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100
Assets/Scripts/Fishing/Player/States/PlayerStateThrow.cs
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100
Assets/Scripts/Fishing/Player/States/PlayerStateThrow.cs
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using NBC;
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using UnityEngine;
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namespace NBF
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{
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/// <summary>
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/// 抛竿中
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/// </summary>
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public class PlayerStateThrow : PlayerStateBase
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{
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public override uint StateId => (uint)PlayerState.Throw;
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// public enum Phase
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// {
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// /// <summary>
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// /// 等待动画事件回调
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// /// </summary>
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// Waiting,
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//
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// /// <summary>
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// /// 前摇动画
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// /// </summary>
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// AnimBegin,
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//
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// /// <summary>
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// /// 抛线动画
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// /// </summary>
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// ThrowAnim,
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//
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// /// <summary>
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// /// 结束
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// /// </summary>
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// Done,
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// ErrorDone
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// }
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//
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// public Phase Stage = Phase.Waiting;
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private bool _nextState = false;
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public float ChargedProgress;
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protected override void onEnter()
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{
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Log.Info("enter PlayerStateThrow");
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_owner.ModelAsset.PlayerAnimator.StartThrow = true;
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ChargedProgress = (float)Params.Get(0);
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Debug.Log($"PlayerThrow ChargedProgress={ChargedProgress}");
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_nextState = false;
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// Stage = Phase.Waiting;
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// _owner.Gears.Reel?.Unlock();
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}
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protected override uint onUpdate()
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{
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CheckStateTimeout(10);
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if (_nextState)
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{
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return (uint)PlayerState.Fishing;
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}
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return base.onUpdate();
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}
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// IEnumerator ThrowCoroutine(float distance)
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// {
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// float startLength = 0.5f;
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// Debug.Log($"REST LENGTH : {rope.restLength}");
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// do
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// {
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// float a = Vector3.Distance(rodTipTarget.position, attachedBody.transform.position);
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// attachedBody.RBody.AddForce(playerForward.Value, ForceMode.VelocityChange);
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// startLength = Mathf.Max(a, startLength);
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// UnwindLine(attachedBody.RBody.linearVelocity.magnitude * Time.deltaTime);
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// yield return null;
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// }
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// while ((bool)isBailOpen);
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// }
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#region 动画回调
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/// <summary>
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/// 抛竿动画事件
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/// </summary>
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public void OnRodThrowStart()
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{
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Debug.LogError("OnRodThrowStart");
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_owner.ModelAsset.PlayerAnimator.PrepareThrow = false;
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_owner.ModelAsset.PlayerAnimator.StartThrow = false;
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}
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public void OnRodThrownEnd()
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{
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Debug.LogError("OnRodThrownEnd");
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_nextState = true;
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}
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#endregion
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}
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}
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