Files
Fishing2/Assets/Scripts/Fishing/New/View/FishingLine/FishingLineTestController.cs
2026-04-12 18:37:24 +08:00

103 lines
3.5 KiB
C#

using UnityEngine;
namespace NBF
{
public class FishingLineTestController : MonoBehaviour
{
[Header("References")] [SerializeField]
private FishingLineSolver solver;
[Header("Length Test")] [Min(0f)] [SerializeField]
private float initialFirstSegmentLength = 1.2f;
[Min(0f)] [SerializeField] private float minFirstSegmentLength = 0.1f;
[Min(0f)] [SerializeField] private float maxFirstSegmentLength = 5f;
[Min(0f)] [SerializeField] private float lineAdjustSpeed = 1f;
[Header("Input")] [SerializeField] private KeyCode extendKey = KeyCode.UpArrow;
[SerializeField] private KeyCode retractKey = KeyCode.DownArrow;
private float targetFirstSegmentLength;
private void Reset()
{
if (solver == null)
{
solver = GetComponent<FishingLineSolver>();
}
}
private void Start()
{
if (solver == null)
{
return;
}
targetFirstSegmentLength =
Mathf.Clamp(initialFirstSegmentLength, minFirstSegmentLength, maxFirstSegmentLength);
solver.SetLenght(targetFirstSegmentLength);
solver.BuildLine();
solver.OnLineBreakRequested += OnLineBreakRequested;
}
private void OnLineBreakRequested(FishingLineSolver lineSolver)
{
Debug.LogError(
$"当前拉力达到极限,切线,极限时间={lineSolver.LimitStateTime} CurrentStretchLength={lineSolver.CurrentStretchLength} CurrentTensionRatio={lineSolver.CurrentTensionRatio}");
var endNode = lineSolver.GetEndNode();
if (endNode != null)
{
endNode.Body.isKinematic = false;
}
}
private void Update()
{
if (solver == null)
{
return;
}
var input = 0f;
if (Input.GetKey(extendKey))
{
input += 1f;
}
if (Input.GetKey(retractKey))
{
input -= 1f;
}
if (!Mathf.Approximately(input, 0f))
{
targetFirstSegmentLength += input * lineAdjustSpeed * Time.deltaTime;
targetFirstSegmentLength =
Mathf.Clamp(targetFirstSegmentLength, minFirstSegmentLength, maxFirstSegmentLength);
solver.SetLenght(targetFirstSegmentLength);
}
if (solver.CurrentBreakStretchPercent > 0)
{
// Debug.LogError(solver.CurrentBreakStretchPercent);
}
// if (solver.IsAtLimit)
// {
// if (solver.CurrentStretchLength > 0.04)
// Debug.LogError($"CurrentStretchLength={solver.CurrentStretchLength}");
// if (solver.CurrentStretchLength > 0.1 && solver.LimitStateTime > 2f)
// {
// Debug.LogError(
// $"当前拉力达到极限,切线,极限时间={solver.LimitStateTime} CurrentStretchLength={solver.CurrentStretchLength} CurrentTensionRatio={solver.CurrentTensionRatio}");
// var endNode = solver.GetEndNode();
// if (endNode != null)
// {
// endNode.Body.isKinematic = false;
// }
// }
// }
}
}
}