49 lines
1.7 KiB
C#
49 lines
1.7 KiB
C#
using Obi;
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using UnityEngine;
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namespace NBF
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{
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public class FLine : FGearBase
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{
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public ObiSolver Solver;
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[SerializeField] private ObiParticleAttachment startParticleAttachment;
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[SerializeField] private bool isLureConnect;
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[SerializeField] private RodLine rodLine;
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[SerializeField] private Rope fishingRope;
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[SerializeField] private Rope bobberRope;
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public Transform LureRoot;
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public Transform BobberRoot;
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public float LineLength = 0.5f;
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private float _groundSetting = 0.5f;
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private float _LineOnSpool = 100f;
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private float _LineThickness = 0.0007f;
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protected override void OnInit()
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{
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var rodTip = Rod.Asset.lineConnector;
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startParticleAttachment.target = rodTip;
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Solver = transform.parent.GetComponent<ObiSolver>();
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rodLine.gameObject.SetActive(false);
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var rodType = (ItemSubType)Rod.ItemInfo.Config.Type;
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if (rodType == ItemSubType.RodSpine || rodType == ItemSubType.RodBolo)
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{
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rodLine.gameObject.SetActive(true);
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}
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else if (rodType == ItemSubType.RodTele)
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{
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bobberRope.gameObject.SetActive(true);
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BobberRoot.gameObject.SetActive(true);
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var bobberConfigurableJoint = BobberRoot.GetComponent<ConfigurableJoint>();
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bobberConfigurableJoint.connectedBody = Rod.Asset.LineConnectorRigidbody;;
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}
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LureRoot.gameObject.SetActive(true);
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fishingRope.gameObject.SetActive(true);
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// SceneSettings.Instance.obiFixedUpdater.solvers.Add(Solver);
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}
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}
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} |