|
||||
|
||||
public FReel Reel;
|
||||
@@ -30,6 +26,84 @@ namespace NBF
|
||||
|
||||
public Transform GearRoot;
|
||||
|
||||
|
||||
#region Rod专属
|
||||
|
||||
private bool _stretchRope = true;
|
||||
|
||||
public bool StretchRope
|
||||
{
|
||||
get => _stretchRope;
|
||||
set
|
||||
{
|
||||
_stretchRope = value;
|
||||
// Scene.EventComponent.Publish(new PlayerItemRodLingChangeEvent
|
||||
// {
|
||||
// Item = this
|
||||
// });
|
||||
}
|
||||
}
|
||||
|
||||
private float _lineLength = 4.2f;
|
||||
|
||||
/// <summary>
|
||||
/// 线长度
|
||||
/// </summary>
|
||||
public float LineLength
|
||||
{
|
||||
get => _lineLength;
|
||||
set
|
||||
{
|
||||
_lineLength = value;
|
||||
// Scene.EventComponent.Publish(new PlayerItemRodLingChangeEvent
|
||||
// {
|
||||
// Item = this
|
||||
// });
|
||||
}
|
||||
}
|
||||
|
||||
private float _floatLength = 0.7f;
|
||||
|
||||
/// <summary>
|
||||
/// 浮漂线长度
|
||||
/// </summary>
|
||||
public float FloatLength
|
||||
{
|
||||
get => _floatLength;
|
||||
set
|
||||
{
|
||||
_floatLength = value;
|
||||
// Scene.EventComponent.Publish(new PlayerItemRodLingChangeEvent
|
||||
// {
|
||||
// Item = this
|
||||
// });
|
||||
}
|
||||
}
|
||||
|
||||
private float _tension;
|
||||
|
||||
/// <summary>
|
||||
/// 拉力
|
||||
/// </summary>
|
||||
public float Tension
|
||||
{
|
||||
get => _tension;
|
||||
set
|
||||
{
|
||||
if (!Mathf.Approximately(_tension, value))
|
||||
{
|
||||
_tension = value;
|
||||
}
|
||||
|
||||
// Scene.EventComponent.Publish(new PlayerItemRodLingChangeEvent
|
||||
// {
|
||||
// Item = this
|
||||
// });
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
// public FWaterDisplacement LureHookWaterDisplacement;
|
||||
|
||||
[HideInInspector] public FFish currentFish;
|
||||
@@ -49,21 +123,6 @@ namespace NBF
|
||||
private void Update()
|
||||
{
|
||||
BendControl();
|
||||
// if (Input.GetKeyDown(KeyCode.Alpha0))
|
||||
// {
|
||||
// SetLineLength(lineLength);
|
||||
// }
|
||||
// else if (Input.GetKeyDown(KeyCode.Plus) || Input.GetKeyDown(KeyCode.Equals))
|
||||
// {
|
||||
// lineLength += 0.1f;
|
||||
// SetLineLength(lineLength);
|
||||
// }
|
||||
// else if (Input.GetKeyDown(KeyCode.Minus))
|
||||
// {
|
||||
// lineLength -= 0.1f;
|
||||
// SetLineLength(lineLength);
|
||||
// }
|
||||
// SetLineLength();
|
||||
}
|
||||
|
||||
public void SetLineLength()
|
||||
@@ -72,24 +131,13 @@ namespace NBF
|
||||
if (Line.LineType == LineType.Spinning)
|
||||
{
|
||||
//没有浮漂类型
|
||||
Line.Lure.SetJointDistance(PlayerItem.LineLength);
|
||||
if (PlayerItem.StretchRope)
|
||||
{
|
||||
// Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength);
|
||||
Line.SetTargetLength(PlayerItem.LineLength);
|
||||
}
|
||||
Line.SetLenght(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.SetLenght(LineLength - FloatLength);
|
||||
Line.SetLenght(FloatLength, FLineLogicNodeType.End);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -108,33 +156,27 @@ namespace NBF
|
||||
yield return 1;
|
||||
}
|
||||
|
||||
public async FTask InitRod(PlayerItem playerItem)
|
||||
protected override async FTask OnInit()
|
||||
{
|
||||
PlayerItem = playerItem;
|
||||
|
||||
var playerView = playerItem.Owner.GetComponent<PlayerView>();
|
||||
|
||||
var playerViewUnity = playerView.Unity;
|
||||
|
||||
transform.localPosition = Vector3.zero;
|
||||
transform.localRotation = Quaternion.identity;
|
||||
transform.localScale = Vector3.one;
|
||||
SceneSettings.Instance.GearNode.position = playerViewUnity.transform.position;
|
||||
await FTask.WaitFrame(playerView.Scene); //等待1帧
|
||||
Map.Instance.GearsNode.position = transform.position;
|
||||
await FTask.WaitFrame(Game.Main); //等待1帧
|
||||
|
||||
var obj = new GameObject($"rod_{ConfigId}");
|
||||
obj.transform.SetParent(SceneSettings.Instance.GearNode);
|
||||
obj.transform.position = playerViewUnity.transform.position;
|
||||
obj.transform.rotation = playerViewUnity.transform.rotation;
|
||||
var obj = new GameObject($"rod_{ConfigID}");
|
||||
obj.transform.SetParent(Map.Instance.GearsNode);
|
||||
obj.transform.position = transform.position;
|
||||
obj.transform.rotation = transform.rotation;
|
||||
obj.transform.localScale = Vector3.one;
|
||||
GearRoot = obj.transform;
|
||||
|
||||
var parent = GearRoot;
|
||||
|
||||
CreateFishingHandler();
|
||||
await FTask.WaitFrame(playerView.Scene); //等待1帧
|
||||
await FTask.WaitFrame(Game.Main); //等待1帧
|
||||
// children.Sort();
|
||||
foreach (var childConfigId in playerItem.BindItems)
|
||||
foreach (var childConfigId in BindItems)
|
||||
{
|
||||
var itemType = childConfigId.GetItemType();
|
||||
var config = Game.Tables.TbItem.Get(childConfigId);
|
||||
@@ -180,7 +222,7 @@ namespace NBF
|
||||
}
|
||||
}
|
||||
|
||||
await FTask.WaitFrame(playerView.Scene); //等待1帧
|
||||
await FTask.WaitFrame(Game.Main); //等待1帧
|
||||
SetLineLength();
|
||||
if (Reel)
|
||||
{
|
||||
@@ -216,11 +258,11 @@ namespace NBF
|
||||
Weight.Init(this);
|
||||
}
|
||||
|
||||
await FTask.WaitFrame(playerView.Scene); //等待1帧
|
||||
await FTask.WaitFrame(Game.Main); //等待1帧
|
||||
|
||||
transform.SetParent(playerViewUnity.ModelAsset.RodRoot);
|
||||
transform.SetParent(Owner.ModelAsset.RodRoot);
|
||||
transform.localPosition = Vector3.zero;
|
||||
transform.rotation = playerViewUnity.ModelAsset.RodRoot.rotation;
|
||||
transform.rotation = Owner.ModelAsset.RodRoot.rotation;
|
||||
}
|
||||
|
||||
|
||||
@@ -229,7 +271,7 @@ namespace NBF
|
||||
if (Line == null)
|
||||
{
|
||||
Debug.LogError("创建钓组=====");
|
||||
var itemConfig = Game.Tables.TbItem.Get(ConfigId);
|
||||
var itemConfig = Game.Tables.TbItem.Get(ConfigID);
|
||||
var rodType = (ItemSubType)itemConfig.Type;
|
||||
if (rodType == ItemSubType.RodTele)
|
||||
{
|
||||
@@ -251,7 +293,7 @@ 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[] { "LineHand1", "LineHand1" };
|
||||
var path =
|
||||
$"Assets/ResRaw/Prefabs/Line/{indexNames[currentLineTypeIndex]}.prefab";
|
||||
var prefab = Assets.Load<GameObject>(path);
|
||||
@@ -325,7 +367,7 @@ namespace NBF
|
||||
// }
|
||||
if (Line)
|
||||
{
|
||||
value = PlayerItem.Tension / maxRodStrength;
|
||||
value = Tension / maxRodStrength;
|
||||
}
|
||||
|
||||
return Mathf.Clamp01(value);
|
||||
@@ -334,51 +376,59 @@ namespace NBF
|
||||
|
||||
private void BendControl()
|
||||
{
|
||||
var _ccdik = Asset.CCDIK;
|
||||
// var _ccdik = Asset.CCDIK;
|
||||
//
|
||||
// var state = Owner.State;
|
||||
//
|
||||
//
|
||||
// Vector3 vector = Line.EndNode.transform.position;
|
||||
//
|
||||
// // 当前物体的朝向与指向 Lure 的方向之间的夹角,在 0(完全对齐)到 1(完全相反)之间的一个比例值
|
||||
// float headingAlignment = Vector3.Angle(base.transform.forward,
|
||||
// (Line.EndNode.transform.position - transform.position).normalized) / 180f;
|
||||
// // 经过朝向调制后的有效张力
|
||||
// var effectiveTension = Mathf.Clamp(CurrentTension01 * headingAlignment, 0f, 1f);
|
||||
//
|
||||
// float multiple = 0;
|
||||
// if (state == PlayerState.Fight)
|
||||
// {
|
||||
// multiple = 1;
|
||||
// }
|
||||
// else
|
||||
// {
|
||||
// multiple = 0.1f;
|
||||
// }
|
||||
//
|
||||
// float targetWeight = effectiveTension * multiple;
|
||||
// if (targetWeight > 0)
|
||||
// {
|
||||
// // Debug.Log($"CurrentTension01={CurrentTension01} LinelenghtDiferent={Line.LinelenghtDiferent} Tension={PlayerItem.Tension} num2={effectiveTension} num3={headingAlignment} num6={multiple}");
|
||||
// }
|
||||
//
|
||||
// if (state == PlayerState.Prepare)
|
||||
// {
|
||||
// targetWeight = 0.002f;
|
||||
// }
|
||||
//
|
||||
// float item = Mathf.MoveTowards(_ccdik.solver.IKPositionWeight, targetWeight, Time.deltaTime * bendSmooth);
|
||||
// previousWeights.RemoveAt(0);
|
||||
// previousWeights.Add(item);
|
||||
// float averageWeight = previousWeights.Average();
|
||||
// if (currentFish)
|
||||
// {
|
||||
// averageWeight = Math.Min(averageWeight, 0.01f);
|
||||
// }
|
||||
//
|
||||
// _ccdik.solver.SetIKPosition(vector);
|
||||
// _ccdik.solver.SetIKPositionWeight(averageWeight);
|
||||
}
|
||||
|
||||
var state = PlayerItem.Owner.State;
|
||||
#endregion
|
||||
|
||||
#region 杆子弯曲
|
||||
|
||||
Vector3 vector = Line.Lure.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;
|
||||
// 经过朝向调制后的有效张力
|
||||
var effectiveTension = Mathf.Clamp(CurrentTension01 * headingAlignment, 0f, 1f);
|
||||
|
||||
float multiple = 0;
|
||||
if (state == PlayerState.Fight)
|
||||
{
|
||||
multiple = 1;
|
||||
}
|
||||
else
|
||||
{
|
||||
multiple = 0.1f;
|
||||
}
|
||||
|
||||
float targetWeight = effectiveTension * multiple;
|
||||
if (targetWeight > 0)
|
||||
{
|
||||
// Debug.Log($"CurrentTension01={CurrentTension01} LinelenghtDiferent={Line.LinelenghtDiferent} Tension={PlayerItem.Tension} num2={effectiveTension} num3={headingAlignment} num6={multiple}");
|
||||
}
|
||||
|
||||
if (state == PlayerState.Prepare)
|
||||
{
|
||||
targetWeight = 0.002f;
|
||||
}
|
||||
|
||||
float item = Mathf.MoveTowards(_ccdik.solver.IKPositionWeight, targetWeight, Time.deltaTime * bendSmooth);
|
||||
previousWeights.RemoveAt(0);
|
||||
previousWeights.Add(item);
|
||||
float averageWeight = previousWeights.Average();
|
||||
if (currentFish)
|
||||
{
|
||||
averageWeight = Math.Min(averageWeight, 0.01f);
|
||||
}
|
||||
|
||||
_ccdik.solver.SetIKPosition(vector);
|
||||
_ccdik.solver.SetIKPositionWeight(averageWeight);
|
||||
private void BendingRod()
|
||||
{
|
||||
}
|
||||
|
||||
#endregion
|
||||
3
Assets/Scripts/Fishing/Map.meta
Normal file
3
Assets/Scripts/Fishing/Map.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: c6dfe3235d0347008d10859d322eabd6
|
||||
timeCreated: 1777447863
|
||||
101
Assets/Scripts/Fishing/Map/Map.cs
Normal file
101
Assets/Scripts/Fishing/Map/Map.cs
Normal file
@@ -0,0 +1,101 @@
|
||||
using System.Collections.Generic;
|
||||
using Enviro;
|
||||
using Fantasy;
|
||||
using NBC;
|
||||
using UnityEngine;
|
||||
using WaveHarmonic.Crest;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
public class Map : SingletonMono<Map>
|
||||
{
|
||||
[Header("节点信息")] public WaterRenderer Water;
|
||||
public Transform Node;
|
||||
public Transform GearsNode;
|
||||
[Header("角色参数")] public int MapId;
|
||||
public string RoomCode;
|
||||
|
||||
|
||||
public readonly List<MapUnitInfo> Units = new List<MapUnitInfo>();
|
||||
|
||||
|
||||
public readonly List<Player> Players = new List<Player>();
|
||||
|
||||
public void SetData(int mapId, string code, List<MapUnitInfo> units)
|
||||
{
|
||||
MapId = mapId;
|
||||
RoomCode = code;
|
||||
Units.AddRange(units);
|
||||
}
|
||||
|
||||
private void Start()
|
||||
{
|
||||
EnviroManager.instance.Time.Settings.simulate = true;
|
||||
}
|
||||
|
||||
private void Update()
|
||||
{
|
||||
UpdateFPS();
|
||||
UpdateTimeOfDay();
|
||||
}
|
||||
|
||||
#region FPS
|
||||
|
||||
public int FPS;
|
||||
|
||||
public float updateInterval = 0.2f; // 更新间隔(秒)
|
||||
|
||||
private float accum = 0;
|
||||
private int frames = 0;
|
||||
private float timeleft;
|
||||
|
||||
void UpdateFPS()
|
||||
{
|
||||
timeleft -= Time.deltaTime;
|
||||
accum += Time.timeScale / Time.deltaTime;
|
||||
frames++;
|
||||
|
||||
if (timeleft <= 0.0f)
|
||||
{
|
||||
FPS = (int)(accum / frames);
|
||||
|
||||
timeleft = updateInterval;
|
||||
accum = 0.0f;
|
||||
frames = 0;
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region 场景时间
|
||||
|
||||
private void UpdateTimeOfDay()
|
||||
{
|
||||
var p = GameTimer.GetGameDayProgress();
|
||||
p = 0.1f;
|
||||
// Debug.Log(p);
|
||||
EnviroManager.instance.Time.SetTimeOfDay(p * 24f);
|
||||
// if(AzureCoreSystem)
|
||||
// AzureCoreSystem.timeSystem.timeline = 24F * p;
|
||||
}
|
||||
|
||||
#endregion
|
||||
|
||||
#region Player
|
||||
|
||||
public void InstancePlayers()
|
||||
{
|
||||
var playerObject = PrefabsHelper.CreatePlayer(Node);
|
||||
playerObject.transform.localPosition = new Vector3(484, 1, 422);
|
||||
var player = playerObject.GetComponent<Player>();
|
||||
Players.Add(player);
|
||||
player.IsSelf = true;
|
||||
if (player.IsSelf)
|
||||
{
|
||||
CameraManager.Instance.SetFppLook(player);
|
||||
}
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Fishing/Map/Map.cs.meta
Normal file
3
Assets/Scripts/Fishing/Map/Map.cs.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 1f820874d054495abd4d378473a14bcf
|
||||
timeCreated: 1777438296
|
||||
@@ -93,9 +93,9 @@ namespace NBF
|
||||
}
|
||||
|
||||
|
||||
public void OnUseItem(PlayerItemView item)
|
||||
public void OnUseItem(int configId)
|
||||
{
|
||||
var itemType = item.Item.ConfigID.GetItemType();
|
||||
var itemType = configId.GetItemType();
|
||||
if (itemType == ItemType.Rod)
|
||||
{
|
||||
_isRodLayerEnabled = true;
|
||||
@@ -155,8 +155,7 @@ namespace NBF
|
||||
Debug.LogError("OnRodThrowStart");
|
||||
if (Player.State == PlayerState.Throw)
|
||||
{
|
||||
var playerStateView = Player.GetComponent<PlayerStateView>();
|
||||
if (playerStateView.CurrentStateView is PlayerStageViewThrow playerStateThrow)
|
||||
if (Player.CurrentStateView is PlayerStageViewThrow playerStateThrow)
|
||||
{
|
||||
playerStateThrow.OnRodThrowStart();
|
||||
}
|
||||
@@ -171,8 +170,7 @@ namespace NBF
|
||||
Debug.LogError("OnRodThrownEnd");
|
||||
if (Player.State == PlayerState.Throw)
|
||||
{
|
||||
var playerStateView = Player.GetComponent<PlayerStateView>();
|
||||
if (playerStateView.CurrentStateView is PlayerStageViewThrow playerStateThrow)
|
||||
if (Player.CurrentStateView is PlayerStageViewThrow playerStateThrow)
|
||||
{
|
||||
playerStateThrow.OnRodThrownEnd();
|
||||
}
|
||||
@@ -15,10 +15,10 @@ namespace NBF
|
||||
if (Player == null) return;
|
||||
|
||||
|
||||
for (int i = 1; i < Player.TrajectoryPoints.Count; i++)
|
||||
{
|
||||
Debug.DrawLine(Player.TrajectoryPoints[i - 1], Player.TrajectoryPoints[i], Color.yellow);
|
||||
}
|
||||
// for (int i = 1; i < Player.TrajectoryPoints.Count; i++)
|
||||
// {
|
||||
// Debug.DrawLine(Player.TrajectoryPoints[i - 1], Player.TrajectoryPoints[i], Color.yellow);
|
||||
// }
|
||||
|
||||
// Debug.DrawRay(Player.TrajectoryPoints[Player.TrajectoryPoints.Count], Vector3.up * 0.3f, Color.cyan);
|
||||
}
|
||||
@@ -6,12 +6,14 @@ namespace NBF
|
||||
{
|
||||
public Player Player { get; private set; }
|
||||
|
||||
public PlayerUnityComponent UnityComponent { get; private set; }
|
||||
|
||||
protected void Awake()
|
||||
{
|
||||
UnityComponent = GetComponentInParent<PlayerUnityComponent>();
|
||||
Player = UnityComponent.Player;
|
||||
Player = GetComponent<Player>();
|
||||
if (Player == null)
|
||||
{
|
||||
Player = GetComponentInParent<Player>();
|
||||
}
|
||||
OnAwake();
|
||||
}
|
||||
|
||||
25
Assets/Scripts/Fishing/Mono/PlayerUnityComponent.cs
Normal file
25
Assets/Scripts/Fishing/Mono/PlayerUnityComponent.cs
Normal file
@@ -0,0 +1,25 @@
|
||||
// using ECM2;
|
||||
// using ECM2.Examples.FirstPerson;
|
||||
// using UnityEngine;
|
||||
//
|
||||
// namespace NBF
|
||||
// {
|
||||
// public class PlayerUnityComponent : MonoBehaviour
|
||||
// {
|
||||
// public Player Player { get; set; }
|
||||
// public Transform Root;
|
||||
// public Transform Eye;
|
||||
// public Transform FppLook;
|
||||
// public Transform IK;
|
||||
// public PlayerModelAsset ModelAsset;
|
||||
// public CharacterMovement Character;
|
||||
// public FirstPersonCharacter FirstPerson;
|
||||
//
|
||||
// [Header("视角相关")] public float MouseSensitivity = 0.1f;
|
||||
// [Space(15f)] public bool invertLook = true;
|
||||
//
|
||||
// public float minPitch = -60f;
|
||||
//
|
||||
// public float maxPitch = 60f;
|
||||
// }
|
||||
// }
|
||||
@@ -1,25 +0,0 @@
|
||||
using ECM2;
|
||||
using ECM2.Examples.FirstPerson;
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
public class PlayerUnityComponent : MonoBehaviour
|
||||
{
|
||||
public Player Player { get; set; }
|
||||
public Transform Root;
|
||||
public Transform Eye;
|
||||
public Transform FppLook;
|
||||
public Transform IK;
|
||||
public PlayerModelAsset ModelAsset;
|
||||
public CharacterMovement Character;
|
||||
public FirstPersonCharacter FirstPerson;
|
||||
|
||||
[Header("视角相关")] public float MouseSensitivity = 0.1f;
|
||||
[Space(15f)] public bool invertLook = true;
|
||||
|
||||
public float minPitch = -60f;
|
||||
|
||||
public float maxPitch = 60f;
|
||||
}
|
||||
}
|
||||
@@ -1,29 +0,0 @@
|
||||
namespace NBF
|
||||
{
|
||||
public class PlayerStageViewFight : PlayerStageViewBase
|
||||
{
|
||||
protected override void OnEnter()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void OnExit()
|
||||
{
|
||||
}
|
||||
|
||||
protected override void OnUpdate()
|
||||
{
|
||||
PlayerState ret = PlayerState.None;
|
||||
RodUpDown();
|
||||
|
||||
if (PlayerView.Unity.ModelAsset.PlayerAnimator.FishingUp >= 0.8f)
|
||||
{
|
||||
// ret = CheckTackFish();
|
||||
}
|
||||
|
||||
if (ret != PlayerState.None)
|
||||
{
|
||||
Player.ChangeState(ret);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1,9 +0,0 @@
|
||||
using UnityEngine;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
public abstract class FHandItem : MonoBehaviour
|
||||
{
|
||||
public abstract int ConfigId { get; }
|
||||
}
|
||||
}
|
||||
@@ -1,3 +0,0 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 5460b0f542fd45e38145b2a4fb12e329
|
||||
timeCreated: 1766583615
|
||||
@@ -1,173 +0,0 @@
|
||||
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
|
||||
}
|
||||
}
|
||||
3
Assets/Scripts/Fishing/Player.meta
Normal file
3
Assets/Scripts/Fishing/Player.meta
Normal file
@@ -0,0 +1,3 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e599a1ea5e4441f888ed9157dfbd0565
|
||||
timeCreated: 1777437826
|
||||
84
Assets/Scripts/Fishing/Player/Player.State.cs
Normal file
84
Assets/Scripts/Fishing/Player/Player.State.cs
Normal file
@@ -0,0 +1,84 @@
|
||||
using System.Collections.Generic;
|
||||
|
||||
namespace NBF
|
||||
{
|
||||
public partial class Player
|
||||
{
|
||||
#region 状态
|
||||
|
||||
/// <summary>
|
||||
/// 上一个状态
|
||||
/// </summary>
|
||||
public PlayerState PreviousState;
|
||||
|
||||
/// <summary>
|
||||
/// 当前状态
|
||||
/// </summary>
|
||||
public PlayerState State;
|
||||
|
||||
/// <summary>
|
||||
/// 状态参数
|
||||
/// </summary>
|
||||
public StateEnterParams StateParams;
|
||||
|
||||
private readonly Dictionary<PlayerState, PlayerStageViewBase> _stageViews =
|
||||
new Dictionary<PlayerState, PlayerStageViewBase>();
|
||||
|
||||
private PlayerStageViewBase _currentStateView;
|
||||
|
||||
public PlayerStageViewBase CurrentStateView => _currentStateView;
|
||||
|
||||
private void InitState()
|
||||
{
|
||||
_stageViews.Add(PlayerState.Idle, new PlayerStageViewIdle());
|
||||
_stageViews.Add(PlayerState.Prepare, new PlayerStageViewPrepare());
|
||||
_stageViews.Add(PlayerState.Throw, new PlayerStageViewThrow());
|
||||
_stageViews.Add(PlayerState.Fishing, new PlayerStageViewFishing());
|
||||
_stageViews.Add(PlayerState.Fight, new PlayerStageViewFight());
|
||||
foreach (var playerStageView in _stageViews.Values)
|
||||
{
|
||||
playerStageView.Init(this);
|
||||
}
|
||||
|
||||
ChangeState(PlayerState.Idle);
|
||||
}
|
||||
|
||||
public void UpdateState()
|
||||
{
|
||||
_currentStateView?.Update();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 切换状态
|
||||
/// </summary>
|
||||
/// <param name="state"></param>
|
||||
/// <param name="stateParams"></param>
|
||||
public void ChangeState(PlayerState state, StateEnterParams stateParams = null)
|
||||
{
|
||||
if (state == State)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
PreviousState = State;
|
||||
State = state;
|
||||
StateParams = stateParams;
|
||||
|
||||
OnStageChange();
|
||||
}
|
||||
|
||||
|
||||
public void OnStageChange()
|
||||
{
|
||||
if (_currentStateView != null)
|
||||
{
|
||||
_currentStateView.Exit();
|
||||
}
|
||||
|
||||
_currentStateView = _stageViews.GetValueOrDefault(State);
|
||||
_currentStateView?.Enter(StateParams, PreviousState);
|
||||
}
|
||||
|
||||
#endregion
|
||||
}
|
||||
}
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user