Files
Fishing2/Assets/Scripts/Fishing/New/View/Player/Tackle/FRod.cs

447 lines
15 KiB
C#

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<RodAsset>();
}
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<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
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<FReel>(Asset.ReelConnector, Vector3.zero,
Quaternion.identity);
Reel.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Bobber)
{
Bobber = config.InstantiateAndComponent<FBobber>(parent, Vector3.zero,
Quaternion.identity);
Bobber.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Hook)
{
Hook = config.InstantiateAndComponent<FHook>(parent, Vector3.zero,
Quaternion.identity);
Hook.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Bait)
{
Bait = config.InstantiateAndComponent<FBait>(parent, Vector3.zero,
Quaternion.identity);
Bait.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Lure)
{
Lure = config.InstantiateAndComponent<FLure>(parent, Vector3.zero,
Quaternion.identity);
Lure.SetItemConfigId(childConfigId);
}
else if (itemType == ItemType.Weight)
{
Weight = config.InstantiateAndComponent<FWeight>(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<GameObject>("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 =
$"Assets/ResRaw/Prefabs/Line/{indexNames[currentLineTypeIndex]}.prefab";
var prefab = Assets.Load<GameObject>(path);
GameObject obj = Instantiate(prefab, solver.transform);
obj.transform.localPosition = Vector3.zero;
obj.transform.localScale = Vector3.one;
obj.transform.rotation = Quaternion.identity;
Line = obj.GetComponent<FLine>();
Line.transform.position = Asset.lineConnector.position;
Line.Init(this);
}
}
public void SetRing(RodRingAsset ringAsset)
{
if (Asset.rings == null || Asset.rings.Length < 1) return;
var trans = ringAsset.rings;
RodRingNode lastRingNode = null;
List<RodRingNode> list = new List<RodRingNode>();
for (int i = 0; i < Asset.rings.Length; i++)
{
var ring = Asset.rings[i];
if (ring == null)
{
Log.Error($"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 竿
private List<float> previousWeights = Enumerable.Repeat(0f, 10).ToList();
private float bendSmooth = 1f;
public float maxRodStrength = 10f;
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;
// Vector3 vector = (FishEntity.CurrentFishInFight
// ? FishEntity.CurrentFishInFight.transform.position
// : fishingLine.currentLineHandler.LineConnector_1.transform.position);
var isThrowing = PlayerItem.Owner.State >= PlayerState.Fishing;
Vector3 vector = Line.Bobber.transform.position;
//
// float num = Vector3.Distance(_ccdik.solver.bones.Last().transform.position, vector);
// float num2 = 0.05f;
// if (currentFish)
// {
// float num3 = Vector3.Angle(base.transform.forward,
// (currentFish.transform.position - transform.position).normalized) / 180f;
// num2 = Mathf.Clamp(CurrentTension01 * num3, 0.05f, 1f);
// }
// else if (!isThrowing)
// {
// float num4 = 0.3f;
// if (Lure)
// {
// num4 *= 0.6f;
// }
//
// if (Bobber)
// {
// num4 *= 0.8f;
// }
//
//
// float num5 = 1.5f;
// if (num < num5)
// {
// num2 = Mathf.Lerp(num2, num4, 1f - num / num5);
// }
// }
//
// float num6 = 0.3f;
// if (isThrowing)
// {
// num6 = 0.1f;
// }
// else if (!currentFish)
// {
// num6 = 0.2f;
// }
// float target = num2 * num6;
float target = 0;
float item = Mathf.MoveTowards(_ccdik.solver.IKPositionWeight, target, Time.deltaTime * bendSmooth);
previousWeights.RemoveAt(0);
previousWeights.Add(item);
float num7 = previousWeights.Average();
// if ((bool)FishEntity.CurrentFishInFight && FishEntity.CurrentFishInFight.IsCatched)
if(currentFish)
{
num7 = Math.Min(num7, 0.01f);
}
_ccdik.solver.SetIKPosition(vector);
_ccdik.solver.SetIKPositionWeight(num7);
// if (!currentFish)
// {
// //未中鱼
// return;
// }
//
// // Vector3 vector = (FishEntity.CurrentFishInFight
// // ? FishEntity.CurrentFishInFight.transform.position
// // : fishingLine.currentLineHandler.LineConnector_1.transform.position);
//
// var ccdik = Asset.CCDIK;
//
// Vector3 vector = Line.Bobber.transform.position;
// // float num = Vector3.Distance(ccdik.solver.bones.Last().transform.position, vector);
// float num2 = 0.05f;
//
// float num6 = 0.3f;
// // if (isThrowing)
// // {
// // num6 = 0.1f;
// // }
// // else if (!FishEntity.CurrentFishInFight)
// // {
// // num6 = 0.2f;
// // }
//
// float target = num2 * num6;
// float item = Mathf.MoveTowards(ccdik.solver.IKPositionWeight, target, Time.deltaTime * bendSmooth);
// previousWeights.RemoveAt(0);
// previousWeights.Add(item);
// float num7 = previousWeights.Average();
//
// ccdik.solver.SetIKPosition(vector);
// ccdik.solver.SetIKPositionWeight(num7);
}
#endregion
private void Test()
{
// var root = Player.ModelAsset.RodRoot;
// if (!root) return;
// transform.SetPositionAndRotation(root.position, root.rotation);
}
}
}