Files
Fishing2/Assets/Scripts/Fishing/Data/FPlayerData.cs
2026-03-06 17:48:22 +08:00

414 lines
8.4 KiB
C#

using System;
using System.Text;
using cfg;
using UnityEngine;
namespace NBF
{
public enum GearType
{
SpinningFloat = 0,
Spinning = 1,
Hand = 2,
Feeder = 3,
Pole = 4
}
[Serializable]
public enum PlayerState : uint
{
None = 0,
/// <summary>
/// 闲置等待中
/// </summary>
Idle = 1,
/// <summary>
/// 准备抛竿
/// </summary>
Prepare = 2,
/// <summary>
/// 抛竿中
/// </summary>
Throw = 3,
/// <summary>
/// 钓鱼中
/// </summary>
Fishing = 4,
/// <summary>
/// 溜鱼中
/// </summary>
Fight = 5
}
[Serializable]
public class FPlayerData : MonoService<FPlayerData>
{
public int PlayerID;
/// <summary>
/// 玩家当前装备的钓组
/// </summary>
public FPlayerGearData currentGear;
/// <summary>
/// 玩家位置
/// </summary>
public Vector3 position;
/// <summary>
/// 玩家角度
/// </summary>
public Quaternion rotation;
public float currentReelingSpeed;
public bool isHandOnHandle;
/// <summary>
/// 线长度
/// </summary>
public float lineLength;
/// <summary>
/// 收线速度
/// </summary>
public float reelSpeed;
/// <summary>
/// 打开手电筒
/// </summary>
public bool openLight;
/// <summary>
/// 打开望远镜
/// </summary>
public bool openTelescope;
public float EyeAngle;
public bool Run;
public bool ChangeItem;
public bool IsLureRod;
/// <summary>
/// 是否地面
/// </summary>
public bool IsGrounded;
/// <summary>
/// 移动速度
/// </summary>
public float Speed;
public float RotationSpeed;
public Vector2 MoveInput;
public SelectorRodSetting selectorRodSetting = SelectorRodSetting.Speed;
private PlayerState _previousPlayerState = PlayerState.Idle;
private PlayerState _playerState;
public PlayerState PreviousState => _previousPlayerState;
public PlayerState State
{
get => _playerState;
set
{
_previousPlayerState = _playerState;
_playerState = value;
NextState = value;
OnStateChange?.Invoke(_playerState);
}
}
[SerializeField] private PlayerState NextState;
public event Action<PlayerState> OnStateChange;
private void Start()
{
NextState = State;
}
private void Update()
{
if (NextState != State)
{
State = NextState;
}
}
}
/// <summary>
/// 玩家钓组数据
/// </summary>
[Serializable]
public class FPlayerGearData
{
public GearType Type = GearType.Spinning;
public FRodData rod;
public FReelData reel;
public FBobberData bobber;
public FHookData hook;
public FBaitData bait;
public FLureData lure;
public FWeightData weight;
public FLineData line;
public FLeaderData leader;
public FFeederData feeder;
/// <summary>
/// 获得唯一id
/// </summary>
/// <returns></returns>
public int GetUnitId()
{
int result = 0;
if (rod != null)
{
result += rod.configId;
}
if (reel != null)
{
result += reel.configId;
}
if (bobber != null)
{
result += bobber.configId;
}
if (hook != null)
{
result += hook.configId;
}
if (bait != null)
{
result += bait.configId;
}
if (lure != null)
{
result += lure.configId;
}
if (weight != null)
{
result += weight.configId;
}
if (line != null)
{
result += line.configId;
}
if (leader != null)
{
result += leader.configId;
}
if (feeder != null)
{
result += feeder.configId;
}
return result;
}
public void SetBobberLastSetGroundValue(float value)
{
bobber.lastSetGroundValue = value;
}
public void SetReelSettings(int setType, float val, bool saveToPrefs = false)
{
if (setType == 0)
{
reel.currentSpeed = val;
}
if (setType == 1)
{
reel.currentDrag = val;
}
if (saveToPrefs)
{
// Instance._playerData.SaveEquipment(ItemType.Reel);
}
}
}
[Serializable]
public abstract class FGearData
{
/// <summary>
/// 唯一id
/// </summary>
public int id;
/// <summary>
/// 配置id
/// </summary>
public int configId;
private Item _itemConfig;
public Item ItemConfig
{
get { return _itemConfig ??= Game.Tables.TbItem.Get(configId); }
}
}
/// <summary>
/// 鱼竿数据
/// </summary>
[Serializable]
public class FRodData : FGearData
{
private Rod _config;
public Rod Config
{
get { return _config ??= Game.Tables.TbRod.Get(configId); }
}
}
/// <summary>
/// 线轴数据
/// </summary>
[Serializable]
public class FReelData : FGearData
{
private Reel _config;
public Reel Config
{
get { return _config ??= Game.Tables.TbReel.Get(configId); }
}
public float currentSpeed = 0.5f;
public float currentDrag = 0.7f;
}
/// <summary>
/// 浮漂数据
/// </summary>
[Serializable]
public class FBobberData : FGearData
{
private Bobber _config;
public Bobber Config
{
get { return _config ??= Game.Tables.TbBobber.Get(configId); }
}
public float lastSetGroundValue;
}
/// <summary>
/// 鱼钩数据
/// </summary>
[Serializable]
public class FHookData : FGearData
{
private Hook _config;
public Hook Config
{
get { return _config ??= Game.Tables.TbHook.Get(configId); }
}
}
/// <summary>
/// 鱼饵数据
/// </summary>
[Serializable]
public class FBaitData : FGearData
{
private Bait _config;
public Bait Config
{
get { return _config ??= Game.Tables.TbBait.Get(configId); }
}
}
/// <summary>
/// 鱼饵数据
/// </summary>
[Serializable]
public class FLureData : FGearData
{
private Lure _config;
public Lure Config
{
get { return _config ??= Game.Tables.TbLure.Get(configId); }
}
}
/// <summary>
/// 沉子数据
/// </summary>
[Serializable]
public class FWeightData : FGearData
{
}
/// <summary>
/// 线数据
/// </summary>
[Serializable]
public class FLineData : FGearData
{
private Line _config;
public Line Config
{
get { return _config ??= Game.Tables.TbLine.Get(configId); }
}
}
/// <summary>
/// 引线数据
/// </summary>
[Serializable]
public class FLeaderData : FGearData
{
// private Leader _config;
//
// public Leader Config
// {
// get { return _config ??= Game.Tables.TbLeader.Get(configId); }
// }
}
/// <summary>
/// 菲德数据
/// </summary>
[Serializable]
public class FFeederData : FGearData
{
private Feeder _config;
public Feeder Config
{
get { return _config ??= Game.Tables.TbFeeder.Get(configId); }
}
}
}