Files
Fishing2/Assets/Scripts/Model/Assets/PlayerAsset.cs
2025-11-13 00:17:40 +08:00

94 lines
2.6 KiB
C#

using System;
using RootMotion.FinalIK;
using UnityEngine;
namespace NBF
{
public enum PlayerState
{
idle = 0,
move = 1,
prepare = 2,
casting = 3,
fishing = 4,
baitFlies = 5,
fight = 6,
fishView = 7,
collectFish = 8,
throwFish = 9,
vehicle = 10,
swiming = 11,
flyModeDebug = 12,
vehicleFishing = 13,
preciseCastIdle = 14,
preciseCastThrow = 15
}
public class PlayerAsset : MonoBehaviour
{
public Transform FPSCamera;
public GameObject FishingLight;
public Animator Animator { get; private set; }
public LookAtIK LookAtIK { get; private set; }
public CharacterController CharacterController { get; private set; }
public Rigidbody Rigidbody { get; private set; }
#region
#region
public static readonly int IsSwiming = Animator.StringToHash("Swim");
public static readonly int ThrowFar = Animator.StringToHash("ThrowFar");
public static readonly int BoatDriving = Animator.StringToHash("BoatDriving");
public static readonly int BaitInWater = Animator.StringToHash("BaitInWater");
public static readonly int HeldRod = Animator.StringToHash("HeldRod");
public static readonly int RodArming = Animator.StringToHash("RodArming");
public static readonly int Forward = Animator.StringToHash("Forward");
public static readonly int Turn = Animator.StringToHash("Turn");
public static readonly int OnGround = Animator.StringToHash("OnGround");
public static readonly int RodRight = Animator.StringToHash("rod right");
public static readonly int RodForward = Animator.StringToHash("rod forward");
public static readonly int PreciseCast = Animator.StringToHash("Precise Cast");
public static readonly int PreciseIdle = Animator.StringToHash("Precise Idle");
#endregion
#region
/// <summary>
/// 抛竿开始
/// </summary>
public void RodForceThrowStart()
{
// if (Player.Fsm.CurrentState is PlayerThrow playerThrow)
// {
// playerThrow.RodForceThrowStart();
// }
}
#endregion
#endregion
private void Awake()
{
Animator = GetComponent<Animator>();
LookAtIK = GetComponent<LookAtIK>();
CharacterController = GetComponent<CharacterController>();
Rigidbody = GetComponent<Rigidbody>();
LookAtIK.enabled = false;
}
}
}