393 lines
13 KiB
C#
393 lines
13 KiB
C#
using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using Fantasy;
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using Fantasy.Async;
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using NBC.Asset;
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using NBF.Utils;
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using UnityEngine;
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using Object = UnityEngine.Object;
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namespace NBF
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{
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public class FRod : FHandItem
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{
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public PlayerItem PlayerItem;
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public override int ConfigId => PlayerItem?.ConfigID ?? 0;
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public RodAsset Asset;
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public FReel Reel;
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public FHook Hook;
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public FBobber Bobber;
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public FBait Bait;
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public FLure Lure;
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public FWeight Weight;
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public FLine Line;
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public Transform GearRoot;
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// public FWaterDisplacement LureHookWaterDisplacement;
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[HideInInspector] public FFish currentFish;
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public RodRingNode[] rings;
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private void Awake()
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{
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Asset = GetComponent<RodAsset>();
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}
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private void Start()
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{
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Asset.CCDIK.enabled = true;
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}
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private void Update()
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{
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BendControl();
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// if (Input.GetKeyDown(KeyCode.Alpha0))
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// {
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// SetLineLength(lineLength);
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// }
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// else if (Input.GetKeyDown(KeyCode.Plus) || Input.GetKeyDown(KeyCode.Equals))
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// {
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// lineLength += 0.1f;
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// SetLineLength(lineLength);
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// }
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// else if (Input.GetKeyDown(KeyCode.Minus))
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// {
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// lineLength -= 0.1f;
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// SetLineLength(lineLength);
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// }
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// SetLineLength();
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}
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public void SetLineLength()
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{
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if (!Line) return;
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if (Line.LineType == LineType.Spinning)
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{
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//没有浮漂类型
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Line.Lure.SetJointDistance(PlayerItem.LineLength);
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if (PlayerItem.StretchRope)
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{
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// Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength);
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Line.SetTargetLength(PlayerItem.LineLength);
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}
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}
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else
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{
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//有浮漂
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Line.Lure.SetJointDistance(PlayerItem.FloatLength);
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Line.Bobber.SetJointDistance(PlayerItem.LineLength - PlayerItem.FloatLength);
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if (PlayerItem.StretchRope)
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{
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// Line.SetTargetLength(PlayerItem.Tension > 0f ? 0f : PlayerItem.LineLength - PlayerItem.FloatLength);
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Line.SetTargetLength(PlayerItem.LineLength - PlayerItem.FloatLength);
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Line.SetLureLength(PlayerItem.FloatLength);
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}
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}
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}
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private void LateUpdate()
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{
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Test();
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}
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public IEnumerator Destroy()
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{
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if (GearRoot != null)
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{
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Object.Destroy(GearRoot.gameObject);
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}
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yield return 1;
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}
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public async FTask InitRod(PlayerItem playerItem)
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{
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PlayerItem = playerItem;
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var playerView = playerItem.Owner.GetComponent<PlayerView>();
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var playerViewUnity = playerView.Unity;
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transform.localPosition = Vector3.zero;
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transform.localRotation = Quaternion.identity;
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transform.localScale = Vector3.one;
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SceneSettings.Instance.GearNode.position = playerViewUnity.transform.position;
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await FTask.WaitFrame(playerView.Scene); //等待1帧
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var obj = new GameObject($"rod_{ConfigId}");
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obj.transform.SetParent(SceneSettings.Instance.GearNode);
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obj.transform.position = playerViewUnity.transform.position;
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obj.transform.rotation = playerViewUnity.transform.rotation;
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obj.transform.localScale = Vector3.one;
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GearRoot = obj.transform;
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var parent = GearRoot;
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CreateFishingHandler();
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await FTask.WaitFrame(playerView.Scene); //等待1帧
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// children.Sort();
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foreach (var childConfigId in playerItem.BindItems)
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{
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var itemType = childConfigId.GetItemType();
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var config = Game.Tables.TbItem.Get(childConfigId);
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if (itemType == ItemType.Reel)
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{
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Reel = config.InstantiateAndComponent<FReel>(Asset.ReelConnector, Vector3.zero,
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Quaternion.identity);
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Reel.SetItemConfigId(childConfigId);
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}
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else if (itemType == ItemType.Bobber)
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{
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Bobber = config.InstantiateAndComponent<FBobber>(parent, Vector3.zero,
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Quaternion.identity);
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Bobber.SetItemConfigId(childConfigId);
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}
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else if (itemType == ItemType.Hook)
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{
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Hook = config.InstantiateAndComponent<FHook>(parent, Vector3.zero,
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Quaternion.identity);
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Hook.SetItemConfigId(childConfigId);
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}
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else if (itemType == ItemType.Bait)
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{
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Bait = config.InstantiateAndComponent<FBait>(parent, Vector3.zero,
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Quaternion.identity);
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Bait.SetItemConfigId(childConfigId);
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}
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else if (itemType == ItemType.Lure)
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{
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Lure = config.InstantiateAndComponent<FLure>(parent, Vector3.zero,
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Quaternion.identity);
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Lure.SetItemConfigId(childConfigId);
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}
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else if (itemType == ItemType.Weight)
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{
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Weight = config.InstantiateAndComponent<FWeight>(parent, Vector3.zero,
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Quaternion.identity);
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Weight.SetItemConfigId(childConfigId);
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}
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else if (itemType == ItemType.Line)
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{
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// lineItemInfo = child;
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}
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}
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await FTask.WaitFrame(playerView.Scene); //等待1帧
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SetLineLength();
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if (Reel)
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{
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Reel.reelingDrag = 0.699f;
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Reel.transform.SetParent(Asset.ReelConnector);
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Reel.transform.localPosition = Vector3.zero;
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Reel.transform.localEulerAngles = Vector3.zero;
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Reel.Init(this);
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}
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if (Bobber)
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{
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Bobber.Init(this);
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}
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if (Hook)
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{
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Hook.Init(this);
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}
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if (Bait)
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{
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Bait.Init(this);
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}
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if (Lure)
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{
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Lure.Init(this);
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}
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if (Weight)
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{
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Weight.Init(this);
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}
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await FTask.WaitFrame(playerView.Scene); //等待1帧
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transform.SetParent(playerViewUnity.ModelAsset.RodRoot);
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transform.localPosition = Vector3.zero;
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transform.rotation = playerViewUnity.ModelAsset.RodRoot.rotation;
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}
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public void CreateFishingHandler()
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{
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if (Line == null)
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{
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Debug.LogError("创建钓组=====");
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var itemConfig = Game.Tables.TbItem.Get(ConfigId);
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var rodType = (ItemSubType)itemConfig.Type;
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if (rodType == ItemSubType.RodTele)
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{
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CreateObiFishingLine(0);
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}
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else if (rodType == ItemSubType.RodSpine || rodType == ItemSubType.RodBolo)
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{
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CreateObiFishingLine(1);
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}
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}
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}
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public void CreateObiFishingLine(int currentLineTypeIndex)
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{
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if (!Line)
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{
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var lineSolverPrefab = Assets.Load<GameObject>("Assets/ResRaw/Prefabs/Line/LineSolver.prefab");
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var solver = Instantiate(lineSolverPrefab, GearRoot);
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solver.transform.position = Asset.lineConnector.position;
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solver.transform.rotation = Asset.lineConnector.rotation;
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var indexNames = new[] { "fishing line float set", "fishing line spinning" };
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var path =
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$"Assets/ResRaw/Prefabs/Line/{indexNames[currentLineTypeIndex]}.prefab";
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var prefab = Assets.Load<GameObject>(path);
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GameObject obj = Instantiate(prefab, solver.transform);
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obj.transform.localPosition = Vector3.zero;
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obj.transform.localScale = Vector3.one;
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obj.transform.rotation = Quaternion.identity;
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Line = obj.GetComponent<FLine>();
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Line.transform.position = Asset.lineConnector.position;
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Line.Init(this);
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}
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}
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public void SetRing(RodRingAsset ringAsset)
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{
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if (Asset.rings == null || Asset.rings.Length < 1) return;
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var trans = ringAsset.rings;
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RodRingNode lastRingNode = null;
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List<RodRingNode> list = new List<RodRingNode>();
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for (int i = 0; i < Asset.rings.Length; i++)
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{
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var ring = Asset.rings[i];
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if (ring == null)
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{
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Log.Error($"ring is null,index={i}");
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continue;
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}
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var lastName = ring.name.GetLastString();
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foreach (var tran in trans)
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{
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var ringNode = tran.ring;
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var lastName2 = ringNode.name.GetLastString();
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if (lastName != lastName2) continue;
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list.Add(tran);
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ringNode.SetParent(ring);
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ringNode.localPosition = Vector3.zero;
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ringNode.localRotation = Quaternion.identity;
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lastRingNode = tran;
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break;
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}
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}
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if (lastRingNode != null)
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{
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Asset.lineConnector = lastRingNode.point;
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}
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rings = list.ToArray();
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}
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#region 鱼竿弯曲
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private List<float> previousWeights = Enumerable.Repeat(0f, 10).ToList();
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private float bendSmooth = 1f;
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public float maxRodStrength = 1f;
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public float CurrentTension01
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{
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get
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{
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float value = 0f;
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// if ((bool)currentReel && (bool)fishingLine)
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// {
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// float linePullingForce = currentReel.LinePullingForce;
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// value = Mathf.Min(fishingLine.CurrentLineTension, linePullingForce) / maxRodStrength;
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// }
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if (Line)
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{
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value = PlayerItem.Tension / maxRodStrength;
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}
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return Mathf.Clamp01(value);
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}
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}
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private void BendControl()
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{
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var _ccdik = Asset.CCDIK;
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var state = PlayerItem.Owner.State;
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Vector3 vector = Line.Lure.transform.position;
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// 当前物体的朝向与指向 Lure 的方向之间的夹角,在 0(完全对齐)到 1(完全相反)之间的一个比例值
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float headingAlignment = Vector3.Angle(base.transform.forward,
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(Line.Lure.transform.position - transform.position).normalized) / 180f;
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// 经过朝向调制后的有效张力
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var effectiveTension = Mathf.Clamp(CurrentTension01 * headingAlignment, 0f, 1f);
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float multiple = 0;
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if (state == PlayerState.Fight)
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{
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multiple = 1;
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}
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else
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{
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multiple = 0.1f;
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}
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float targetWeight = effectiveTension * multiple;
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if (targetWeight > 0)
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{
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// Debug.Log($"CurrentTension01={CurrentTension01} LinelenghtDiferent={Line.LinelenghtDiferent} Tension={PlayerItem.Tension} num2={effectiveTension} num3={headingAlignment} num6={multiple}");
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}
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if (state == PlayerState.Prepare)
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{
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targetWeight = 0.002f;
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}
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float item = Mathf.MoveTowards(_ccdik.solver.IKPositionWeight, targetWeight, Time.deltaTime * bendSmooth);
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previousWeights.RemoveAt(0);
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previousWeights.Add(item);
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float averageWeight = previousWeights.Average();
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if (currentFish)
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{
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averageWeight = Math.Min(averageWeight, 0.01f);
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}
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_ccdik.solver.SetIKPosition(vector);
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_ccdik.solver.SetIKPositionWeight(averageWeight);
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}
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#endregion
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private void Test()
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{
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// var root = Player.ModelAsset.RodRoot;
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// if (!root) return;
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// transform.SetPositionAndRotation(root.position, root.rotation);
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}
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}
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} |