842 lines
25 KiB
C#
842 lines
25 KiB
C#
using UnityEngine;
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/// <summary>
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/// 简单水面接口。你可以替换成自己的水系统。
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/// </summary>
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public interface IWaterSurfaceProvider
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{
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float GetWaterHeight(Vector3 worldPos);
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Vector3 GetWaterNormal(Vector3 worldPos);
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}
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/// <summary>
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/// 浮漂控制模式:
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/// 1. AirPhysics:空中/未入水,使用刚体物理
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/// 2. WaterPresentation:入水后,关闭重力,Y 和旋转由脚本控制
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/// </summary>
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public enum BobberControlMode
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{
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AirPhysics,
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WaterPresentation
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}
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/// <summary>
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/// 漂像事件类型
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/// </summary>
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public enum BobberBiteType
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{
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None,
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Tap, // 轻点
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SlowSink, // 缓沉
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Lift, // 送漂
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BlackDrift // 黑漂/快速拖入
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}
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public enum BobberPosture
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{
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Lying,
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Tilted,
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Upright
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}
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[DisallowMultipleComponent]
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[RequireComponent(typeof(Rigidbody))]
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public class BobberPresentationController : MonoBehaviour
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{
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[Header("Water")]
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[Tooltip("没有水提供器时使用固定水位")]
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public float fallbackWaterLevel = 0f;
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[Tooltip("可选:挂实现了 IWaterSurfaceProvider 的组件")]
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public MonoBehaviour waterProviderBehaviour;
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[Header("Enter Water")]
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[Tooltip("底部进入水面多少米后切换为漂像控制")]
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public float enterWaterDepth = 0.002f;
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[Tooltip("离开水面多少米后回到空中物理。一般给负值做滞回")]
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public float exitWaterDepth = -0.01f;
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[Header("Geometry")]
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[Tooltip("浮漂总高度(米)")]
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public float floatHeight = 0.08f;
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[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")]
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public float bottomOffsetLocalY = 0f;
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[Header("Base Float")]
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[Tooltip("基础吃铅比例,决定静止时有多少在水下")]
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[Range(0.05f, 0.95f)]
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public float baseSubmergeRatio = 0.28f;
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[Tooltip("Y 轴平滑时间,越小响应越快")]
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public float ySmoothTime = 0.08f;
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[Tooltip("最大竖直速度限制(用于 SmoothDamp)")]
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public float maxYSpeed = 2f;
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[Tooltip("静止小死区,减少微抖")]
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public float yDeadZone = 0.0005f;
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[Header("Surface Motion")]
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[Tooltip("是否启用轻微水面起伏")]
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public bool enableSurfaceBobbing = true;
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[Tooltip("水面轻微起伏振幅(米)")]
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public float surfaceBobAmplitude = 0.0015f;
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[Tooltip("水面轻微起伏频率")]
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public float surfaceBobFrequency = 1.2f;
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[Header("XZ Motion")]
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[Tooltip("入水后是否锁定 XZ 到入水点附近")]
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public bool lockXZAroundAnchor = true;
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[Tooltip("XZ 跟随平滑时间")]
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public float xzSmoothTime = 0.15f;
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[Tooltip("水流/拖拽带来的额外平面偏移最大值")]
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public float maxPlanarOffset = 0.15f;
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[Header("Sink By Weight / Tension")]
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[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")]
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public float downForceToSink = 0.0025f;
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[Tooltip("向下拉力下沉的最大附加量")]
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public float maxExtraSink = 0.08f;
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[Header("Bottom Touch")]
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[Tooltip("触底时是否启用修正")]
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public bool enableBottomTouchAdjust = true;
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[Tooltip("触底后减少的下沉量(例如铅坠到底,漂会回升一点)")]
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public float bottomTouchLift = 0.01f;
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[Header("Posture Source")]
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[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")]
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public Rigidbody lureBody;
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[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")]
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public float referenceLength = 0.30f;
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[Header("Posture Threshold")]
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[Tooltip("最小入水比例。不够时优先躺漂")]
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public float minSubmergeToStand = 0.16f;
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[Tooltip("垂直分量比低于该值时,优先躺漂")]
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public float verticalLieThreshold = 0.18f;
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[Tooltip("垂直分量比高于该值,且水平分量较小时,允许立漂")]
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public float verticalUprightThreshold = 0.75f;
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[Tooltip("水平分量比高于该值时,不允许完全立漂")]
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public float planarTiltThreshold = 0.30f;
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[Tooltip("水平分量明显大于垂直分量时,优先躺漂")]
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public float planarDominanceMultiplier = 1.20f;
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[Tooltip("姿态切换滞回")]
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public float postureHysteresis = 0.04f;
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[Header("Posture Rotation")]
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[Tooltip("倾斜状态角度")]
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public float tiltedAngle = 38f;
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[Tooltip("躺漂角度")]
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public float lyingAngle = 88f;
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[Tooltip("立漂时允许的最大附加倾角")]
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public float uprightMaxTiltAngle = 8f;
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[Tooltip("平面方向对立漂/斜漂附加倾角的影响强度")]
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public float planarTiltFactor = 120f;
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[Tooltip("姿态平滑速度")]
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public float rotationLerpSpeed = 8f;
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[Header("Debug Input")]
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[Tooltip("调试:按 R 恢复默认")]
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public bool debugResetKey = true;
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[Tooltip("调试:按 T 触发轻点")]
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public bool debugTapKey = true;
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[Tooltip("调试:按 G 触发缓沉")]
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public bool debugSlowSinkKey = true;
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[Tooltip("调试:按 H 触发送漂")]
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public bool debugLiftKey = true;
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[Tooltip("调试:按 B 触发黑漂")]
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public bool debugBlackDriftKey = true;
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[Header("Debug")]
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public bool drawDebug = false;
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public BobberControlMode CurrentMode => _mode;
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public BobberPosture CurrentPosture => _posture;
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public float CurrentVerticalRatio => _verticalRatio;
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public float CurrentPlanarRatio => _planarRatio;
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/// <summary>外部可写:等效向下拉力(不是必须是真实力,作为输入信号即可)</summary>
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public float ExternalDownForce { get; set; }
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/// <summary>外部可写:是否触底</summary>
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public bool IsBottomTouched { get; set; }
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/// <summary>外部可写:额外平面偏移(例如风、水流、拖拽)</summary>
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public Vector2 ExternalPlanarOffset { get; set; }
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private Rigidbody _rb;
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private IWaterSurfaceProvider _waterProvider;
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private BobberControlMode _mode = BobberControlMode.AirPhysics;
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private BobberPosture _posture = BobberPosture.Lying;
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private float _defaultLinearDamping;
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private float _defaultAngularDamping;
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private bool _defaultUseGravity;
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private Vector3 _waterAnchorPos;
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private Vector3 _xzSmoothVelocity;
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private float _ySmoothVelocity;
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private float _biteOffsetY;
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private float _biteOffsetYVelocity;
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private Quaternion _targetRotation;
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// bite event runtime
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private BobberBiteType _activeBiteType = BobberBiteType.None;
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private float _biteTimer;
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private float _biteDuration;
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private float _biteAmplitude;
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private Vector3 _blackDriftDirection;
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// posture runtime
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private float _verticalRatio;
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private float _planarRatio;
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private float _verticalDistance;
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private float _planarDistance;
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private void Awake()
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{
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_rb = GetComponent<Rigidbody>();
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_defaultLinearDamping = _rb.linearDamping;
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_defaultAngularDamping = _rb.angularDamping;
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_defaultUseGravity = _rb.useGravity;
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if (waterProviderBehaviour != null)
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_waterProvider = waterProviderBehaviour as IWaterSurfaceProvider;
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_targetRotation = transform.rotation;
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}
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private void Update()
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{
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HandleDebugKeys();
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}
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private void FixedUpdate()
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{
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float waterY = GetWaterHeight(transform.position);
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Vector3 bottomWorld = GetBottomWorldPosition();
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float submergeDepth = waterY - bottomWorld.y;
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switch (_mode)
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{
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case BobberControlMode.AirPhysics:
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UpdateAirPhysics(submergeDepth);
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break;
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case BobberControlMode.WaterPresentation:
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UpdateWaterPresentation(waterY, submergeDepth);
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break;
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}
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if (drawDebug)
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{
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DrawDebug(waterY);
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}
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}
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#region Main Update
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private void UpdateAirPhysics(float submergeDepth)
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{
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RestoreAirPhysicsState();
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if (submergeDepth > enterWaterDepth)
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{
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EnterWaterPresentationMode();
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}
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}
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private void UpdateWaterPresentation(float waterY, float submergeDepth)
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{
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if (submergeDepth < exitWaterDepth)
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{
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ExitWaterPresentationMode();
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return;
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}
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// 完全关闭刚体干扰
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_rb.useGravity = false;
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_rb.linearVelocity = Vector3.zero;
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_rb.angularVelocity = Vector3.zero;
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_rb.linearDamping = 999f;
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_rb.angularDamping = 999f;
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UpdateBiteAnimation();
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Vector3 pos = transform.position;
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// 1. 算目标 Y
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float targetY = CalculateTargetY(waterY);
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if (Mathf.Abs(pos.y - targetY) < yDeadZone)
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{
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pos.y = targetY;
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_ySmoothVelocity = 0f;
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}
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else
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{
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pos.y = Mathf.SmoothDamp(
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current: pos.y,
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target: targetY,
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currentVelocity: ref _ySmoothVelocity,
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smoothTime: Mathf.Max(0.0001f, ySmoothTime),
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maxSpeed: maxYSpeed,
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deltaTime: Time.fixedDeltaTime
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);
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}
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// 2. 算目标 XZ
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Vector3 targetXZ = CalculateTargetXZ();
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Vector3 planarPos = new Vector3(pos.x, 0f, pos.z);
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Vector3 planarTarget = new Vector3(targetXZ.x, 0f, targetXZ.z);
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planarPos = Vector3.SmoothDamp(
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planarPos,
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planarTarget,
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ref _xzSmoothVelocity,
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Mathf.Max(0.0001f, xzSmoothTime),
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Mathf.Infinity,
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Time.fixedDeltaTime
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);
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pos.x = planarPos.x;
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pos.z = planarPos.z;
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transform.position = pos;
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// 3. 姿态判定 + 目标旋转
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EvaluatePostureByComponents(waterY);
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UpdateTargetRotationByPosture();
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transform.rotation = Quaternion.Slerp(
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transform.rotation,
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_targetRotation,
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1f - Mathf.Exp(-rotationLerpSpeed * Time.fixedDeltaTime)
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);
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}
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#endregion
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#region Mode Switch
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private void EnterWaterPresentationMode()
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{
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_mode = BobberControlMode.WaterPresentation;
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_waterAnchorPos = transform.position;
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_ySmoothVelocity = 0f;
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_xzSmoothVelocity = Vector3.zero;
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_biteOffsetY = 0f;
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_biteOffsetYVelocity = 0f;
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_activeBiteType = BobberBiteType.None;
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_biteTimer = 0f;
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_posture = BobberPosture.Lying;
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_verticalRatio = 0f;
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_planarRatio = 0f;
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_verticalDistance = 0f;
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_planarDistance = 0f;
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_rb.useGravity = false;
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_rb.linearVelocity = Vector3.zero;
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_rb.angularVelocity = Vector3.zero;
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_rb.linearDamping = 999f;
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_rb.angularDamping = 999f;
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}
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private void ExitWaterPresentationMode()
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{
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_mode = BobberControlMode.AirPhysics;
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RestoreAirPhysicsState();
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}
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private void RestoreAirPhysicsState()
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{
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_rb.useGravity = _defaultUseGravity;
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_rb.linearDamping = _defaultLinearDamping;
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_rb.angularDamping = _defaultAngularDamping;
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}
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#endregion
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#region Target Calculation
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private float CalculateTargetY(float waterY)
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{
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float baseSinkDepth = floatHeight * Mathf.Clamp01(baseSubmergeRatio);
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float sinkByForce = Mathf.Clamp(
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ExternalDownForce * downForceToSink,
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0f,
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maxExtraSink
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);
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float bottomAdjust = 0f;
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if (enableBottomTouchAdjust && IsBottomTouched)
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{
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bottomAdjust -= bottomTouchLift;
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}
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float surfaceBob = 0f;
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if (enableSurfaceBobbing)
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{
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surfaceBob = Mathf.Sin(Time.time * surfaceBobFrequency * Mathf.PI * 2f) * surfaceBobAmplitude;
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}
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float totalSink = baseSinkDepth + sinkByForce + bottomAdjust;
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float targetBottomY = waterY - totalSink;
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float targetPivotY = targetBottomY - bottomOffsetLocalY + surfaceBob + _biteOffsetY;
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return targetPivotY;
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}
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private Vector3 CalculateTargetXZ()
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{
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Vector2 planarOffset = Vector2.ClampMagnitude(ExternalPlanarOffset, maxPlanarOffset);
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Vector3 basePos = lockXZAroundAnchor ? _waterAnchorPos : transform.position;
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if (_activeBiteType == BobberBiteType.BlackDrift)
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{
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float t = Mathf.Clamp01(_biteDuration > 0f ? _biteTimer / _biteDuration : 1f);
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float drift = Mathf.SmoothStep(0f, 1f, t) * 0.08f;
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Vector3 blackDrift = _blackDriftDirection * drift;
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basePos += new Vector3(blackDrift.x, 0f, blackDrift.z);
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}
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return new Vector3(
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basePos.x + planarOffset.x,
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transform.position.y,
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basePos.z + planarOffset.y
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);
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}
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private void EvaluatePostureByComponents(float waterY)
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{
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float submergeRatio = Mathf.Clamp01(
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(waterY - GetBottomWorldPosition().y) / Mathf.Max(0.0001f, floatHeight)
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);
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if (lureBody == null)
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{
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_verticalDistance = 0f;
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_planarDistance = 0f;
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_verticalRatio = 0f;
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_planarRatio = 0f;
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if (submergeRatio < minSubmergeToStand)
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_posture = BobberPosture.Lying;
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else if (ExternalPlanarOffset.magnitude > 0.01f)
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_posture = BobberPosture.Tilted;
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else
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_posture = BobberPosture.Upright;
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return;
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}
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Vector3 bobberPos = _rb.worldCenterOfMass;
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Vector3 lurePos = lureBody.worldCenterOfMass;
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Vector3 delta = lurePos - bobberPos;
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_verticalDistance = Mathf.Max(0f, Vector3.Dot(delta, Vector3.down));
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_planarDistance = Vector3.ProjectOnPlane(delta, Vector3.up).magnitude;
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float refLen = Mathf.Max(0.0001f, referenceLength);
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_verticalRatio = _verticalDistance / refLen;
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_planarRatio = _planarDistance / refLen;
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switch (_posture)
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{
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case BobberPosture.Lying:
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{
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bool canStandUpright =
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submergeRatio >= minSubmergeToStand &&
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_verticalRatio > verticalUprightThreshold + postureHysteresis &&
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_planarRatio < planarTiltThreshold - postureHysteresis;
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bool canTilt =
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submergeRatio >= minSubmergeToStand * 0.8f &&
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_verticalRatio > verticalLieThreshold + postureHysteresis;
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if (canStandUpright)
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{
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_posture = BobberPosture.Upright;
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}
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else if (canTilt)
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{
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_posture = BobberPosture.Tilted;
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}
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break;
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}
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case BobberPosture.Tilted:
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{
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bool shouldLie =
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submergeRatio < minSubmergeToStand * 0.75f ||
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_verticalRatio < verticalLieThreshold - postureHysteresis ||
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_planarDistance > _verticalDistance * planarDominanceMultiplier;
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bool shouldStand =
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submergeRatio >= minSubmergeToStand &&
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_verticalRatio > verticalUprightThreshold + postureHysteresis &&
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_planarRatio < planarTiltThreshold - postureHysteresis;
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if (shouldLie)
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{
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_posture = BobberPosture.Lying;
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}
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else if (shouldStand)
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{
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_posture = BobberPosture.Upright;
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}
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break;
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}
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case BobberPosture.Upright:
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{
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bool shouldLie =
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submergeRatio < minSubmergeToStand * 0.75f ||
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_verticalRatio < verticalLieThreshold - postureHysteresis ||
|
||
_planarDistance > _verticalDistance * (planarDominanceMultiplier + 0.15f);
|
||
|
||
bool shouldTilt =
|
||
_verticalRatio < verticalUprightThreshold - postureHysteresis ||
|
||
_planarRatio > planarTiltThreshold + postureHysteresis;
|
||
|
||
if (shouldLie)
|
||
{
|
||
_posture = BobberPosture.Lying;
|
||
}
|
||
else if (shouldTilt)
|
||
{
|
||
_posture = BobberPosture.Tilted;
|
||
}
|
||
|
||
break;
|
||
}
|
||
}
|
||
}
|
||
|
||
private void UpdateTargetRotationByPosture()
|
||
{
|
||
Vector3 planarDir = Vector3.zero;
|
||
|
||
if (lureBody != null)
|
||
{
|
||
Vector3 delta = lureBody.worldCenterOfMass - _rb.worldCenterOfMass;
|
||
planarDir = Vector3.ProjectOnPlane(delta, Vector3.up);
|
||
}
|
||
|
||
if (planarDir.sqrMagnitude < 1e-6f)
|
||
{
|
||
planarDir = new Vector3(_xzSmoothVelocity.x, 0f, _xzSmoothVelocity.z);
|
||
}
|
||
|
||
if (planarDir.sqrMagnitude < 1e-6f)
|
||
{
|
||
planarDir = new Vector3(ExternalPlanarOffset.x, 0f, ExternalPlanarOffset.y);
|
||
}
|
||
|
||
if (planarDir.sqrMagnitude < 1e-6f)
|
||
{
|
||
planarDir = transform.forward;
|
||
}
|
||
|
||
planarDir.Normalize();
|
||
|
||
Vector3 tiltAxis = Vector3.Cross(Vector3.up, planarDir);
|
||
if (tiltAxis.sqrMagnitude < 1e-6f)
|
||
{
|
||
tiltAxis = transform.right;
|
||
}
|
||
|
||
float angle;
|
||
switch (_posture)
|
||
{
|
||
case BobberPosture.Lying:
|
||
angle = lyingAngle;
|
||
break;
|
||
|
||
case BobberPosture.Tilted:
|
||
{
|
||
float extra = Mathf.Clamp(_planarRatio * planarTiltFactor, 0f, 18f);
|
||
angle = Mathf.Clamp(tiltedAngle + extra, tiltedAngle, lyingAngle);
|
||
break;
|
||
}
|
||
|
||
default:
|
||
{
|
||
float extra = Mathf.Clamp(_planarRatio * planarTiltFactor, 0f, uprightMaxTiltAngle);
|
||
angle = extra;
|
||
break;
|
||
}
|
||
}
|
||
|
||
_targetRotation = Quaternion.AngleAxis(angle, tiltAxis.normalized);
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Bite Presentation
|
||
|
||
/// <summary>
|
||
/// 轻点:快速下顿再回弹
|
||
/// </summary>
|
||
public void PlayTap(float amplitude = 0.008f, float duration = 0.18f)
|
||
{
|
||
StartBite(BobberBiteType.Tap, amplitude, duration);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 缓沉:在持续时间内逐渐下沉
|
||
/// </summary>
|
||
public void PlaySlowSink(float amplitude = 0.025f, float duration = 1.2f)
|
||
{
|
||
StartBite(BobberBiteType.SlowSink, amplitude, duration);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 送漂:向上抬
|
||
/// </summary>
|
||
public void PlayLift(float amplitude = 0.015f, float duration = 1.2f)
|
||
{
|
||
StartBite(BobberBiteType.Lift, amplitude, duration);
|
||
}
|
||
|
||
/// <summary>
|
||
/// 黑漂:快速下沉,并可配合平面拖拽
|
||
/// </summary>
|
||
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 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()
|
||
{
|
||
if (_activeBiteType == BobberBiteType.None)
|
||
{
|
||
_biteOffsetY = Mathf.SmoothDamp(
|
||
_biteOffsetY,
|
||
0f,
|
||
ref _biteOffsetYVelocity,
|
||
0.08f,
|
||
Mathf.Infinity,
|
||
Time.fixedDeltaTime
|
||
);
|
||
return;
|
||
}
|
||
|
||
_biteTimer += Time.fixedDeltaTime;
|
||
float t = Mathf.Clamp01(_biteTimer / _biteDuration);
|
||
|
||
float targetOffset = 0f;
|
||
|
||
switch (_activeBiteType)
|
||
{
|
||
case BobberBiteType.Tap:
|
||
if (t < 0.35f)
|
||
{
|
||
float k = t / 0.35f;
|
||
targetOffset = -Mathf.SmoothStep(0f, _biteAmplitude, k);
|
||
}
|
||
else
|
||
{
|
||
float 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,
|
||
Time.fixedDeltaTime
|
||
);
|
||
|
||
if (_biteTimer >= _biteDuration)
|
||
{
|
||
if (_activeBiteType == BobberBiteType.SlowSink || _activeBiteType == BobberBiteType.BlackDrift)
|
||
{
|
||
return;
|
||
}
|
||
|
||
_activeBiteType = BobberBiteType.None;
|
||
}
|
||
}
|
||
|
||
#endregion
|
||
|
||
#region Utilities
|
||
|
||
private float GetWaterHeight(Vector3 worldPos)
|
||
{
|
||
return _waterProvider != null ? _waterProvider.GetWaterHeight(worldPos) : 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)
|
||
{
|
||
Vector3 p = transform.position;
|
||
Vector3 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)
|
||
{
|
||
Vector3 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)
|
||
{
|
||
Vector3 bobber = _rb.worldCenterOfMass;
|
||
Vector3 lure = lureBody.worldCenterOfMass;
|
||
Debug.DrawLine(bobber, lure, Color.magenta);
|
||
|
||
Vector3 verticalEnd = bobber + Vector3.down * _verticalDistance;
|
||
Debug.DrawLine(bobber, verticalEnd, Color.red);
|
||
|
||
Vector3 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);
|
||
|
||
tiltedAngle = Mathf.Clamp(tiltedAngle, 0f, 89f);
|
||
lyingAngle = Mathf.Clamp(lyingAngle, tiltedAngle, 89.9f);
|
||
uprightMaxTiltAngle = Mathf.Clamp(uprightMaxTiltAngle, 0f, tiltedAngle);
|
||
planarTiltFactor = Mathf.Max(0f, planarTiltFactor);
|
||
}
|
||
#endif
|
||
|
||
#endregion
|
||
} |