184 lines
6.6 KiB
C#
184 lines
6.6 KiB
C#
using UnityEngine;
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namespace NBF
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{
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public static class PrefabCreator
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{
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// #region 轮
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//
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// public static ReelAsset Create(this GameReels self, Transform parent, bool isPreview = false)
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// {
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// ReelAsset ret = null;
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// var prefab = self.Instantiate(parent);
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//
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// prefab.transform.localPosition = Vector3.zero;
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// prefab.transform.localRotation = Quaternion.identity;
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//
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// if (prefab.TryGetComponent<ReelAsset>(out var reel))
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// {
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// ret = reel;
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//
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// if (!isPreview)
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// {
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// prefab.AddComponent<FReel>();
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// // prefab.AddJoint();
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// // var dis = prefab.AddComponent<FWaterDisplacement>();
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// // dis.moveCharacteristic = FWaterDisplacement.MoveCharacteristic.Custom;
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// // dis.objectDisplacement = 2;
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// // dis.outwaterMass = 0.1f;
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// }
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// }
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//
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// return ret;
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// }
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//
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// #endregion
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// #region 浮漂
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//
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// public static BobberAsset Create(this GameFloats self, Transform parent, bool isPreview = false)
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// {
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// BobberAsset ret = null;
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// var prefab = self.Instantiate(parent);
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//
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// prefab.transform.localPosition = Vector3.zero;
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// prefab.transform.localRotation = Quaternion.identity;
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//
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// if (prefab.TryGetComponent<BobberAsset>(out var lure))
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// {
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// ret = lure;
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//
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// if (!isPreview)
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// {
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// prefab.AddComponent<FFloat>();
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// prefab.AddJoint();
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// var dis = prefab.AddComponent<FWaterDisplacement>();
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// dis.moveCharacteristic = FWaterDisplacement.MoveCharacteristic.Custom;
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// dis.objectDisplacement = 2;
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// dis.outwaterMass = 0.1f;
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// }
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// }
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//
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// return ret;
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// }
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//
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// #endregion
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//
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//
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// #region 饵
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//
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// public static LureAsset Create(this GameLures self, Transform parent, bool isPreview = false)
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// {
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// LureAsset ret = null;
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// var prefab = self.Instantiate(parent);
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//
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//
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// if (prefab.TryGetComponent<LureAsset>(out var lure))
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// {
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// ret = lure;
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//
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// if (!isPreview)
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// {
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// prefab.AddComponent<FLure>();
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// prefab.AddJoint();
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// var rigidbody = prefab.GetComponent<Rigidbody>();
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// rigidbody.collisionDetectionMode = CollisionDetectionMode.ContinuousDynamic;
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// rigidbody.linearDamping = 0.5f;
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// var dis = prefab.AddComponent<FWaterDisplacement>();
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// // dis.moveCharacteristic = FWaterDisplacement.MoveCharacteristic.Custom;
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// // dis.objectDisplacement = 2;
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// dis.outwaterMass = 0.5f;
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// }
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//
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// if (lure.hookPoints != null && lure.hookPoints.Length > 0)
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// {
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// for (int i = 0; i < lure.hookPoints.Length; i++)
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// {
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// var hookPoint = lure.hookPoints[i];
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// var hook = self.hook[0];
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// var hookConfig = GameHooks.Get(hook);
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// var hookAsset = hookConfig.Create(hookPoint, true);
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// hookAsset.transform.localPosition = Vector3.zero;
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// hookAsset.transform.localRotation = Quaternion.identity;
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// var configurableJoint = hookAsset.GetComponent<ConfigurableJoint>();
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// configurableJoint.connectedBody = prefab.GetComponent<Rigidbody>();
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// }
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// }
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// }
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//
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// return ret;
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// }
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//
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// public static BaitAsset Create(this GameBaits self, Transform parent, bool isPreview = false)
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// {
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// var prefab = self.Instantiate(parent);
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// BaitAsset ret = null;
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// if (prefab.TryGetComponent<BaitAsset>(out var hook))
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// {
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// ret = hook;
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// }
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//
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// prefab.transform.localPosition = Vector3.zero;
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// prefab.transform.localRotation = Quaternion.identity;
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// if (!isPreview)
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// {
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// prefab.AddComponent<FBait>();
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// }
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//
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// return ret;
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// }
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//
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// #endregion
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//
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// #region 钩
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//
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// public static HookAsset Create(this GameHooks self, Transform parent, bool isPreview = false)
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// {
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// var prefab = self.Instantiate(parent);
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// HookAsset ret = null;
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// if (prefab.TryGetComponent<HookAsset>(out var hook))
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// {
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// ret = hook;
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// }
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//
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// prefab.transform.localPosition = Vector3.zero;
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// prefab.transform.localRotation = Quaternion.identity;
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// if (!isPreview)
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// {
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// prefab.AddComponent<FHook>();
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// var d = prefab.AddComponent<FWaterDisplacement>();
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// d.outwaterMass = 0.1f;
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// }
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//
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// return ret;
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// }
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//
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// #endregion
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#region 工具
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public static void AddJoint(this GameObject prefab)
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{
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var rigidbody = prefab.GetComponent<Rigidbody>();
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if (rigidbody == null)
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{
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rigidbody = prefab.AddComponent<Rigidbody>();
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}
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var configurableJoint = prefab.GetComponent<ConfigurableJoint>();
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if (configurableJoint == null)
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{
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configurableJoint = prefab.AddComponent<ConfigurableJoint>();
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}
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configurableJoint.xMotion = ConfigurableJointMotion.Locked;
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configurableJoint.yMotion = ConfigurableJointMotion.Locked;
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configurableJoint.zMotion = ConfigurableJointMotion.Locked;
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// configurableJoint.angularXMotion = ConfigurableJointMotion.Limited;
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// configurableJoint.angularYMotion = ConfigurableJointMotion.Limited;
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// configurableJoint.angularZMotion = ConfigurableJointMotion.Limited;
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}
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#endregion
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}
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} |