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,
}
///
/// 线模式
///
public enum LineMode
{
Joint,
Constraint
}
public class FLine : FGearBase
{
public LineType LineType;
[Header("连接点配置")] [SerializeField] private Transform anchorTransform;
[SerializeField] private List lineNodes = new List();
// [SerializeField] private bool isLureConnect;
//
// [SerializeField] private RodLine rodLine;
//
// ///
// /// 主线
// ///
// [SerializeField] private Rope fishingRope;
//
// ///
// /// 浮漂和鱼钩线
// ///
// [SerializeField] private Rope bobberRope;
// public LureController Lure;
// public BobberController Bobber;
//
// public JointPinchController PinchController;
public FLineLogicNode StartNode { get; private set; }
public FLineLogicNode BobberNode => GetNode(FLineLogicNodeType.Bobber);
public FLineLogicNode EndNode { get; private set; }
public float LinelenghtDiferent;
protected override void OnInit()
{
var tipRb = Rod.Asset.LineConnectorRigidbody;
anchorTransform = tipRb.transform;
// StartCoroutine(LureUseGravity());
// rodLine.GenerateLineRendererRope(guides.ToArray(), _LineThickness);
}
// private IEnumerator LureUseGravity()
// {
// yield return 1;
// EndNode.gameObject.SetActive(false);
// EndNode.gameObject.SetActive(true);
// yield return 1;
// EndNode.Rigidbody.useGravity = true;
// }
private void Start()
{
StartNode = GetNode(FLineLogicNodeType.Start);
EndNode = GetNode(FLineLogicNodeType.End);
}
private void Update()
{
LinelenghtDiferent = GetLineDistance();
//非钓鱼状态
Rod.PlayerItem.Tension = Mathf.Clamp(LinelenghtDiferent, 0f, 0.05f);
}
private void FixedUpdate()
{
UpdateAnchorNode();
}
#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;
}
}
///
/// 获取一个节点
///
///
///
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
}
}