using System; using System.Collections; using System.Collections.Generic; using System.Linq; using Fantasy; using Fantasy.Async; using NBC.Asset; using NBF.Utils; using UnityEngine; using Object = UnityEngine.Object; namespace NBF { public class FRod : FHandItem { public PlayerItem PlayerItem; public override int ConfigId => PlayerItem?.ConfigID ?? 0; public RodAsset Asset; public FReel Reel; public FHook Hook; public FBobber Bobber; public FBait Bait; public FLure Lure; public FWeight Weight; public FLine Line; public Transform GearRoot; // public FWaterDisplacement LureHookWaterDisplacement; [HideInInspector] public FFish currentFish; public RodRingNode[] rings; private void Awake() { Asset = GetComponent(); } private void Start() { Asset.CCDIK.enabled = true; } 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() { if (!Line) return; 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); } } 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); } } } private void LateUpdate() { Test(); } public IEnumerator Destroy() { if (GearRoot != null) { Object.Destroy(GearRoot.gameObject); } yield return 1; } public async FTask InitRod(PlayerItem playerItem) { PlayerItem = playerItem; var playerView = playerItem.Owner.GetComponent(); 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 var obj = new GameObject($"rod_{ConfigId}"); obj.transform.SetParent(SceneSettings.Instance.GearNode); obj.transform.position = playerViewUnity.transform.position; obj.transform.rotation = playerViewUnity.transform.rotation; obj.transform.localScale = Vector3.one; GearRoot = obj.transform; var parent = GearRoot; CreateFishingHandler(); await FTask.WaitFrame(playerView.Scene); //等待1帧 // children.Sort(); foreach (var childConfigId in playerItem.BindItems) { var itemType = childConfigId.GetItemType(); var config = Game.Tables.TbItem.Get(childConfigId); if (itemType == ItemType.Reel) { Reel = config.InstantiateAndComponent(Asset.ReelConnector, Vector3.zero, Quaternion.identity); Reel.SetItemConfigId(childConfigId); } else if (itemType == ItemType.Bobber) { Bobber = config.InstantiateAndComponent(parent, Vector3.zero, Quaternion.identity); Bobber.SetItemConfigId(childConfigId); } else if (itemType == ItemType.Hook) { Hook = config.InstantiateAndComponent(parent, Vector3.zero, Quaternion.identity); Hook.SetItemConfigId(childConfigId); } else if (itemType == ItemType.Bait) { Bait = config.InstantiateAndComponent(parent, Vector3.zero, Quaternion.identity); Bait.SetItemConfigId(childConfigId); } else if (itemType == ItemType.Lure) { Lure = config.InstantiateAndComponent(parent, Vector3.zero, Quaternion.identity); Lure.SetItemConfigId(childConfigId); } else if (itemType == ItemType.Weight) { Weight = config.InstantiateAndComponent(parent, Vector3.zero, Quaternion.identity); Weight.SetItemConfigId(childConfigId); } else if (itemType == ItemType.Line) { // lineItemInfo = child; } } await FTask.WaitFrame(playerView.Scene); //等待1帧 SetLineLength(); if (Reel) { Reel.reelingDrag = 0.699f; Reel.transform.SetParent(Asset.ReelConnector); Reel.transform.localPosition = Vector3.zero; Reel.transform.localEulerAngles = Vector3.zero; Reel.Init(this); } if (Bobber) { Bobber.Init(this); } if (Hook) { Hook.Init(this); } if (Bait) { Bait.Init(this); } if (Lure) { Lure.Init(this); } if (Weight) { Weight.Init(this); } await FTask.WaitFrame(playerView.Scene); //等待1帧 transform.SetParent(playerViewUnity.ModelAsset.RodRoot); transform.localPosition = Vector3.zero; transform.rotation = playerViewUnity.ModelAsset.RodRoot.rotation; } public void CreateFishingHandler() { if (Line == null) { Debug.LogError("创建钓组====="); var itemConfig = Game.Tables.TbItem.Get(ConfigId); var rodType = (ItemSubType)itemConfig.Type; if (rodType == ItemSubType.RodTele) { CreateObiFishingLine(0); } else if (rodType == ItemSubType.RodSpine || rodType == ItemSubType.RodBolo) { CreateObiFishingLine(1); } } } public void CreateObiFishingLine(int currentLineTypeIndex) { if (!Line) { var lineSolverPrefab = Assets.Load("Assets/ResRaw/Prefabs/Line/LineSolver.prefab"); 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 path = $"Assets/ResRaw/Prefabs/Line/{indexNames[currentLineTypeIndex]}.prefab"; var prefab = Assets.Load(path); GameObject obj = Instantiate(prefab, solver.transform); obj.transform.localPosition = Vector3.zero; obj.transform.localScale = Vector3.one; obj.transform.rotation = Quaternion.identity; Line = obj.GetComponent(); Line.transform.position = Asset.lineConnector.position; Line.Init(this); } } public void SetRing(RodRingAsset ringAsset) { if (Asset.rings == null || Asset.rings.Length < 1) return; var trans = ringAsset.rings; RodRingNode lastRingNode = null; List list = new List(); for (int i = 0; i < Asset.rings.Length; i++) { var ring = Asset.rings[i]; if (ring == null) { Log.Error($"ring is null,index={i}"); continue; } var lastName = ring.name.GetLastString(); foreach (var tran in trans) { var ringNode = tran.ring; var lastName2 = ringNode.name.GetLastString(); if (lastName != lastName2) continue; list.Add(tran); ringNode.SetParent(ring); ringNode.localPosition = Vector3.zero; ringNode.localRotation = Quaternion.identity; lastRingNode = tran; break; } } if (lastRingNode != null) { Asset.lineConnector = lastRingNode.point; } rings = list.ToArray(); } #region 鱼竿弯曲 private List previousWeights = Enumerable.Repeat(0f, 10).ToList(); private float bendSmooth = 1f; public float maxRodStrength = 1f; public float CurrentTension01 { get { float value = 0f; // if ((bool)currentReel && (bool)fishingLine) // { // float linePullingForce = currentReel.LinePullingForce; // value = Mathf.Min(fishingLine.CurrentLineTension, linePullingForce) / maxRodStrength; // } if (Line) { value = PlayerItem.Tension / maxRodStrength; } return Mathf.Clamp01(value); } } private void BendControl() { var _ccdik = Asset.CCDIK; var state = PlayerItem.Owner.State; 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); } #endregion private void Test() { // var root = Player.ModelAsset.RodRoot; // if (!root) return; // transform.SetPositionAndRotation(root.position, root.rotation); } } }