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Bob.Song
2026-03-05 18:07:55 +08:00
commit e125bb869e
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fileFormatVersion: 2
guid: bacf82b53c5f4764b384a94c6cf91bdd
timeCreated: 1744029436

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fileFormatVersion: 2
guid: 0a1247222af84a66be775a4fe0af9a57
timeCreated: 1744041263

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using System.Collections.Generic;
using Unity.Mathematics;
using UnityEngine;
using Random = UnityEngine.Random;
namespace NBF
{
/// <summary>
/// 钓鱼数据源基类
/// </summary>
public class FishingDatasource
{
public readonly Dictionary<int, FPlayerData> Players = new Dictionary<int, FPlayerData>();
public void Init()
{
for (int i = 0; i < 1; i++)
{
var p = GetTestPlayer(i);
AddPlayer(p);
}
}
public void Update()
{
}
public void AddPlayer(FPlayerData player)
{
Players[player.PlayerID] = player;
}
public FPlayerData GetPlayer(int playerID)
{
return Players.GetValueOrDefault(playerID);
}
public FPlayerData GetSelfPlayer()
{
return GetPlayer(GameModel.RoleID);
}
#region
public void SetSelfTestGear(int slot)
{
var player = GetSelfPlayer();
if (player != null)
{
player.currentGear = new FPlayerGearData();
var gear = player.currentGear;
if (slot == 1)
{
player.lineLength = 3.6f;
gear.Type = GearType.Pole;
gear.rod = new FRodData()
{
id = Random.Range(1, 100000),
configId = 100001,
};
gear.line = new FLineData()
{
id = Random.Range(1, 100000),
configId = 400001
};
gear.bobber = new FBobberData()
{
id = Random.Range(1, 100000),
configId = 300001
};
gear.hook = new FHookData()
{
id = Random.Range(1, 100000),
configId = 700001
};
gear.bait = new FBaitData()
{
id = Random.Range(1, 100000),
configId = 500002
};
gear.weight = new FWeightData()
{
id = Random.Range(1, 100000),
configId = 800001
};
gear.reel = null;
}
else if (slot == 2)
{
player.lineLength = 0.4f;
gear.Type = GearType.SpinningFloat;
gear.rod = new FRodData()
{
id = Random.Range(1, 100000),
configId = 100002
};
gear.reel = new FReelData()
{
id = Random.Range(1, 100000),
configId = 200001
};
gear.line = new FLineData()
{
id = Random.Range(1, 100000),
configId = 400001
};
gear.bait = new FBaitData()
{
id = Random.Range(1, 100000),
configId = 500002
};
gear.bobber = new FBobberData()
{
id = Random.Range(1, 100000),
configId = 300001
};
gear.hook = new FHookData()
{
id = Random.Range(1, 100000),
configId = 700001
};
gear.weight = new FWeightData()
{
id = Random.Range(1, 100000),
configId = 800001
};
}
else if (slot == 3)
{
player.lineLength = 0.4f;
gear.Type = GearType.Spinning;
gear.bobber = null;
gear.rod = new FRodData()
{
id = Random.Range(1, 100000),
configId = 100003,
};
gear.reel = new FReelData()
{
id = Random.Range(1, 100000),
configId = 200001
};
gear.line = new FLineData()
{
id = Random.Range(1, 100000),
configId = 400001
};
gear.leader = new FLeaderData()
{
id = Random.Range(1, 100000),
configId = 0
};
gear.lure = new FLureData()
{
id = Random.Range(1, 100000),
configId = 600001
};
}
}
}
private FPlayerData GetTestPlayer(int index)
{
FPlayerData player = new FPlayerData
{
PlayerID = 100 + index
};
var add = 0;//Random.Range(0, 5f) + index * 0.5f;
player.position = new Vector3(325.04f + add, 11, 606.28f);
player.rotation = quaternion.identity;
if (index == 0)
{
player.currentGear = new FPlayerGearData();
}
else if (index == 1)
{
}
else if (index == 2)
{
player.currentGear = new FPlayerGearData();
}
else
{
}
return player;
}
#endregion
}
}

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fileFormatVersion: 2
guid: 6b5a6200eb494c0ea9cb0bbe8345046c
timeCreated: 1744041274

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using System;
using System.Text;
using UnityEngine;
namespace NBF
{
[Serializable]
public class FPlayerData
{
public int PlayerID;
/// <summary>
/// 玩家当前装备的钓组
/// </summary>
public FPlayerGearData currentGear;
/// <summary>
/// 玩家位置
/// </summary>
public Vector3 position;
/// <summary>
/// 玩家角度
/// </summary>
public Quaternion rotation;
public float currentReelingSpeed;
public bool isHandOnHandle;
/// <summary>
/// 线长度
/// </summary>
public float lineLength;
/// <summary>
/// 收线速度
/// </summary>
public float reelSpeed;
/// <summary>
/// 打开手电筒
/// </summary>
public bool openLight;
/// <summary>
/// 打开望远镜
/// </summary>
public bool openTelescope;
public SelectorRodSetting selectorRodSetting = SelectorRodSetting.Speed;
}
/// <summary>
/// 玩家钓组数据
/// </summary>
[Serializable]
public class FPlayerGearData
{
public GearType Type = GearType.Spinning;
public FRodData rod;
public FReelData reel;
public FBobberData bobber;
public FHookData hook;
public FBaitData bait;
public FLureData lure;
public FWeightData weight;
public FLineData line;
public FLeaderData leader;
public FFeederData feeder;
/// <summary>
/// 获得唯一id
/// </summary>
/// <returns></returns>
public int GetUnitId()
{
int result = 0;
if (rod != null)
{
result += rod.configId;
}
if (reel != null)
{
result += reel.configId;
}
if (bobber != null)
{
result += bobber.configId;
}
if (hook != null)
{
result += hook.configId;
}
if (bait != null)
{
result += bait.configId;
}
if (lure != null)
{
result += lure.configId;
}
if (weight != null)
{
result += weight.configId;
}
if (line != null)
{
result += line.configId;
}
if (leader != null)
{
result += leader.configId;
}
if (feeder != null)
{
result += feeder.configId;
}
return result;
}
public void SetBobberLastSetGroundValue(float value)
{
bobber.lastSetGroundValue = value;
}
public void SetReelSettings(int setType, float val, bool saveToPrefs = false)
{
if (setType == 0)
{
reel.currentSpeed = val;
}
if (setType == 1)
{
reel.currentDrag = val;
}
if (saveToPrefs)
{
// Instance._playerData.SaveEquipment(ItemType.Reel);
}
}
}
[Serializable]
public abstract class FGearData
{
/// <summary>
/// 唯一id
/// </summary>
public int id;
/// <summary>
/// 配置id
/// </summary>
public int configId;
}
/// <summary>
/// 鱼竿数据
/// </summary>
[Serializable]
public class FRodData : FGearData
{
private GameRods _config;
public GameRods Config
{
get { return _config ??= GameRods.Get(configId); }
}
}
/// <summary>
/// 线轴数据
/// </summary>
[Serializable]
public class FReelData : FGearData
{
private GameReels _config;
public GameReels Config
{
get { return _config ??= GameReels.Get(configId); }
}
public float currentSpeed = 0.5f;
public float currentDrag = 0.7f;
}
/// <summary>
/// 浮漂数据
/// </summary>
[Serializable]
public class FBobberData : FGearData
{
private GameFloats _config;
public GameFloats Config
{
get { return _config ??= GameFloats.Get(configId); }
}
public float lastSetGroundValue;
}
/// <summary>
/// 鱼钩数据
/// </summary>
[Serializable]
public class FHookData : FGearData
{
private GameHooks _config;
public GameHooks Config
{
get { return _config ??= GameHooks.Get(configId); }
}
}
/// <summary>
/// 鱼饵数据
/// </summary>
[Serializable]
public class FBaitData : FGearData
{
private GameBaits _config;
public GameBaits Config
{
get { return _config ??= GameBaits.Get(configId); }
}
}
/// <summary>
/// 鱼饵数据
/// </summary>
[Serializable]
public class FLureData : FGearData
{
private GameLures _config;
public GameLures Config
{
get { return _config ??= GameLures.Get(configId); }
}
}
/// <summary>
/// 沉子数据
/// </summary>
[Serializable]
public class FWeightData : FGearData
{
private GameWeights _config;
public GameWeights Config
{
get { return _config ??= GameWeights.Get(configId); }
}
}
/// <summary>
/// 线数据
/// </summary>
[Serializable]
public class FLineData : FGearData
{
private GameLines _config;
public GameLines Config
{
get { return _config ??= GameLines.Get(configId); }
}
}
/// <summary>
/// 引线数据
/// </summary>
[Serializable]
public class FLeaderData : FGearData
{
private GameLeaders _config;
public GameLeaders Config
{
get { return _config ??= GameLeaders.Get(configId); }
}
}
/// <summary>
/// 菲德数据
/// </summary>
[Serializable]
public class FFeederData : FGearData
{
private GameFeeders _config;
public GameFeeders Config
{
get { return _config ??= GameFeeders.Get(configId); }
}
}
}

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fileFormatVersion: 2
guid: e64ae505cdc344f5acedf6e55ba67a89
timeCreated: 1744029443

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namespace NBF
{
public enum GearType
{
SpinningFloat = 0,
Spinning = 1,
Feeder = 2,
Pole = 4
}
}

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fileFormatVersion: 2
guid: 2e9c20d631da449c943671224a8f56f1
timeCreated: 1744637252

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fileFormatVersion: 2
guid: 03e80f6925b44b3dbfd52a46c766b08b
timeCreated: 1744116926

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using System;
using NBC;
using UnityEngine;
namespace NBF
{
public class FishingPlay
{
public FishingDatasource Data { get; private set; }
public FishingPlay(FishingDatasource datasource)
{
Data = datasource;
}
public FPlayer SelfPlayer;
public void Init()
{
// FishingData = fishingData;
LoadLevel();
}
#region Loading UnLoading
private SequenceTaskCollection _battleLoadingTasks;
private SequenceTaskCollection _battleUnLoadingTasks;
protected void ClearLoadingTasks()
{
if (_battleLoadingTasks == null) return;
_battleLoadingTasks.Stop();
_battleLoadingTasks.Clear();
_battleLoadingTasks = null;
}
protected void ClearUnLoadingTasks()
{
if (_battleUnLoadingTasks == null) return;
_battleUnLoadingTasks.Stop();
_battleUnLoadingTasks.Clear();
_battleUnLoadingTasks = null;
}
#endregion
#region Load and Unload
protected void LoadLevel()
{
_battleLoadingTasks = new SequenceTaskCollection();
_battleLoadingTasks.AddTask(LoadBattleTask());
_battleLoadingTasks.AddTask(LoadObjects());
_battleLoadingTasks.OnCompleted(_ => { OnLoadBattleDone(); });
Loading.Show(_battleLoadingTasks);
_battleLoadingTasks.Run(DefRunner.Scheduler);
}
public void UnLoadLevel(Action callback)
{
}
/// <summary>
/// 加载场景需要资源
/// </summary>
/// <returns></returns>
private ParallelTaskCollection LoadBattleTask()
{
ParallelTaskCollection subTask1 = new();
subTask1.AddTask(new LoadSceneTask("Map4"));
return subTask1;
}
/// <summary>
/// 加载实例化场景对象
/// </summary>
/// <returns></returns>
private ParallelTaskCollection LoadObjects()
{
ParallelTaskCollection subTask1 = new();
subTask1.AddTask(new InitPlayersTask(this));
subTask1.AddTask(new RunFunTask(AddCameraStack));
subTask1.AddTask(new RunFunTask(FindSceneObjects));
return subTask1;
}
private void FindSceneObjects()
{
// WaterObject = GameObject.FindWithTag("Water").transform;
}
private void AddCameraStack()
{
// MainPlayer.m_Camera.AddStack(StageCamera.main);
}
private void RemoveCameraStack()
{
// MainPlayer.m_Camera.RemoveStack(StageCamera.main);
}
private void OnLoadBattleDone()
{
Debug.LogError("加载关卡结束===");
FishingPanel.Show();
// BaseCamera.AddStack(StageCamera.main);
Loading.Hide();
}
#endregion
public void Update()
{
}
}
}

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fileFormatVersion: 2
guid: ce4368f9da864c3fb9ff7ebe7322fec6
timeCreated: 1742567951

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using RootMotion.FinalIK;
using UnityEngine;
public class FFishRagDoll : MonoBehaviour
{
private Transform TailRag;
[HideInInspector]
public CCDIK _ccidk;
private FFish fish;
private void Start()
{
fish = GetComponent<FFish>();
_ccidk = GetComponent<CCDIK>();
TailRag = _ccidk.solver.target;
if (TailRag == null)
{
Debug.LogError("Ryba nie ma podczepionego TailRag: " + transform.name);
}
else
{
SetupTailRag();
}
}
private void SetupTailRag()
{
TailRag.GetComponent<SpringJoint>().maxDistance = transform.localScale.z * 0.2f;
TailRag.GetComponent<SpringJoint>().connectedBody = GetComponent<Rigidbody>();
TailRag.GetComponent<Rigidbody>().linearDamping = 0.2f;
_ccidk.enabled = false;
}
private void Update()
{
if (TailRag == null)
{
if (_ccidk == null || _ccidk.solver.target == null)
{
return;
}
TailRag = _ccidk.solver.target;
SetupTailRag();
}
if (fish.isGetFish && TailRag.parent == transform)
{
TailRag.transform.SetParent(transform.parent);
}
if (transform.position.y > 0f)
{
_ccidk.enabled = true;
if (fish.isFishView)
{
_ccidk.solver.IKPositionWeight = 0.05f * transform.localScale.z;
}
else
{
_ccidk.solver.IKPositionWeight = Mathf.Clamp(transform.position.y, 0f, 1f);
}
TailRag.gameObject.SetActive(value: true);
}
else if (transform.position.y < 0f && TailRag.gameObject.activeSelf)
{
_ccidk.enabled = false;
if (TailRag.parent != transform)
{
TailRag.transform.SetParent(transform);
}
TailRag.gameObject.SetActive(value: false);
}
}
private void OnDestroy()
{
if (!(TailRag == null))
{
Destroy(TailRag.gameObject);
}
}
}

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fileFormatVersion: 2
guid: 2c3a57096c6a4f2c8ffa9ba4269ee8b2
timeCreated: 1742387706

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using UnityEngine;
public class FReelEvents : MonoBehaviour
{
private FReel reel;
private void Start()
{
reel = base.transform.parent.GetComponent<FReel>();
}
public void JoinHandKablak()
{
// if (reel.reelAsset.animator.GetFloat("Reeling") > 0f)
// {
// reel.kablagOpenState = false;
// }
// else
// {
// reel.Owner.InteractiveMainHand(reel.reelAsset.koblagHandle);
// }
}
public void UnjoinHandKablak()
{
// if (!reel.isHandOnHandle)
// {
// reel.Owner.InteractiveMainHand(null);
// if (reel.reelAsset.animator.GetBool("Unlock"))
// {
// reel.kablagOpenState = true;
// }
//
// if (reel.reelAsset.animator.GetBool("Lock"))
// {
// reel.kablagOpenState = false;
// }
//
// reel.reelAsset.animator.SetBool("Unlock", false);
// reel.reelAsset.animator.SetBool("Lock", false);
// }
}
}

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fileFormatVersion: 2
guid: 63de63adeff447b7acc5a6b4bdd24107
timeCreated: 1742722875

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using System.Collections.Generic;
using UnityEngine;
public class FWaterDisplacement : MonoBehaviour
{
public enum MoveCharacteristic
{
Custom = 0,
MoveUp_StopDown = 1,
MoveDown_100cm = 2,
MoveDown_150cm = 3,
TopWater = 4,
MoveDown = 5,
MoveUp_StopDown_Twisters = 6
}
public MoveCharacteristic moveCharacteristic;
public float objectDisplacement = 1f;
public float waterDrag = 3f;
public float waterMass = 3f;
public float outwaterMass = 6f;
public bool isInWater;
public bool isInTerrain;
public bool resetVelocityEnterToWater = true;
private float normalDrag;
public bool isFreeze;
public bool useSplashes = true;
public bool useSplashesOnlyInThrow;
public bool useWaterCurrent;
[HideInInspector] public Rigidbody rigidbody;
[HideInInspector] public Collider collider;
[HideInInspector] public float waterHeightPosition;
[HideInInspector] public float depth;
private FFishSystem fFishSystem;
public List<FFish> fishListCreated;
private void Start()
{
fFishSystem = FindObjectOfType<FFishSystem>();
rigidbody = GetComponent<Rigidbody>();
collider = GetComponent<Collider>();
normalDrag = rigidbody.linearDamping;
fishListCreated = new List<FFish>();
}
private void FixedUpdate()
{
if (isInWater)
{
depth = Mathf.Abs(transform.position.y);
}
else
{
depth = 0f;
}
AffectCharacteristic();
AffectCharacteristicNew();
}
private void Update()
{
}
private void AffectCharacteristic()
{
if (moveCharacteristic == MoveCharacteristic.Custom && !isFreeze && isInWater && transform.position.y < 0f &&
objectDisplacement > 0f)
{
transform.position = Vector3.MoveTowards(transform.position,
new Vector3(transform.position.x, waterHeightPosition, transform.position.z),
Time.deltaTime * objectDisplacement);
}
}
private void AffectCharacteristicNew()
{
if (isFreeze || !isInWater || transform.position.y >= -0.01f)
{
return;
}
float num = Vector3.Dot(rigidbody.linearVelocity, transform.forward);
Quaternion b = Quaternion.Euler(0f, rigidbody.transform.localEulerAngles.y, 0f);
rigidbody.rotation = Quaternion.Slerp(rigidbody.rotation, b, Time.deltaTime * 2f);
switch (moveCharacteristic)
{
case MoveCharacteristic.MoveDown:
if (num > 0.2f)
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * Mathf.Clamp01(num) * 2f,
ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * 1f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.MoveUp_StopDown:
if (num > 0.2f)
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * Mathf.Clamp01(num), ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * 3f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.MoveUp_StopDown_Twisters:
if (num > 0.2f)
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * Mathf.Clamp01(num), ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * 2.5f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.TopWater:
if (num > 0.2f && transform.position.y >= -0.03f)
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * 1f, ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * 1f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.MoveDown_150cm:
if (num > 0.2f && transform.position.y > -1.5f)
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * Mathf.Clamp01(num) * 2f,
ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * 1f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.MoveDown_100cm:
if (num > 0.2f && transform.position.y > -1f)
{
rigidbody.AddForce(-Vector3.up * Time.deltaTime * Mathf.Clamp01(num) * 2f,
ForceMode.VelocityChange);
}
else
{
rigidbody.AddForce(Vector3.up * Time.deltaTime * 1f, ForceMode.VelocityChange);
}
rigidbody.freezeRotation = true;
break;
case MoveCharacteristic.Custom:
break;
}
}
private void OnTriggerStay(Collider other)
{
if (other.CompareTag("Water"))
{
isInWater = true;
rigidbody.mass = waterMass;
waterHeightPosition = other.transform.position.y;
if (rigidbody.useGravity)
{
EnableDisableGravity(value: false);
}
if (rigidbody.linearDamping != waterDrag)
{
SetDragRigidbody(waterDrag);
}
if ((bool)fFishSystem)
{
fFishSystem.AddInwaterObject(this);
}
}
}
private void OnTriggerExit(Collider other)
{
if (other.CompareTag("Water"))
{
rigidbody.freezeRotation = false;
isInWater = false;
rigidbody.mass = outwaterMass;
EnableDisableGravity(value: true);
SetDragRigidbody(normalDrag);
if ((bool)fFishSystem)
{
fFishSystem.DeleteInwaterObject(this);
}
}
}
private void EnableDisableGravity(bool value)
{
if (resetVelocityEnterToWater)
{
rigidbody.linearVelocity = Vector3.zero;
}
Rigidbody[] componentsInChildren = gameObject.GetComponentsInChildren<Rigidbody>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].useGravity = value;
}
}
private void SetDragRigidbody(float value)
{
Rigidbody[] componentsInChildren = gameObject.GetComponentsInChildren<Rigidbody>();
for (int i = 0; i < componentsInChildren.Length; i++)
{
componentsInChildren[i].linearDamping = value;
}
}
public void ForceByWaterCurrent(Vector3 direction, float powerForce)
{
if (useWaterCurrent && isInWater)
{
rigidbody.AddForce(direction * powerForce, ForceMode.Acceleration);
}
}
private void BuildSplash(Vector3 contactPosition)
{
// if (useSplashes && !(rigidbody.linearVelocity.magnitude < 3f) &&
// (!FScriptsHandler.Instance.m_PlayerMain.currentRod || !useSplashesOnlyInThrow ||
// FScriptsHandler.Instance.m_PlayerMain.currentRod.currentReel.kablagOpenState) &&
// !(rigidbody.linearVelocity.y > 0f))
// {
// Vector3 vector = Vector3.one * (0.02f * Mathf.Abs(rigidbody.linearVelocity.y)) * transform.localScale.x;
// int num = 0;
// GameObject obj = Instantiate(FScriptsHandler.Instance.waterFishSplash[num]);
// obj.transform.position = new Vector3(contactPosition.x, 0.05f, contactPosition.z);
// obj.GetComponent<AudioSource>().volume = 0.5f * vector.x;
// vector = Vector3.ClampMagnitude(vector, 1f);
// obj.transform.localScale = vector;
// }
}
private void OnTriggerEnter(Collider col)
{
if (col.transform.CompareTag("Water"))
{
BuildSplash(new Vector3(transform.position.x, SceneSettings.Instance.WaterObject.transform.position.y,
transform.position.z));
}
}
private void OnDestroy()
{
if ((bool)fFishSystem)
{
fFishSystem.DeleteInwaterObject(this);
}
}
}

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fileFormatVersion: 2
guid: 5109f1ab72f9463b892a49f6f309a485
timeCreated: 1742313602

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using NBC;
namespace NBF
{
public class Fishing
{
Fishing()
{
App.OnUpdate += Update;
}
private static Fishing _inst;
public static Fishing Inst => _inst ??= new Fishing();
public int Map { get; private set; }
public FishingPlay Player { get; private set; }
public FishingDatasource Datasource { get; private set; }
public void Go(int map)
{
Map = map;
EnterMap();
}
#region Load
private void EnterMap()
{
EnterDone();
}
#endregion
void Update()
{
Datasource?.Update();
Player?.Update();
}
/// <summary>
/// 进入地图成功
/// </summary>
private void EnterDone()
{
DataInit();
PlayerInit();
}
private void DataInit()
{
Datasource = new FishingDatasource();
Datasource.Init();
}
private void PlayerInit()
{
if (Player != null)
{
Player.UnLoadLevel(NewBattlePlayInit);
}
else
{
NewBattlePlayInit();
}
}
private void NewBattlePlayInit()
{
Player = new FishingPlay(Datasource);
Player.Init();
}
}
}

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fileFormatVersion: 2
guid: 158a88fb17104b1fa7818e84197d4eee
timeCreated: 1742567921

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using RootMotion.FinalIK;
using UnityEngine;
namespace NBF
{
public class PlayerArm : MonoBehaviour
{
public bool IsLeft;
public LimbIK IK;
public Transform RodContainer;
public Transform LeftRigMagnet;
public FingerRig FingerRig;
public PlayerShoulder Shoulder;//PlayerShoulder
[HideInInspector] public float interactionTargetWeight;
public void SetReelHandle(ReelAsset asset)
{
IK.solver.target = asset.handle;
IK.enabled = true;
// var fingers = FingerRig.fingers;
// foreach (var finger in fingers)
// {
// finger.target = asset.handleEnd;
// }
// // 启用整体控制
// FingerRig.weight = 1f;
//
// // 绑定大拇指和食指的目标
// FingerRig.fingers[0].target = asset.handleEnd; // Thumb
// FingerRig.fingers[1].target = asset.handleEnd; // Index
//
// FingerRig.fingers[0].weight = 1f;
// FingerRig.fingers[1].weight = 1f;
// 其余手指握拳(不绑定 target
for (int i = 2; i < 5; i++)
{
FingerRig.fingers[i].target = null;
FingerRig.fingers[i].weight = 1f;
}
}
public void MoveTowardsInteraction()
{
if (!IK)
{
return;
}
IK.solver.SetIKPositionWeight(Mathf.MoveTowards(IK.solver.IKPositionWeight,
interactionTargetWeight, Time.deltaTime * 2f));
}
}
}

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fileFormatVersion: 2
guid: 99467c6c370b440d8bdb517bbbcf22cf
timeCreated: 1743435628

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fileFormatVersion: 2
guid: 0d76792b34ac4ab3a90df08baa109590
timeCreated: 1742387763

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fileFormatVersion: 2
guid: 18d7c6328d5d4b6ea508b7b6d05d8a31
timeCreated: 1746449694

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using NBC;
namespace NBF
{
/// <summary>
/// 浮漂
/// </summary>
public class BobThrowAnim : NTask
{
private FPlayer _player;
public BobThrowAnim(FPlayer player)
{
_player = player;
}
}
}

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fileFormatVersion: 2
guid: e061352cd04e482090828b12acb7920f
timeCreated: 1746449734

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using System.Collections.Generic;
using NBC;
using UnityEngine;
namespace NBF
{
[System.Serializable]
public struct FishingLureCastInput
{
[Range(0, 1)] public float power;
[Range(0, 50)] public float windStrength; // 单位 m/s
public Vector3 windDirection;
[Range(5, 30)] public float lureWeight; // 单位 g
[Range(0.1f, 1f)] public float lineDiameter; // 单位毫米0.1mm ~ 1mm
}
/// <summary>
/// 路亚抛竿轨迹动画
/// </summary>
public class LureThrowAnim : NTask
{
private FPlayer _player;
[Header("基础参数")] public int maxSimulationSteps = 1000;
public float simulationDuration = 10f;
public float timeStep = 0.02f;
[Header("抛投力度")] public float minThrowPower = 15f;
public float maxThrowPower = 45f;
[Header("空气阻力参数")] [Tooltip("阻力系数,非流线钓饵建议 0.8~1.2")]
public float dragCoefficient = 0.2f;
[Tooltip("迎风面积0.005m² ≈ 5cm²")] public float lureArea = 0.001f;
private FWaterDisplacement _lureHookWaterDisplacement;
private List<Vector3> _trajectory;
public float totalDuration = 1.5f; // 总飞行时间
public float arriveThreshold = 0.01f;
private float elapsedTime = 0f;
private bool isMoving = false;
private Vector3 startOffset = Vector3.zero;
private Transform _transform;
public float CurrentDistanceTraveled { get; private set; } = 0f;
private float _throwStartLineLenght = 0f;
public LureThrowAnim(FPlayer player)
{
_player = player;
}
protected override void OnStart()
{
_throwStartLineLenght = _player.Data.lineLength;
_lureHookWaterDisplacement = _player.Gears.Rod.LureHookWaterDisplacement;
float angle = 25f;
float radians = angle * Mathf.Deg2Rad;
Vector3 forwardUp = _player.transform.forward * Mathf.Cos(radians) +
_player.transform.up * Mathf.Sin(radians);
// // 施加力
// lureHookWaterDisplacement.rigidbody.AddForce(forwardUpDirection * 500, ForceMode.Impulse);
_transform = _lureHookWaterDisplacement.transform;
_lureHookWaterDisplacement.rigidbody.isKinematic = true;
_lureHookWaterDisplacement.rigidbody.useGravity = false;
FishingLureCastInput baseInput = new FishingLureCastInput
{
power = 1f,
lureWeight = 2.2f,
windStrength = 0f, // 风力大小
lineDiameter = 0.14f
};
Vector3 startPos = _player.transform.position + Vector3.up * 2.5f;
// Vector3 startPos = _player.Gears.Rod.rodAsset.lineConnector.position;
Vector3 throwDir = forwardUp.normalized;
var trajectory = CalculateTrajectory(baseInput, startPos, throwDir);
_trajectory = trajectory;
_trajectory = SimplifyTrajectoryRDP(trajectory, 0.1f);
// SceneSettings.Instance.LineRenderer.startWidth = 0.1f;
// SceneSettings.Instance.LineRenderer.endWidth = 0.1f;
// SceneSettings.Instance.LineRenderer.positionCount = _trajectory.Count;
// SceneSettings.Instance.LineRenderer.useWorldSpace = true;
// SceneSettings.Instance.LineRenderer.SetPositions(_trajectory.ToArray());
elapsedTime = 0f;
isMoving = true;
CurrentDistanceTraveled = 0f;
// 如果不在起点,先移动过去
if ((_transform.position - _trajectory[0]).magnitude > arriveThreshold)
{
startOffset = _trajectory[0] - _transform.position;
}
else
{
startOffset = Vector3.zero;
}
}
protected override NTaskStatus OnProcess()
{
OnMove();
return base.OnProcess();
}
private void MoveDone()
{
var rb = _lureHookWaterDisplacement.rigidbody;
// 强制同步位置和朝向
rb.position = rb.transform.position;
rb.rotation = rb.transform.rotation;
rb.isKinematic = false;
// 停止物理残留影响
rb.linearVelocity = Vector3.zero;
rb.angularVelocity = Vector3.zero;
rb.useGravity = true;
Finish();
}
private void OnMove()
{
if (!isMoving || _trajectory == null || _trajectory.Count < 2) return;
// Debug.LogError("OnMove");
// 初始补位阶段(瞬移或平滑补过去)
if (startOffset.magnitude > arriveThreshold)
{
float moveSpeed = startOffset.magnitude / 0.1f;
Vector3 move = startOffset.normalized * moveSpeed * Time.deltaTime;
if (move.magnitude >= startOffset.magnitude)
{
_transform.position = _trajectory[0];
startOffset = Vector3.zero;
}
else
{
_transform.position += move;
startOffset -= move;
}
return;
}
elapsedTime += Time.deltaTime;
float t = Mathf.Clamp01(elapsedTime / totalDuration);
// 插值路径
int segmentCount = _trajectory.Count - 1;
float totalSegmentLength = segmentCount;
float pathT = t * totalSegmentLength;
int index = Mathf.FloorToInt(pathT);
if (index >= _trajectory.Count - 1)
{
_transform.position = _trajectory[^1];
isMoving = false;
CurrentDistanceTraveled = CalculateTotalDistance(_trajectory);
MoveDone();
return;
}
float localT = pathT - index;
Vector3 p0 = _trajectory[index];
Vector3 p1 = _trajectory[index + 1];
_transform.position = Vector3.Lerp(p0, p1, localT);
var distance = Vector3.Distance(_lureHookWaterDisplacement.transform.position,
_player.Gears.Rod.rodAsset.lineConnector.position);
if (distance > _throwStartLineLenght)
{
_throwStartLineLenght = distance;
_player.Data.lineLength = _throwStartLineLenght + 0.5f;
}
// _throwStartLineLenght
}
float CalculateTotalDistance(List<Vector3> points)
{
float dist = 0f;
for (int i = 1; i < points.Count; i++)
dist += Vector3.Distance(points[i - 1], points[i]);
return dist;
}
public List<Vector3> CalculateTrajectory(FishingLureCastInput input, Vector3 startPosition,
Vector3 castDirection)
{
List<Vector3> trajectory = new List<Vector3>();
Vector3 position = startPosition;
Vector3 direction = castDirection.normalized;
float throwPower = Mathf.Lerp(minThrowPower, maxThrowPower, input.power);
Vector3 velocity = direction * throwPower;
float lureMass = input.lureWeight / 1000f; // 转 kg
Vector3 windDir = input.windDirection.normalized;
float windStrength = input.windStrength;
float currentTime = 0f;
int steps = 0;
totalDuration = 0;
while (currentTime < simulationDuration && steps < maxSimulationSteps)
{
if (position.y <= 0f) break;
// 模拟风力逐渐生效
float windInfluenceFactor = Mathf.Clamp01(currentTime / 1.5f); // 1.5秒内增长
Vector3 windVelocity = windDir * windStrength * windInfluenceFactor;
// 真实空气阻力模型
Vector3 relVelocity = velocity - windVelocity;
// 空气阻力
float dragMag = 0.5f * PhysicsHelper.AirDensity *
relVelocity.sqrMagnitude *
dragCoefficient * lureArea;
// --- 钓线空气阻力模拟 ---
// 假设飞行中展开的线长度近似为当前位置的XZ平面长度
float lineLength = Vector3.Distance(new Vector3(position.x, 0, position.z),
new Vector3(startPosition.x, 0, startPosition.z));
float lineRadius = input.lineDiameter / 2000f; // mm转m再除以2得到半径
// 钓线的迎风面积估算:长度 * 直径
float lineArea = lineLength * (lineRadius * 2f); // 近似为圆柱体侧面积的一部分
// 简化模型:线的附加空气阻力方向与当前速度方向相反
float lineDragMag = 0.5f * PhysicsHelper.AirDensity * velocity.sqrMagnitude * dragCoefficient *
lineArea;
Vector3 lineDragForce = -velocity.normalized * lineDragMag;
Vector3 dragForce = -relVelocity.normalized * dragMag;
// 合力 = 重力 + 空气阻力
// Vector3 acceleration = (Physics.gravity + dragForce / lureMass);
Vector3 totalForce = dragForce + lineDragForce;
// 合力 = 重力 + 空气阻力 + 线阻力
Vector3 acceleration = (Physics.gravity + totalForce / lureMass);
velocity += acceleration * timeStep;
position += velocity * timeStep;
trajectory.Add(position);
currentTime += timeStep;
steps++;
}
totalDuration = currentTime;
return trajectory;
}
public static List<Vector3> SimplifyTrajectoryRDP(List<Vector3> points, float tolerance)
{
if (points == null || points.Count < 3)
return new List<Vector3>(points);
List<Vector3> result = new List<Vector3>();
SimplifySection(points, 0, points.Count - 1, tolerance, result);
result.Add(points[points.Count - 1]);
return result;
}
private static void SimplifySection(List<Vector3> points, int start, int end, float tolerance,
List<Vector3> result)
{
if (end <= start + 1)
return;
float maxDistance = -1f;
int index = -1;
Vector3 startPoint = points[start];
Vector3 endPoint = points[end];
for (int i = start + 1; i < end; i++)
{
float distance = PerpendicularDistance(points[i], startPoint, endPoint);
if (distance > maxDistance)
{
maxDistance = distance;
index = i;
}
}
if (maxDistance > tolerance)
{
SimplifySection(points, start, index, tolerance, result);
result.Add(points[index]);
SimplifySection(points, index, end, tolerance, result);
}
}
private static float PerpendicularDistance(Vector3 point, Vector3 lineStart, Vector3 lineEnd)
{
if (lineStart == lineEnd) return Vector3.Distance(point, lineStart);
Vector3 projected = Vector3.Project(point - lineStart, lineEnd - lineStart);
Vector3 closest = lineStart + projected;
return Vector3.Distance(point, closest);
}
}
}

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fileFormatVersion: 2
guid: b1397324abdd458495e11ac971167bbc
timeCreated: 1746449919

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fileFormatVersion: 2
guid: 8f1c5daea61a4a4094251c75e92dc438
timeCreated: 1745922726

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using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace NBF
{
public enum ThrowModeEnum : int
{
Spin = 0,
Float = 1,
}
public enum HandItemType
{
Default = 0,
HandRod = 1,
SpinRod = 2,
}
public class PlayerAnimator : MonoBehaviour
{
#region
private static readonly int StartThrowHash = Animator.StringToHash("startThrow");
private static readonly int LureThrownHash = Animator.StringToHash("lureThrown");
private static readonly int PrepareThrowHash = Animator.StringToHash("prepareThrow");
private static readonly int LeftHandHash = Animator.StringToHash("leftHand");
private static readonly int MoveSpeedHash = Animator.StringToHash("moveSpeed");
private static readonly int BoatVelocityHash = Animator.StringToHash("boatVelocity");
private static readonly int BoatDirHash = Animator.StringToHash("boatDir");
private static readonly int BoatHash = Animator.StringToHash("boat");
private static readonly int CastingHash = Animator.StringToHash("casting");
private static readonly int TelestickHash = Animator.StringToHash("telestick");
private static readonly int TelestickPullHash = Animator.StringToHash("telestick_pull");
private static readonly int UseRodPodHash = Animator.StringToHash("use_rod_pod");
private static readonly int ItemSourceHash = Animator.StringToHash("item_source");
private static readonly int ItemDestHash = Animator.StringToHash("item_dest");
private static readonly int RodReadyHash = Animator.StringToHash("rod_ready");
private static readonly int HitchRecoverDirHash = Animator.StringToHash("hitchRecoverDir");
private static readonly int HitchRecoverHash = Animator.StringToHash("hitchRecover");
private static readonly int SitOrStandHash = Animator.StringToHash("sitOrStand");
private static readonly int ShtekerHash = Animator.StringToHash("shteker");
private static readonly int ItemInHandsHash = Animator.StringToHash("item_in_hands");
private static readonly int ChangeItemHash = Animator.StringToHash("change_item");
private static readonly int ItemTypeHash = Animator.StringToHash("item_type");
private static readonly int ItemActionHash = Animator.StringToHash("item_action");
private static readonly int ItemActionPowerHash = Animator.StringToHash("item_action_power");
private static readonly int PodsakActionHash = Animator.StringToHash("podsak_action");
private static readonly int FishingFinalHash = Animator.StringToHash("fishing_final");
private static readonly int SpinOrTeleHash = Animator.StringToHash("spin_or_tele");
private static readonly int TwitchHash = Animator.StringToHash("twitch");
private static readonly int TwitchDirHash = Animator.StringToHash("twitch_dir");
private static readonly int ThrowSpeedMultHash = Animator.StringToHash("throw_speed_mult");
private static readonly int ConvTestHash = Animator.StringToHash("conv_test");
private static readonly int BoatPoseHash = Animator.StringToHash("boat_pose");
private static readonly int QuadDirectionHash = Animator.StringToHash("quad_direction");
private static readonly int StretchMaxHash = Animator.StringToHash("stretch_max");
private static readonly int ExamineItemHash = Animator.StringToHash("examine_item");
private static readonly int TillerDirectionHash = Animator.StringToHash("tiller_direction");
private static readonly int TestTriggerHash = Animator.StringToHash("test_trigger");
private static readonly int ThrowModeHash = Animator.StringToHash("throw_mode");
private static readonly int PullUpRodHash = Animator.StringToHash("pull_up_rod");
public bool StartThrow
{
get => animator.GetBool(StartThrowHash);
set => animator.SetBool(StartThrowHash, value);
}
public bool LureThrown
{
get => animator.GetBool(LureThrownHash);
set => animator.SetBool(LureThrownHash, value);
}
public bool PrepareThrow
{
get => animator.GetBool(PrepareThrowHash);
set => animator.SetBool(PrepareThrowHash, value);
}
public bool LeftHand
{
get => animator.GetBool(LeftHandHash);
set => animator.SetBool(LeftHandHash, value);
}
public float MoveSpeed
{
get => animator.GetFloat(MoveSpeedHash);
set => animator.SetFloat(MoveSpeedHash, value);
}
public float BoatVelocity
{
get => animator.GetFloat(BoatVelocityHash);
set => animator.SetFloat(BoatVelocityHash, value);
}
public float BoatDir
{
get => animator.GetFloat(BoatDirHash);
set => animator.SetFloat(BoatDirHash, value);
}
public bool Boat
{
get => animator.GetBool(BoatHash);
set => animator.SetBool(BoatHash, value);
}
public bool Casting
{
get => animator.GetBool(CastingHash);
set => animator.SetBool(CastingHash, value);
}
public bool Telestick
{
get => animator.GetBool(TelestickHash);
set => animator.SetBool(TelestickHash, value);
}
public bool TelestickPull
{
get => animator.GetBool(TelestickPullHash);
set => animator.SetBool(TelestickPullHash, value);
}
public bool UseRodPod
{
get => animator.GetBool(UseRodPodHash);
set => animator.SetBool(UseRodPodHash, value);
}
public int ItemSource
{
get => animator.GetInteger(ItemSourceHash);
set => animator.SetInteger(ItemSourceHash, value);
}
public int ItemDest
{
get => animator.GetInteger(ItemDestHash);
set => animator.SetInteger(ItemDestHash, value);
}
public bool RodReady
{
get => animator.GetBool(RodReadyHash);
set => animator.SetBool(RodReadyHash, value);
}
public float HitchRecoverDir
{
get => animator.GetFloat(HitchRecoverDirHash);
set => animator.SetFloat(HitchRecoverDirHash, value);
}
public void SetHitchRecoverTrigger()
{
animator.SetTrigger(HitchRecoverHash);
}
public void ResetHitchRecoverTrigger()
{
animator.ResetTrigger(HitchRecoverHash);
}
public float SitOrStand
{
get => animator.GetFloat(SitOrStandHash);
set => animator.SetFloat(SitOrStandHash, value);
}
public bool Shteker
{
get => animator.GetBool(ShtekerHash);
set => animator.SetBool(ShtekerHash, value);
}
public bool ItemInHands
{
get => animator.GetBool(ItemInHandsHash);
set => animator.SetBool(ItemInHandsHash, value);
}
public bool ChangeItem
{
get => animator.GetBool(ChangeItemHash);
set => animator.SetBool(ChangeItemHash, value);
}
public HandItemType ItemType
{
get => (HandItemType)animator.GetInteger(ItemTypeHash);
set => animator.SetInteger(ItemTypeHash, (int)value);
}
public void SetItemActionTrigger()
{
animator.SetTrigger(ItemActionHash);
}
public void ResetItemActionTrigger()
{
animator.ResetTrigger(ItemActionHash);
}
public float ItemActionPower
{
get => animator.GetFloat(ItemActionPowerHash);
set => animator.SetFloat(ItemActionPowerHash, value);
}
public bool PodsakAction
{
get => animator.GetBool(PodsakActionHash);
set => animator.SetBool(PodsakActionHash, value);
}
public bool PullUpRod
{
get => animator.GetBool(PullUpRodHash);
set => animator.SetBool(PullUpRodHash, value);
}
public float FishingFinal
{
get => animator.GetFloat(FishingFinalHash);
set => animator.SetFloat(FishingFinalHash, value);
}
public float SpinOrTele
{
get => animator.GetFloat(SpinOrTeleHash);
set => animator.SetFloat(SpinOrTeleHash, value);
}
public void SetTwitchTrigger()
{
animator.SetTrigger(TwitchHash);
}
public void ResetTwitchTrigger()
{
animator.ResetTrigger(TwitchHash);
}
public float TwitchDir
{
get => animator.GetFloat(TwitchDirHash);
set => animator.SetFloat(TwitchDirHash, value);
}
public float ThrowSpeedMult
{
get => animator.GetFloat(ThrowSpeedMultHash);
set => animator.SetFloat(ThrowSpeedMultHash, value);
}
public void SetConvTestTrigger()
{
animator.SetTrigger(ConvTestHash);
}
public void ResetConvTestTrigger()
{
animator.ResetTrigger(ConvTestHash);
}
public int BoatPose
{
get => animator.GetInteger(BoatPoseHash);
set => animator.SetInteger(BoatPoseHash, value);
}
public float QuadDirection
{
get => animator.GetFloat(QuadDirectionHash);
set => animator.SetFloat(QuadDirectionHash, value);
}
public bool StretchMax
{
get => animator.GetBool(StretchMaxHash);
set => animator.SetBool(StretchMaxHash, value);
}
public void SetExamineItemTrigger()
{
animator.SetTrigger(ExamineItemHash);
}
public void ResetExamineItemTrigger()
{
animator.ResetTrigger(ExamineItemHash);
}
public float TillerDirection
{
get => animator.GetFloat(TillerDirectionHash);
set => animator.SetFloat(TillerDirectionHash, value);
}
public void SetTestTrigger()
{
animator.SetTrigger(TestTriggerHash);
}
public void ResetTestTrigger()
{
animator.ResetTrigger(TestTriggerHash);
}
public ThrowModeEnum ThrowMode
{
get
{
var val = animator.GetInteger(ThrowModeHash);
return (ThrowModeEnum)val;
}
set => animator.SetInteger(ThrowModeHash, (int)value);
}
#endregion
public FPlayer Player;
public Animator animator;
private void Awake()
{
animator = GetComponent<Animator>();
}
#region
/// <summary>
/// 抛竿开始
/// </summary>
public void RodForceThrowStart()
{
if (Player.Fsm.CurrentState is PlayerThrow playerThrow)
{
playerThrow.RodForceThrowStart();
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: bd3b33ae0a9148e09ab618b222f8def5
timeCreated: 1743435615

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using UnityEngine;
namespace NBF
{
public class ReelAnimator : MonoBehaviour
{
public FReel Reel;
private Animator _animator;
#region
private static readonly int ReelingHash = Animator.StringToHash("Reeling");
private static readonly int LineOutHash = Animator.StringToHash("LineOut");
private static readonly int UnlockHash = Animator.StringToHash("Unlock");
private static readonly int LineOutUnlockHash = Animator.StringToHash("LineOutUnlock");
public float Reeling
{
get => _animator.GetFloat(ReelingHash);
set => _animator.SetFloat(ReelingHash, value);
}
public float Reeling2
{
get => _animator.GetFloat(ReelingHash);
set => _animator.SetFloat(ReelingHash, value);
}
public float LineOut
{
get => _animator.GetFloat(LineOutHash);
set => _animator.SetFloat(LineOutHash, value);
}
public bool Unlock
{
get => _animator.GetBool(UnlockHash);
set => _animator.SetBool(UnlockHash, value);
}
public bool LineOutUnlock
{
get => _animator.GetBool(LineOutUnlockHash);
set => _animator.SetBool(LineOutUnlockHash, value);
}
#endregion
private void Awake()
{
_animator = GetComponent<Animator>();
}
}
}

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fileFormatVersion: 2
guid: fc6fc8d0372240f19de917e50d56edfb
timeCreated: 1745922779

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fileFormatVersion: 2
guid: e465891621384ba890e69d4f2ee3ec27
timeCreated: 1748265766

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using System;
using UnityEngine;
// using WaveHarmonic.Crest;
namespace NBF
{
public class Boat : MonoBehaviour
{
private Collider boatCollider;
[Tooltip("移动力应施加于质心的垂直偏移量。")] [SerializeField]
float _ForceHeightOffset;
[Tooltip("推力")] [SerializeField] float _ThrustPower = 10f;
[Tooltip("加速推力")] [SerializeField] float _ThrustMaxPower = 10f;
[Tooltip("转向速度")] [SerializeField] float _SteerPower = 1f;
[Tooltip("转弯时要转动船只。")] [Range(0, 1)] [SerializeField]
float _TurningHeel = 0.35f;
[Tooltip("对浮力变化应用曲线处理。")] [SerializeField]
AnimationCurve _BuoyancyCurveFactor = new(new Keyframe[]
{
new(0, 0, 0.01267637f, 0.01267637f),
new(0.6626424f, 0.1791001f, 0.8680198f, 0.8680198f), new(1, 1, 3.38758f, 3.38758f)
});
/// <summary>
/// 船坐下位置
/// </summary>
public Transform Place;
/// <summary>
/// 船站立位置
/// </summary>
public Transform standPlace;
// /// <summary>
// /// 浮力组件
// /// </summary>
// private FloatingObject _floatingObject;
private float _BuoyancyFactor = 1f;
private void Awake()
{
boatCollider = GetComponent<Collider>();
// if (_floatingObject == null) _floatingObject = GetComponent<FloatingObject>();
}
public void Use(FPlayer player)
{
boatCollider.enabled = false;
}
public void UnUse()
{
boatCollider.enabled = true;
}
public void BoatInput(Vector2 moveInput, bool isRun = false)
{
// if (!_floatingObject.InWater) return;
//
// var input = Vector3.zero;
// input.x = moveInput.x; // 水平转向x轴
// input.z = moveInput.y; // 前后移动y轴映射到z轴
//
// var rb = _floatingObject.RigidBody;
//
// var power = isRun ? _ThrustMaxPower : _ThrustPower;
//
// // Thrust
// var forcePosition = rb.worldCenterOfMass + _ForceHeightOffset * Vector3.up;
// rb.AddForceAtPosition(power * input.z * transform.forward, forcePosition, ForceMode.Acceleration);
//
// // Steer
// var rotation = transform.up + _TurningHeel * transform.forward;
// rb.AddTorque(_SteerPower * input.x * rotation, ForceMode.Acceleration);
//
// if (input.y > 0f)
// {
// if (_BuoyancyFactor < 1f)
// {
// _BuoyancyFactor += Time.deltaTime * 0.1f;
// _BuoyancyFactor = Mathf.Clamp(_BuoyancyFactor, 0f, 1f);
// _floatingObject.BuoyancyForceStrength = _BuoyancyCurveFactor.Evaluate(_BuoyancyFactor);
// }
// }
// else if (input.y < 0f)
// {
// if (_BuoyancyFactor > 0f)
// {
// _BuoyancyFactor -= Time.deltaTime * 0.1f;
// _BuoyancyFactor = Mathf.Clamp(_BuoyancyFactor, 0f, 1f);
// _floatingObject.BuoyancyForceStrength = _BuoyancyCurveFactor.Evaluate(_BuoyancyFactor);
// }
// }
}
}
}

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fileFormatVersion: 2
guid: 206cf1531b7445518ce30ec8ecb0ad2a
timeCreated: 1748265785

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using RootMotion.FinalIK;
using UnityEngine;
public partial class FPlayer
{
/// <summary>
/// 把鱼线放手上
/// </summary>
/// <param name="lHandPoint"></param>
/// <param name="speed"></param>
public bool PutLineToLeftHandHelper(Transform lHandPoint, float speed = 1f)
{
var pin = Gears.Rod.lineHandler.pinchController;
if (!pin.isPinched)
{
pin.StartPinch(lHandPoint, speed);
}
if (pin.isPinched && Vector3.Distance(pin.transform.position, lHandPoint.position) < 0.1f)
{
return true;
}
return false;
}
public float GetPlayerHandPower()
{
if (!Gears.Rod)
{
return 1f;
}
if (!Gears.Rod.lineHandler)
{
return 1f;
}
float num2 = 0f;
float value = 0.85f + num2;
value = Mathf.Clamp(value, 0.5f, 1.2f);
var num = (Gears.Rod.currentFish
? (1f - Mathf.Clamp01(Gears.Rod.currentLineTension * value))
: (1f - Mathf.Clamp01(Gears.Rod.linelenghtDiferent * 0.2f)));
return Mathf.Clamp(num, 0.2f, 1.2f);
}
private void MoveTowardsInteraction()
{
if (!interactionCCDIK)
{
return;
}
interactionCCDIK.solver.SetIKPositionWeight(Mathf.MoveTowards(interactionCCDIK.solver.IKPositionWeight,
interactionTargetWeight, Time.deltaTime * 2f));
if (Mathf.Approximately(interactionCCDIK.solver.IKPositionWeight, interactionTargetWeight))
{
if (interactionTargetWeight == 0f)
{
interactionCCDIK.solver.target = null;
// SetHandArmature(lHandPlayer, armatureLHandPosterIdle);
}
interactionCCDIK = null;
}
}
/// <summary>
/// 控制手和线轴交互
/// </summary>
/// <param name="interactiveObject"></param>
public void InteractiveMainHand(Transform interactiveObject)
{
if (!MainArm.TryGetComponent<CCDIK>(out var component))
{
return;
}
if (interactiveObject == null)
{
interactionTargetWeight = 0f;
interactionCCDIK = component;
if (Gears.Reel)
{
Data.isHandOnHandle = false;
}
return;
}
switch (interactiveObject.tag)
{
case "Reel":
component.solver.target = Gears.Reel.reelAsset.handle;
interactionTargetWeight = 1f;
interactionCCDIK = component;
if ((bool)Gears.Rod && (bool)Gears.Reel)
{
Data.isHandOnHandle = true;
}
break;
case "ReelUnlock":
// SetHandArmature(lHandPlayer, Gears.Reel.armatureLHandUnlockPoster);
// component.solver.target = Gears.Reel.reelAsset.koblagHandle;
interactionTargetWeight = 1f;
interactionCCDIK = component;
if ((bool)Gears.Rod && (bool)Gears.Reel)
{
Data.isHandOnHandle = false;
}
break;
}
}
}

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fileFormatVersion: 2
guid: b2ded975fdd44246a7009d06371195b2
timeCreated: 1743521899

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using DG.Tweening;
using NBC;
using NBF;
using RootMotion.FinalIK;
using UnityEngine;
public partial class FPlayer : MonoBehaviour
{
public FPlayerData Data;
/// <summary>
/// 相机挂点
/// </summary>
public Transform CameraRoot;
private CCDIK interactionCCDIK;
private float interactionTargetWeight;
public Fsm<FPlayer> Fsm { get; private set; }
private PlayerArm[] Arms;
public PlayerArm MainArm { get; private set; }
public PlayerArm MinorArm { get; private set; }
public PlayerAnimator PlayerAnimatorCtrl;
public FPlayerUseGear Gears;
public LureTrajectorySimulator LureTrajectorySimulator;
public Transform Light;
public Transform BackSpine;
public Rigidbody Rigidbody;
public PlayerCharacter Character;
private void Awake()
{
Character = GetComponent<PlayerCharacter>();
PlayerAnimatorCtrl = gameObject.GetComponent<PlayerAnimator>();
if (PlayerAnimatorCtrl == null)
{
PlayerAnimatorCtrl = gameObject.AddComponent<PlayerAnimator>();
}
Gears = gameObject.GetComponent<FPlayerUseGear>();
if (Gears == null)
{
Gears = gameObject.AddComponent<FPlayerUseGear>();
}
LureTrajectorySimulator = gameObject.AddComponent<LureTrajectorySimulator>();
PlayerAnimatorCtrl.Player = this;
Arms = GetComponentsInChildren<PlayerArm>();
}
private void Start()
{
ChangeArm();
InteractiveMainHand(null);
Init();
}
public void InitData(FPlayerData data)
{
Data = data;
if (data.PlayerID == GameModel.RoleID)
{
Fishing.Inst.Player.SelfPlayer = this;
BaseCamera.Main.transform.SetParent(CameraRoot);
BaseCamera.Main.transform.localPosition = Vector3.zero;
}
}
#region
private void Init()
{
InitFsm();
}
private void InitFsm()
{
Fsm = new Fsm<FPlayer>("Player", this, true);
Fsm.RegisterState<PlayerIdle>();
Fsm.RegisterState<PlayerThrow>();
Fsm.RegisterState<PlayerFishing>();
Fsm.RegisterState<PlayerFight>();
Fsm.RegisterState<PlayerShowFish>();
Fsm.RegisterState<PlayerWaitThrow>();
Fsm.Start<PlayerIdle>();
}
#endregion
public void ChangeArm()
{
var isLeftHand = PlayerAnimatorCtrl.LeftHand;
foreach (var arm in Arms)
{
if (isLeftHand)
{
if (arm.IsLeft)
{
MainArm = arm;
}
else
{
MinorArm = arm;
}
}
else
{
if (!arm.IsLeft)
{
MainArm = arm;
}
else
{
MinorArm = arm;
}
}
}
}
private void Update()
{
Fsm?.Update();
// CheckAndConnectRod();
MoveTowardsInteraction();
if (CanChangeGear())
{
Gears?.Update();
}
SyncLight();
}
private void SyncLight()
{
if (Light)
{
if (Light.gameObject.activeSelf != Data.openLight)
{
Light.gameObject.SetActive(Data.openLight);
}
}
}
private Tween _fovTween; // 存储当前的Tween动画方便中断
private float _zoomDuration = 0.2f; // 缩放动画时间
public Boat NowBoat { get; private set; }
/// <summary>
/// 切换望远镜效果(打开/关闭)
/// </summary>
/// <param name="isZoomIn">true=打开望远镜false=关闭望远镜</param>
public void ToggleTelescope()
{
// 如果已经有动画在运行,先停止
_fovTween?.Kill();
// 根据传入的参数决定目标FOV
float targetFOV = Data.openTelescope ? GameDef.ZoomedFOV : GameDef.NormalFOV;
// 使用DoTween平滑过渡FOV
_fovTween = DOTween.To(
() => BaseCamera.Main.fieldOfView, // 获取当前FOV
x => BaseCamera.Main.fieldOfView = x, // 设置新FOV
targetFOV, // 目标FOV
_zoomDuration // 动画时间
).SetEase(Ease.InOutQuad); // 使用缓动函数让动画更平滑
}
public bool CanChangeGear()
{
return true;
}
public void EnterBoat(Boat boat)
{
NowBoat = boat;
boat.Use(this);
PlayerAnimatorCtrl.Boat = true;
transform.parent = boat.Place;
transform.localPosition = Vector3.zero;
transform.localRotation = Quaternion.identity;
Rigidbody.isKinematic = true;
Character.CharacterController.enabled = false;
}
public void ExitBoat()
{
NowBoat.UnUse();
NowBoat = null;
Rigidbody.isKinematic = true;
Character.CharacterController.enabled = true;
}
}

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fileFormatVersion: 2
guid: 492fca36d1134a788a47e5bf6f2fdc1e
timeCreated: 1742313418

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using System;
using UnityEngine;
using UnityEngine.Serialization;
namespace NBF
{
public abstract class FPlayerGear : MonoBehaviour
{
private bool _isInit;
public FPlayer Owner { get; protected set; }
public FGearData GearData { get; protected set; }
public FRod Rod { get; protected set; }
public void Start()
{
// OnStart();
}
public void Initialize(FPlayer player, FGearData gearData = null)
{
Owner = player;
Rod = Owner.Gears.Rod;
GearData = gearData;
OnStart();
_isInit = true;
}
public void Update()
{
if (!_isInit) return;
if (!Owner || Owner.Data == null) return;
if (!Owner.Gears) return;
OnUpdate();
}
private void FixedUpdate()
{
if (!_isInit) return;
OnFixedUpdate();
}
private void LateUpdate()
{
if (!_isInit) return;
OnLateUpdate();
}
protected virtual void OnStart()
{
}
protected virtual void OnUpdate()
{
}
protected virtual void OnFixedUpdate()
{
}
protected virtual void OnLateUpdate()
{
}
#region
protected void CheckDistance(Transform target, float distance = 0.01f)
{
var dis = Vector3.Distance(transform.position, target.position);
if (dis > distance)
{
// transform.position = target.position;
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: a083c4569ab147b4b2ce8ec20ad64cba
timeCreated: 1744029092

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using System;
using System.Collections;
using NBC;
using UnityEngine;
namespace NBF
{
public class FPlayerUseGear : MonoBehaviour
{
/// <summary>
/// 可用的
/// </summary>
public bool Usable { get; private set; }
public int UseGearId { get; private set; }
public FPlayer Player { get; set; }
public FRod Rod;
public FReel Reel;
public FHook Hook;
public FFloat Bobber;
public FBait Bait;
public FLure Lure;
public FWeight Weight;
public FLine Line;
public Transform GearParent { get; private set; }
private void Start()
{
Player = GetComponentInParent<FPlayer>();
var obj = new GameObject(Player.Data.PlayerID.ToString());
GearParent = obj.transform;
GearParent.SetParent(SceneSettings.Instance.GearNode);
GearParent.localPosition = Vector3.zero;
GearParent.position = Player.transform.position;
}
public void Update()
{
if (CheckGear())
{
StartCoroutine(CreateOrHideGear());
}
}
private bool CheckGear()
{
var nowGearId = 0;
if (Player != null && Player.Data != null && Player.Data.currentGear != null)
{
nowGearId = Player.Data.currentGear.GetUnitId();
}
if (UseGearId != nowGearId)
{
UseGearId = nowGearId;
return true;
}
return false;
}
public IEnumerator CreateOrHideGear()
{
if (Player.PlayerAnimatorCtrl.ItemInHands)
{
Player.PlayerAnimatorCtrl.ItemInHands = false;
}
if (Rod != null)
{
yield return HideGear();
}
yield return new WaitForSeconds(0.1f);
if (Player.Data == null || Player.Data.currentGear == null) yield break;
var parent = GearParent;
parent.position = Player.transform.position;
var data = Player.Data.currentGear;
var rodConfig = data.rod.Config;
var cloneObj = rodConfig.Instantiate(parent, Vector3.zero, Player.MainArm.RodContainer.rotation);
if (cloneObj == null)
{
yield break;
}
Rod = cloneObj.GetComponent<FRod>();
if (Rod == null)
{
Rod = cloneObj.AddComponent<FRod>();
}
if (Rod)
{
Rod.transform.localPosition = Vector3.zero;
Rod.transform.rotation = Player.MainArm.RodContainer.rotation;
if (rodConfig.ring > 0)
{
var ringConfig = GameRings.Get(rodConfig.ring);
var ringObject = ringConfig.Instantiate(Rod.transform);
ringObject.SetActive(false);
Rod.SetRing(ringObject.GetComponent<RodRingAsset>());
}
}
else
{
yield break;
}
if (data.line != null)
{
var linePrefab = data.line.Config.Instantiate(parent);
Line = linePrefab.GetComponent<FLine>();
}
if (data.reel != null)
{
var reelPrefab = data.reel.Config.Create(parent);
Reel = reelPrefab.GetComponent<FReel>();
}
if (data.bobber != null)
{
var bobberPrefab = data.bobber.Config.Create(parent);
Bobber = bobberPrefab.GetComponent<FFloat>();
}
if (data.hook != null)
{
var hookPrefab = data.hook.Config.Create(parent);
Hook = hookPrefab.GetComponent<FHook>();
}
if (data.bait != null)
{
var baitPrefab = data.bait.Config.Create(parent);
if (baitPrefab.TryGetComponent<FBait>(out var bait))
{
Bait = bait;
}
}
if (data.lure != null)
{
var baitPrefab = data.lure.Config.Create(parent);
if (baitPrefab.TryGetComponent<FLure>(out var lure))
{
Lure = lure;
}
}
if (data.weight != null)
{
var weightPrefab = data.weight.Config.Instantiate(parent);
Weight = weightPrefab.GetComponent<FWeight>();
}
Debug.LogError("CreateOrHideGear");
yield return 1;
Rod.Initialize(Player, data.rod);
Rod.CreateFishingHandler();
if (Line)
{
Line.Initialize(Player, data.line);
if ((bool)Rod.lineHandler.obiRopeSegment_1)
{
Rod.lineHandler.obiRopeSegment_1.GetComponent<MeshRenderer>().material =
Line.lineMat;
}
if ((bool)Rod.lineHandler.obiRopeSegment_2)
{
Rod.lineHandler.obiRopeSegment_2.GetComponent<MeshRenderer>().material =
Line.lineMat;
}
if ((bool)Rod.lineHandler.obiRopeSegment_3)
{
Rod.lineHandler.obiRopeSegment_3.GetComponent<MeshRenderer>().material =
Line.lineMat;
}
}
if (Reel)
{
// Reel.maxReelStrength = data.reel.Config.strength;
// Reel.reelingSpeed = 0.5f; //slotsEquip.reel.currentSpeed;
Reel.reelingDrag = 0.699f; //slotsEquip.reel.currentDrag;
Reel.transform.SetParent(Rod.rodAsset.ReelConnector);
Reel.transform.localPosition = Vector3.zero;
Reel.transform.localEulerAngles = Vector3.zero;
// Reel.reelAsset.szpulaObject.GetComponent<MeshRenderer>().material = Line.szpulaMat;
Reel.Initialize(Player, data.reel);
}
if (Bobber)
{
Bobber.floatDisplacement = data.bobber.Config.displacement;
// if ((double)slotsEquip.ffloat.lastSetGroundValue > 0.2)
// {
// Bobber.newDeepth = slotsEquip.ffloat.lastSetGroundValue;
// }
Bobber.newDeepth = 0.5f;
Bobber.Initialize(Player, data.bobber);
Bobber.transform.position = Rod.lineHandler.LineConnector_1.transform.position;
Bobber.gameObject.GetComponent<ConfigurableJoint>().connectedBody =
Rod.lineHandler.LineConnector_1.GetComponent<Rigidbody>();
}
if (Hook)
{
Hook.Initialize(Player, data.hook);
Hook.transform.position = Rod.lineHandler.LineConnector_2.transform.position;
Hook.transform.rotation = Rod.lineHandler.LineConnector_2.transform.rotation; // 确保旋转也同步
var target = Rod.lineHandler.LineConnector_2.GetComponent<Rigidbody>();
var joint = Hook.gameObject.GetComponent<ConfigurableJoint>();
// // 关键设置:关闭自动锚点计算,手动设置锚点
// joint.autoConfigureConnectedAnchor = false;
// joint.anchor = Vector3.zero; // 以 Hook 自身中心为锚点
// joint.connectedAnchor = Vector3.zero; // 以目标物体的中心为锚点
joint.connectedBody = target;
// // 强制物理引擎立即更新变换避免1帧延迟
// Physics.SyncTransforms();
// joint.autoConfigureConnectedAnchor = false;
// joint.anchor = Vector3.zero;
// joint.connectedAnchor = Vector3.zero;
Rod.LureHookWaterDisplacement = Hook.GetComponent<FWaterDisplacement>();
}
if (Bait)
{
Bait.Initialize(Player, data.bait);
Bait.transform.position = Hook.hookAsset.baitConnector.position;
Bait.transform.SetParent(Hook.hookAsset.baitConnector);
}
if (Lure)
{
Lure.Initialize(Player, data.bait);
Lure.transform.position = Rod.lineHandler.LineConnector_1.transform.position;
Lure.gameObject.GetComponent<ConfigurableJoint>().connectedBody =
Rod.lineHandler.LineConnector_1.GetComponent<Rigidbody>();
Rod.LureHookWaterDisplacement = Lure.GetComponent<FWaterDisplacement>();
}
if (Weight)
{
Weight.weight = data.weight.Config.weight;
Weight.Initialize(Player, data.weight);
}
// Player.PlayerAnimatorCtrl.ItemInHands = true;
Player.PlayerAnimatorCtrl.ItemInHands = true;
Player.PlayerAnimatorCtrl.ThrowMode = ThrowModeEnum.Spin;
Player.PlayerAnimatorCtrl.ItemType = HandItemType.SpinRod;
if (data.Type == GearType.Pole)
{
Player.PlayerAnimatorCtrl.ItemType = HandItemType.HandRod;
Player.PlayerAnimatorCtrl.ThrowMode = ThrowModeEnum.Float;
}
yield return 1; //等待1帧
Rod.transform.SetParent(Player.MainArm.RodContainer);
Rod.transform.localPosition = Vector3.zero;
Rod.transform.rotation = Player.MainArm.RodContainer.rotation;
// yield return 1; //等待1帧
// Rod.lineHandler.SetStartPosition();
// yield return 5; //等待1帧
// Rod.lineHandler.SetStartPosition2();
Usable = true;
}
public IEnumerator HideGear()
{
Usable = false;
yield return new WaitForSeconds(0.5f);
DestroyGear();
}
private void DestroyGear()
{
if (Rod != null)
{
if (Rod.lineHandler != null)
{
Destroy(Rod.lineHandler.gameObject);
}
Destroy(Rod.gameObject);
}
if (Reel != null)
{
Destroy(Reel.gameObject);
}
if (Hook != null)
{
Destroy(Hook.gameObject);
}
if (Bobber != null)
{
Destroy(Bobber.gameObject);
}
if (Bait != null)
{
Destroy(Bait.gameObject);
}
if (Lure != null)
{
Destroy(Lure.gameObject);
}
if (Weight != null)
{
Destroy(Weight.gameObject);
}
if (Line != null)
{
Destroy(Line.gameObject);
}
}
}
}

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fileFormatVersion: 2
guid: e8206f172fd9466ab462d87a0734a62c
timeCreated: 1744208607

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fileFormatVersion: 2
guid: 6641d04cdbda4cf9b8b40d8e79288ff9
timeCreated: 1742313505

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fileFormatVersion: 2
guid: afcccd0318924ebf9adc736ea2251c81
timeCreated: 1742313546

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using System;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class FFishSystem : MonoBehaviour
{
[Serializable]
public class FeedingZoneGroup
{
public enum FishMoveType
{
None = 0,
Random = 1,
Loop = 2,
OneWay = 3
}
public List<FishFeedingZone> fishFeedingZones;
public FishMoveType fishMoveType;
public bool isRandom;
public bool isLoop;
public bool isNoRepeat;
public Color connectLineGizmos = Color.red;
}
public bool isNewSpawnerSystem = true;
public List<FWaterDisplacement> inwaterObjects;
public List<FWaterDisplacement> baitsObjects;
public List<FFish> inwaterFishObjects;
public List<FFish> inwaterFishObjectsSpawner;
public List<FeedingZoneGroup> feedingZoneGroup;
public bool viewDebugFish = true;
public int maxVievFishAmount = 15;
public int currentFishViewAmount;
[SerializeField] private int fishToSpawnAmount;
[SerializeField] public bool isReadySetup;
private int maximumFishPoints = 20;
private float timerToReady;
private void Start()
{
isReadySetup = false;
if (!isNewSpawnerSystem)
{
SetupFeedingZones();
}
else
{
InvokeRepeating("ReSpawnerSystem", 1f, 1f);
}
inwaterFishObjectsSpawner = new List<FFish>();
InvokeRepeating("RefreshCurrentFishView", 30f, 30f);
}
private void Update()
{
if (!isNewSpawnerSystem)
{
if (!isReadySetup && fishToSpawnAmount == inwaterFishObjects.Count)
{
if (!isReadySetup)
{
Debug.Log("Zakończono spawnowania ryb: " + inwaterFishObjects.Count);
}
isReadySetup = true;
InvokeRepeating("RefreshFishOptimize", 2f, 2f);
}
}
else if (!isReadySetup)
{
isReadySetup = true;
}
}
private void FixedUpdate()
{
if (isReadySetup)
{
if (!isNewSpawnerSystem)
{
FishDisabledMovement();
}
}
}
private void ReSpawnerSystem()
{
// if (eagleEyes.isFishView)
// {
// return;
// }
baitsObjects.Clear();
FWaterDisplacement[] array = FindObjectsOfType<FWaterDisplacement>();
for (int i = 0; i < array.Length; i++)
{
if (array[i].CompareTag("BaitLure"))
{
baitsObjects.Add(array[i]);
}
}
if (baitsObjects.Count > 0)
{
ReassignFishOrDestroyHookObject();
fishToSpawnAmount = Mathf.RoundToInt(maximumFishPoints / baitsObjects.Count);
DeleteFishOffRange();
for (int j = 0; j < baitsObjects.Count; j++)
{
GenerateOnFish(baitsObjects[j].transform.position, baitsObjects[j]);
}
}
}
private void DeleteFishOffRange()
{
// for (int i = 0;
// i < inwaterFishObjectsSpawner.Count && (!(Vector3.Distance(inwaterFishObjectsSpawner[i].transform.position,
// FScriptsHandler.Instance.m_PlayerMain.currentCameraView
// .transform.position) < 15f));
// i++)
// {
// for (int j = 0; j < baitsObjects.Count; j++)
// {
// if (baitsObjects[j].fishListCreated.Contains(inwaterFishObjectsSpawner[i]) &&
// Vector3.Distance(inwaterFishObjectsSpawner[i].transform.position,
// baitsObjects[j].transform.position) > 30f &&
// inwaterFishObjectsSpawner[i].transform.position.y < 0f &&
// inwaterFishObjectsSpawner[i].joiner == null)
// {
// baitsObjects[j].fishListCreated.Remove(inwaterFishObjectsSpawner[i]);
// Destroy(inwaterFishObjectsSpawner[i].gameObject);
// }
// }
// }
}
private void DeleteOneFishFromHookObject(FWaterDisplacement hookObject)
{
// for (int i = 0; i < hookObject.fishListCreated.Count; i++)
// {
// if (Vector3.Distance(hookObject.fishListCreated[i].transform.position, hookObject.transform.position) >
// 10f && hookObject.fishListCreated[i].joiner == null &&
// hookObject.fishListCreated[i].currentSearchBaitLure == null && !hookObject.fishListCreated[i].isGetFish)
// {
// if (!(Vector3.Distance(hookObject.fishListCreated[i].transform.position,
// FScriptsHandler.Instance.m_PlayerMain.currentCameraView.transform.position) < 15f))
// {
// Destroy(hookObject.fishListCreated[i].gameObject);
// }
//
// break;
// }
// }
}
public void RemoveFishFromCurrentHook(FFish fish)
{
for (int i = 0; i < baitsObjects.Count; i++)
{
if (baitsObjects[i].fishListCreated.Contains(fish))
{
baitsObjects[i].fishListCreated.Remove(fish);
}
}
}
private void ReassignFishOrDestroyHookObject()
{
for (int i = 0; i < inwaterFishObjectsSpawner.Count; i++)
{
bool flag = false;
for (int j = 0; j < baitsObjects.Count; j++)
{
if (baitsObjects[j].fishListCreated.Contains(inwaterFishObjectsSpawner[i]))
{
flag = true;
}
}
if (!flag)
{
baitsObjects[UnityEngine.Random.Range(0, baitsObjects.Count - 1)].fishListCreated
.Add(inwaterFishObjectsSpawner[i]);
}
}
}
private void GenerateOnFish(Vector3 currPosition, FWaterDisplacement hookObject = null)
{
if (feedingZoneGroup.Count == 0)
{
return;
}
if ((bool)hookObject)
{
if (fishToSpawnAmount < hookObject.fishListCreated.Count)
{
DeleteOneFishFromHookObject(hookObject);
return;
}
if (fishToSpawnAmount == hookObject.fishListCreated.Count)
{
return;
}
}
bool flag = false;
Vector3 vector = currPosition + UnityEngine.Random.onUnitSphere * UnityEngine.Random.Range(20f, 25f);
if (Vector3.Distance(vector, currPosition) < 15f)
{
return;
}
float num = ProbeDeepToTerenFromWater(vector);
if (num < 0.3f || num == 0f)
{
return;
}
vector.y = UnityEngine.Random.Range(0f - num, 0f - num * 0.5f);
for (int i = 0; i < feedingZoneGroup.Count; i++)
{
for (int j = 0; j < feedingZoneGroup[i].fishFeedingZones.Count; j++)
{
if (Vector3.Distance(currPosition, feedingZoneGroup[i].fishFeedingZones[j].transform.position) <
feedingZoneGroup[i].fishFeedingZones[j].rangeZone && ProbeDeepToTerenBottom(vector))
{
StartCoroutine(feedingZoneGroup[i].fishFeedingZones[j].GenerateOneFish(vector, hookObject));
flag = true;
Debug.Log("Generate fish in zone");
}
}
}
if (!flag && ProbeDeepToTerenBottom(vector))
{
StartCoroutine(feedingZoneGroup[0].fishFeedingZones[0].GenerateOneFish(vector, hookObject));
Debug.Log("Generate fish first zone");
}
}
private void RefreshFishOptimize()
{
// if (!eagleEyes.isFishView)
// {
// StartCoroutine(FishOptimize());
// }
}
private void SetupFeedingZones()
{
for (int i = 0; i < feedingZoneGroup.Count; i++)
{
for (int j = 0; j < feedingZoneGroup[i].fishFeedingZones.Count; j++)
{
for (int k = 0; k < feedingZoneGroup[i].fishFeedingZones[j].fishPopulation.Length; k++)
{
fishToSpawnAmount += feedingZoneGroup[i].fishFeedingZones[j].fishPopulation[k].AmountPopulationZone;
}
}
}
for (int l = 0; l < feedingZoneGroup.Count; l++)
{
for (int m = 0; m < feedingZoneGroup[l].fishFeedingZones.Count; m++)
{
feedingZoneGroup[l].fishFeedingZones[m].fFishSystem = this;
feedingZoneGroup[l].fishFeedingZones[m].Inedex = m;
feedingZoneGroup[l].fishFeedingZones[m].InedexOfGroup = l;
StartCoroutine(feedingZoneGroup[l].fishFeedingZones[m].GenerateFishPopulationOnStart());
}
}
}
private void FishDisabledMovement()
{
for (int i = 0; i < feedingZoneGroup.Count; i++)
{
for (int j = 0; j < feedingZoneGroup[i].fishFeedingZones.Count; j++)
{
for (int k = 0; k < feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone.Count; k++)
{
if (feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k] != null && !feedingZoneGroup[i]
.fishFeedingZones[j].fishesOnZone[k].gameObject.activeSelf)
{
Vector3 targetPoint = feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].TargetPoint;
feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].transform.position =
Vector3.MoveTowards(
feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].transform.position, targetPoint,
Time.deltaTime * 0.8f);
if (feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].transform.position == targetPoint)
{
feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].currentFeedingZone =
GetNewTargetFeedingZone(feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k]);
feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].TargetPoint =
feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].currentFeedingZone.transform
.position + new Vector3(
UnityEngine.Random.Range(
0f - feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].currentFeedingZone
.rangeZone,
feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].currentFeedingZone
.rangeZone), UnityEngine.Random.Range(-1f, -0.2f),
UnityEngine.Random.Range(
0f - feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].currentFeedingZone
.rangeZone,
feedingZoneGroup[i].fishFeedingZones[j].fishesOnZone[k].currentFeedingZone
.rangeZone));
}
}
}
}
}
}
public FishFeedingZone GetNewTargetFeedingZone(FFish currentFish)
{
int inedexOfGroup = currentFish.currentFeedingZone.InedexOfGroup;
int inedex = currentFish.currentFeedingZone.Inedex;
int count = feedingZoneGroup[inedexOfGroup].fishFeedingZones.Count;
FishFeedingZone result = null;
int num = 0;
switch (feedingZoneGroup[inedexOfGroup].fishMoveType)
{
case FeedingZoneGroup.FishMoveType.None:
if (currentFish.feedingZoneMoveState == 0)
{
num = inedex + 1;
if (num >= count)
{
currentFish.feedingZoneMoveState = 1;
num = inedex - 1;
}
}
if (currentFish.feedingZoneMoveState == 1)
{
num = inedex - 1;
if (num < 0)
{
currentFish.feedingZoneMoveState = 0;
num = inedex + 1;
}
}
result = feedingZoneGroup[inedexOfGroup].fishFeedingZones[num];
break;
case FeedingZoneGroup.FishMoveType.Loop:
num = inedex + 1;
if (num >= count)
{
currentFish.feedingZoneMoveState = 0;
num = 0;
}
result = feedingZoneGroup[inedexOfGroup].fishFeedingZones[num];
break;
case FeedingZoneGroup.FishMoveType.Random:
num = UnityEngine.Random.Range(0, count);
result = feedingZoneGroup[inedexOfGroup].fishFeedingZones[num];
break;
case FeedingZoneGroup.FishMoveType.OneWay:
num = inedex + 1;
if (num >= count)
{
currentFish.transform.position =
feedingZoneGroup[inedexOfGroup].fishFeedingZones[0].transform.position + new Vector3(
UnityEngine.Random.Range(0f - feedingZoneGroup[inedexOfGroup].fishFeedingZones[0].rangeZone,
feedingZoneGroup[inedexOfGroup].fishFeedingZones[0].rangeZone),
UnityEngine.Random.Range(-1f, -0.2f),
UnityEngine.Random.Range(0f - feedingZoneGroup[inedexOfGroup].fishFeedingZones[0].rangeZone,
feedingZoneGroup[inedexOfGroup].fishFeedingZones[0].rangeZone));
num = 1;
}
result = feedingZoneGroup[inedexOfGroup].fishFeedingZones[num];
break;
}
return result;
}
private void OnDrawGizmos()
{
for (int i = 0; i < feedingZoneGroup.Count; i++)
{
switch (feedingZoneGroup[i].fishMoveType)
{
case FeedingZoneGroup.FishMoveType.None:
{
for (int k = 0; k < feedingZoneGroup[i].fishFeedingZones.Count - 1; k++)
{
Gizmos.color = feedingZoneGroup[i].connectLineGizmos;
Gizmos.DrawLine(feedingZoneGroup[i].fishFeedingZones[k].transform.position,
feedingZoneGroup[i].fishFeedingZones[k + 1].transform.position);
}
break;
}
case FeedingZoneGroup.FishMoveType.Loop:
{
for (int l = 0; l < feedingZoneGroup[i].fishFeedingZones.Count - 1; l++)
{
Gizmos.color = feedingZoneGroup[i].connectLineGizmos;
Gizmos.DrawLine(feedingZoneGroup[i].fishFeedingZones[l].transform.position,
feedingZoneGroup[i].fishFeedingZones[l + 1].transform.position);
}
Gizmos.DrawLine(
feedingZoneGroup[i].fishFeedingZones[feedingZoneGroup[i].fishFeedingZones.Count - 1].transform
.position, feedingZoneGroup[i].fishFeedingZones[0].transform.position);
break;
}
case FeedingZoneGroup.FishMoveType.Random:
{
for (int m = 0; m < feedingZoneGroup[i].fishFeedingZones.Count; m++)
{
for (int n = 0; n < feedingZoneGroup[i].fishFeedingZones.Count; n++)
{
Gizmos.color = feedingZoneGroup[i].connectLineGizmos;
Gizmos.DrawLine(feedingZoneGroup[i].fishFeedingZones[m].transform.position,
feedingZoneGroup[i].fishFeedingZones[n].transform.position);
}
}
break;
}
case FeedingZoneGroup.FishMoveType.OneWay:
{
for (int j = 0; j < feedingZoneGroup[i].fishFeedingZones.Count - 1; j++)
{
Gizmos.color = feedingZoneGroup[i].connectLineGizmos;
Gizmos.DrawLine(feedingZoneGroup[i].fishFeedingZones[j].transform.position,
feedingZoneGroup[i].fishFeedingZones[j + 1].transform.position);
}
Gizmos.color = Color.black;
Gizmos.DrawSphere(
feedingZoneGroup[i].fishFeedingZones[feedingZoneGroup[i].fishFeedingZones.Count - 1].transform
.position, 0.3f);
break;
}
}
if (!viewDebugFish)
{
continue;
}
for (int num = 0; num < feedingZoneGroup[i].fishFeedingZones.Count; num++)
{
for (int num2 = 0; num2 < feedingZoneGroup[i].fishFeedingZones[num].fishesOnZone.Count; num2++)
{
if (feedingZoneGroup[i].fishFeedingZones[num].fishesOnZone[num2] != null)
{
Gizmos.color = feedingZoneGroup[i].connectLineGizmos;
Gizmos.DrawSphere(
feedingZoneGroup[i].fishFeedingZones[num].fishesOnZone[num2].transform.position, 0.2f);
}
}
}
}
}
private void RefreshCurrentFishView()
{
currentFishViewAmount = 0;
for (int i = 0; i < inwaterFishObjects.Count; i++)
{
if (inwaterFishObjects[i].gameObject.activeSelf)
{
currentFishViewAmount++;
}
}
Debug.Log("RefreshCurrentFishView: " + currentFishViewAmount);
}
private IEnumerator FishOptimize()
{
// for (int i = 0; i < inwaterFishObjects.Count; i++)
// {
// if (!(inwaterFishObjects[i] != null) || (bool)inwaterFishObjects[i].currentSearchBaitLure ||
// (bool)inwaterFishObjects[i].currentBaitLure)
// {
// continue;
// }
//
// float num = Vector3.Distance(FScriptsHandler.Instance.m_PlayerMain.currentCameraView.transform.position,
// inwaterFishObjects[i].transform.position);
// float num2 = 0f;
// bool flag = false;
// for (int j = 0; j < inwaterObjects.Count; j++)
// {
// if (inwaterObjects[j].tag == "BaitLure")
// {
// num2 = Vector3.Distance(inwaterObjects[j].transform.position,
// inwaterFishObjects[i].transform.position);
// if (inwaterObjects[j].isInWater)
// {
// flag = true;
// }
// }
// }
//
// Vector3.Angle(
// inwaterFishObjects[i].transform.position -
// FScriptsHandler.Instance.m_PlayerMain.currentCameraView.transform.position,
// FScriptsHandler.Instance.m_PlayerMain.m_Camera.transform.forward);
// if (flag || num < 15f)
// {
// if (flag && num2 < 15f && num2 > 10f)
// {
// if (!inwaterFishObjects[i].gameObject.activeSelf && currentFishViewAmount < maxVievFishAmount &&
// inwaterFishObjects[i].transform.position.y < -0.5f &&
// ProbeDeepToTerenBottom(inwaterFishObjects[i].transform.position))
// {
// inwaterFishObjects[i].EnableFish();
// inwaterFishObjects[i].TimerToDisable = 5f;
// currentFishViewAmount++;
// yield return null;
// }
// }
// // else if (num < 15f && num > 10f && (bool)FScriptsHandler.Instance.playerManager.freeCamera && !inwaterFishObjects[i].gameObject.activeSelf && currentFishViewAmount < maxVievFishAmount && inwaterFishObjects[i].transform.position.y < -0.5f && ProbeDeepToTerenBottom(inwaterFishObjects[i].transform.position))
// else if (num < 15f && num > 10f &&
// !inwaterFishObjects[i].gameObject.activeSelf && currentFishViewAmount < maxVievFishAmount &&
// inwaterFishObjects[i].transform.position.y < -0.5f &&
// ProbeDeepToTerenBottom(inwaterFishObjects[i].transform.position))
// {
// inwaterFishObjects[i].EnableFish();
// inwaterFishObjects[i].TimerToDisable = 5f;
// currentFishViewAmount++;
// yield return null;
// }
// }
// else if (inwaterFishObjects[i].gameObject.activeSelf && inwaterFishObjects[i].TimerToDisable == 0f &&
// currentFishViewAmount > 0)
// {
// inwaterFishObjects[i].gameObject.SetActive(value: false);
// currentFishViewAmount--;
// }
// }
yield break;
}
private bool ProbeDeepToTerenBottom(Vector3 probeObject)
{
int layerMask = LayerMask.GetMask("Terrain") | LayerMask.GetMask("UnderwaterObject");
if (Physics.Raycast(probeObject, -Vector3.up, out var _, float.PositiveInfinity, layerMask))
{
return true;
}
return false;
}
private float ProbeDeepToTerenFromWater(Vector3 probeObject)
{
probeObject.y = 0f;
int layerMask = LayerMask.GetMask("Terrain") | LayerMask.GetMask("UnderwaterObject");
if (Physics.Raycast(probeObject, -Vector3.up, out var hitInfo, float.PositiveInfinity, layerMask))
{
return hitInfo.distance;
}
return 0f;
}
public void AddInwaterObject(FWaterDisplacement wIobj)
{
if (!inwaterObjects.Contains(wIobj))
{
inwaterObjects.Add(wIobj);
}
}
public void DeleteInwaterObject(FWaterDisplacement wIobj)
{
if (inwaterObjects.Contains(wIobj))
{
inwaterObjects.Remove(wIobj);
}
}
public void AddInwaterFishObject(FFish wIobj)
{
if (!inwaterFishObjects.Contains(wIobj))
{
inwaterFishObjects.Add(wIobj);
}
}
public void DeleteInwaterFishObject(FFish wIobj)
{
if (inwaterFishObjects.Contains(wIobj))
{
inwaterFishObjects.Remove(wIobj);
}
RemoveFishFromCurrentHook(wIobj);
}
}

View File

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fileFormatVersion: 2
guid: 78d24bf91a0247faa2e24ec050100161
timeCreated: 1742313889

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using System;
using System.Collections;
using System.Collections.Generic;
using NBF;
using Unity.VisualScripting;
using UnityEngine;
public class FishFeedingZone : MonoBehaviour
{
[Serializable]
public class FishPopulation
{
public FishSpecies FishSpecies;
public int AmountPopulationZone = 1;
public Vector2 weightRange;
}
public bool fishTakeTesting;
public int Inedex;
public int InedexOfGroup;
public float rangeZone = 5f;
public FishPopulation[] fishPopulation;
public List<FFish> fishesOnZone;
public FFishSystem fFishSystem;
public Vector3 selfV3;
private void Start()
{
fFishSystem = FindObjectOfType<FFishSystem>();
fishesOnZone = new List<FFish>();
}
private void Update()
{
if (!fFishSystem.isNewSpawnerSystem)
{
checkAndUpdateFishPopulation();
}
}
public IEnumerator GenerateOneFish(Vector3 startPos, FWaterDisplacement hookObject)
{
yield return null;
if (fishPopulation.Length != 0)
{
int num = UnityEngine.Random.Range(0, fishPopulation.Length);
float num2 = RandWeight(new Vector2(fishPopulation[num].weightRange.x, fishPopulation[num].weightRange.y));
try
{
var path = GameFish.Get(t => t.speciesName == fishPopulation[num].FishSpecies).GetFishModel(num2);
FFish component = Instantiate(path, SceneSettings.Instance.transform).GetComponent<FFish>();
if (component == null)
{
int i = 0;
}
component.fFishSystem = fFishSystem;
component.fishWeight = num2;
component.fishSpecies = fishPopulation[num].FishSpecies;
component.transform.localScale = GameFish.Get(t => t.speciesName == fishPopulation[num].FishSpecies)
.GetFishScale(num2);
component.transform.position = startPos;
component.currentFeedingZone = this;
fishesOnZone.Add(component);
component.EnableFish();
fFishSystem.inwaterFishObjectsSpawner.Add(component);
if ((bool)hookObject)
{
hookObject.fishListCreated.Add(component);
}
}
catch (Exception e)
{
Debug.LogError(e);
}
}
}
public IEnumerator GenerateFishPopulationOnStart()
{
yield return null;
for (int i = 0; i < fishPopulation.Length; i++)
{
for (int j = 0; j < fishPopulation[i].AmountPopulationZone; j++)
{
Vector3 position = transform.position + UnityEngine.Random.insideUnitSphere * rangeZone;
position.y = transform.position.y - 0.2f;
float num = RandWeight(new Vector2(fishPopulation[i].weightRange.x, fishPopulation[i].weightRange.y));
FFish component = Instantiate(
GameFish.Get(t => t.speciesName == fishPopulation[i].FishSpecies).GetFishModel(num),
SceneSettings.Instance.transform).GetComponent<FFish>();
component.fFishSystem = fFishSystem;
component.fishWeight = num;
component.fishSpecies = fishPopulation[i].FishSpecies;
component.transform.localScale = GameFish.Get(t => t.speciesName == fishPopulation[i].FishSpecies)
.GetFishScale(num);
component.transform.position = position;
component.currentFeedingZone = this;
fishesOnZone.Add(component);
yield return null;
}
}
}
private void checkAndUpdateFishPopulation()
{
for (int i = 0; i < fishesOnZone.Count; i++)
{
if (fishesOnZone[i] == null)
{
int num = UnityEngine.Random.Range(0, fishPopulation.Length - 1);
if (fishPopulation[num].AmountPopulationZone > fishesOnZone.Count)
{
break;
}
Vector3 position = transform.position + UnityEngine.Random.insideUnitSphere * 1f;
position.y = transform.position.y - 0.2f;
float num2 =
RandWeight(new Vector2(fishPopulation[num].weightRange.x, fishPopulation[num].weightRange.y));
FFish component = Instantiate(
GameFish.Get(t => t.speciesName == fishPopulation[num].FishSpecies).GetFishModel(num2),
SceneSettings.Instance.transform).GetComponent<FFish>();
component.fFishSystem = fFishSystem;
component.fishWeight = num2;
component.fishSpecies = fishPopulation[num].FishSpecies;
component.transform.localScale = GameFish.Get(t => t.speciesName == fishPopulation[num].FishSpecies)
.GetFishScale(num2);
component.transform.position = position;
component.currentFeedingZone = this;
fishesOnZone[i] = component;
Debug.Log("Replace fish " + component.name);
}
}
}
private float RandWeight(Vector2 range)
{
float result = range.x;
for (int i = 0; (float)i < 10f; i++)
{
result = UnityEngine.Random.Range(range.x, range.y);
}
return result;
}
private void OnDrawGizmosSelected()
{
Gizmos.DrawWireSphere(transform.position, rangeZone);
}
}

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fileFormatVersion: 2
guid: 2cb732c064e54c6aa1fbbf8fa94fa7dd
timeCreated: 1742313898

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using System;
using UnityEngine;
namespace NBF
{
public class FixedLine : MonoBehaviour
{
public Transform target;
private Rigidbody _rigidbody;
private void Awake()
{
_rigidbody = GetComponent<Rigidbody>();
}
private void LateUpdate()
{
FixLine();
}
private void FixedUpdate()
{
FixLine();
}
private void FixLine()
{
if (!target) return;
_rigidbody.MovePosition(target.position);
}
}
}

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fileFormatVersion: 2
guid: 112f7ad42d8149c1944bb51067ef1966
timeCreated: 1747411443

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fileFormatVersion: 2
guid: ff517d5448b2471486bb8a6e524447d8
timeCreated: 1743936635

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using NBF;
using UnityEngine;
public class FBait : FPlayerGear
{
// private float takeRange = 5f;
public BaitAsset baitAsset;
private void Awake()
{
baitAsset = GetComponent<BaitAsset>();
}
// public bool CheckBaitEfficacy(float distanceToFish)
// {
// float num = 0f;
//
// float num2 = 100f;
// takeRange = 1f + num2 * 0.5f;
// int num3 = Random.Range(0, 1);
// Debug.Log("Bait efficacy range: " + (takeRange + takeRange * num) + " Bait current efficacy < rand: " + num2 +
// "/" + num3);
// if ((float)num3 > num2)
// {
// Debug.Log("Bait efficacy is too low");
// return false;
// }
//
// return true;
// }
}

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fileFormatVersion: 2
guid: 6b3aaf527fc746ea93d9233dc8ec7ca0
timeCreated: 1742313561

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using NBF;
using UnityEngine;
public class FFeeder : FPlayerGear
{
[HideInInspector]
public Rigidbody rigidbody;
[HideInInspector]
public FWaterDisplacement waterDisplacement;
public ParticleSystem smuuggeParticle;
[HideInInspector]
public FRod currentRod;
protected override void OnStart()
{
rigidbody = GetComponent<Rigidbody>();
waterDisplacement = GetComponent<FWaterDisplacement>();
}
protected override void OnUpdate()
{
ShowWaterFX();
if ((bool)currentRod)
{
if ((bool)currentRod.currentFish)
{
waterDisplacement.isFreeze = true;
}
else
{
waterDisplacement.isFreeze = false;
}
}
}
private void ShowWaterFX()
{
if (smuuggeParticle == null)
{
return;
}
if (waterDisplacement.waterHeightPosition - 0.1f <= transform.position.y && waterDisplacement.waterHeightPosition + 0.1f > transform.position.y)
{
if (!smuuggeParticle.isEmitting)
{
smuuggeParticle.Play();
}
}
else if (smuuggeParticle.isPlaying)
{
smuuggeParticle.Stop();
}
}
}

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fileFormatVersion: 2
guid: 6b9877b136184e20a98cd45d0e067a2b
timeCreated: 1742313572

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// using UltimateWater;
using NBF;
using UnityEngine;
public class FFloat : FPlayerGear
{
[HideInInspector] public Rigidbody rigidbody;
[HideInInspector] public FWaterDisplacement waterDisplacement;
public float currentFloatDeepth = 0.2f;
public float newDeepth { get; set; } = 0.21f;
public float floatDisplacement;
// private BoxCollider collider;
private float startWaterInteractiveMultiple = 5f;
private Transform currentWaterDrop;
// [SerializeField] public Transform scallingObject;
private bool destroyDropFx;
protected override void OnStart()
{
rigidbody = GetComponent<Rigidbody>();
waterDisplacement = GetComponent<FWaterDisplacement>();
waterDisplacement.objectDisplacement = floatDisplacement;
// collider = GetComponent<BoxCollider>();
if (Owner.Gears.Rod)
{
Owner.Gears.Rod.lineHandler.SetSegmentTwoLenght(currentFloatDeepth);
}
// if ((bool)waterInteractive)
// {
// waterInteractive.enabled = false;
// startWaterInteractiveMultiple = waterInteractive.Multiplier;
// }
Invoke("EnableWaterInteractive", 3f);
}
protected override void OnUpdate()
{
if ((bool)Owner.Gears.Rod)
{
if ((bool)Owner.Gears.Rod.currentFish)
{
waterDisplacement.isFreeze = true;
waterDisplacement.useSplashes = false;
}
else
{
waterDisplacement.isFreeze = false;
waterDisplacement.useSplashes = true;
}
ShowWaterFX();
SetDeepth();
// Scalling();
}
}
protected override void OnFixedUpdate()
{
DisplcementController();
}
// private void Scalling()
// {
// if ((bool)Owner.Gears.Rod.lineHandler &&
// (bool)Owner.Gears.Rod.lineHandler.EndLineRigidbody_0)
// {
// // float floatSize = GameManager.Instance._playerData
// // .Player[GameManager.Instance._playerData.currentPlayerProfileIndex].floatSize;
//
// float floatSize = 1; //Owner.Data.currentGear.bobber.Config.weight;
// float num = Vector3.Distance(
// Owner.Gears.Rod.lineHandler.EndLineRigidbody_0.transform.position,
// scallingObject.transform.position);
// // if ((bool)waterInteractive)
// // {
// // waterInteractive.Multiplier = startWaterInteractiveMultiple / (scallingObject.localScale.x * 2f);
// // }
//
// // if (FScriptsHandler.Instance.m_PlayerMain.currentCameraView !=
// // FScriptsHandler.Instance.m_PlayerMain.m_Camera)
// // {
// // scallingObject.localScale = Vector3.one;
// // }
// // else
// if (waterDisplacement.isInWater && !Owner.Gears.Rod.currentFish)
// {
// float value = 1f + num * 0.4f / floatSize * floatSize;
// value = Mathf.Clamp(value, 0f, floatSize);
// scallingObject.localScale =
// Vector3.MoveTowards(scallingObject.localScale, Vector3.one * value, Time.deltaTime * 5f);
// }
// else
// {
// scallingObject.localScale =
// Vector3.MoveTowards(scallingObject.localScale, Vector3.one, Time.deltaTime * 10f);
// }
// }
// }
private void EnableWaterInteractive()
{
// if ((bool)waterInteractive)
// {
// waterInteractive.enabled = true;
// }
}
private void DisplcementController()
{
if (!Owner.Gears.Rod || !Owner.Gears.Weight)
{
return;
}
if (waterDisplacement.isInWater)
{
float value = floatDisplacement - Owner.Gears.Weight.weight + 1f;
value = Mathf.Clamp(value, -1f, 2f);
waterDisplacement.objectDisplacement = value;
// if ((value > 1.5f && rigidbody.linearVelocity.magnitude < 1f) || ProbeDeep(transform) < currentFloatDeepth)
// {
// collider.center = new Vector3(0f, collider.center.y, 0.07f);
// }
// else
// {
// collider.center = new Vector3(0f, collider.center.y, 0f);
// }
}
else
{
// collider.center = new Vector3(0f, collider.center.y, 0f);
}
}
private float ProbeDeep(Transform probeObject)
{
int mask = LayerMask.GetMask("Terrain");
float result = 0f;
if (Physics.Raycast(probeObject.transform.position, -Vector3.up, out var hitInfo, float.PositiveInfinity, mask))
{
result = hitInfo.distance;
}
return result;
}
private void SetDeepth()
{
if ((bool)Owner.Gears.Rod && (bool)Owner.Gears.Hook &&
!(Owner.Data.lineLength > 2f) && !Owner.Gears.Rod.currentFish)
{
if (newDeepth != currentFloatDeepth)
{
Owner.Gears.Rod.lineHandler.SetSegmentTwoLenght(newDeepth);
currentFloatDeepth = newDeepth;
}
// if (InputManager.isDeepthFloatUp)
// {
// newDeepth += 0.1f;
// newDeepth = Mathf.Clamp(newDeepth, 0.15f, 2.5f);
// Owner.Data.currentGear.SetBobberLastSetGroundValue(newDeepth);
// // GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("SET_FLOAT_DEEPTH_TO") + newDeepth.ToString("F2") + " m", FScriptsHandler.Instance.m_Canvas.transform, deleteLast: true);
// }
//
// if (InputManager.isDeepthFloatDown)
// {
// newDeepth -= 0.1f;
// newDeepth = Mathf.Clamp(newDeepth, 0.15f, 2.5f);
//
// Owner.Data.currentGear.SetBobberLastSetGroundValue(newDeepth);
// // GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("SET_FLOAT_DEEPTH_TO") + newDeepth.ToString("F2") + " m", FScriptsHandler.Instance.m_Canvas.transform, deleteLast: true);
// }
if (Owner.Data.selectorRodSetting == SelectorRodSetting.Leeder &&
Input.mouseScrollDelta.y != 0f && Time.timeScale != 0f)
{
newDeepth += Input.mouseScrollDelta.y * 0.02f;
newDeepth = Mathf.Clamp(newDeepth, 0.15f, 2.5f);
Owner.Data.currentGear.SetBobberLastSetGroundValue(newDeepth);
// GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("SET_FLOAT_DEEPTH_TO") + newDeepth.ToString("F2") + " m", FScriptsHandler.Instance.m_Canvas.transform, deleteLast: true);
}
}
}
private void DestroyDelayFxDrop()
{
if ((bool)currentWaterDrop)
{
Destroy(currentWaterDrop.gameObject);
destroyDropFx = false;
}
}
private void ShowWaterFX()
{
// float num = 0f - transform.position.y;
// if (num < 0.1f && num > -0.1f)
// {
// if (!currentWaterDrop)
// {
// currentWaterDrop = Instantiate(FScriptsHandler.Instance.waterFishSplash[2],
// transform.position, Quaternion.identity, transform.parent).transform;
// }
// else
// {
// currentWaterDrop.position = new Vector3(transform.position.x, 0f, transform.position.z);
// }
// }
// else if ((bool)currentWaterDrop)
// {
// if (!destroyDropFx)
// {
// Invoke("DestroyDelayFxDrop", 4f);
// }
//
// destroyDropFx = true;
// }
}
private void OnDestroy()
{
if ((bool)currentWaterDrop)
{
Destroy(currentWaterDrop.gameObject);
}
}
#region Test
public void Test(int type)
{
}
#endregion
}

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fileFormatVersion: 2
guid: fe65a4c7c8124d9eaaee85e579b4d341
timeCreated: 1742313491

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using NBF;
using UnityEngine;
public class FHook : FPlayerGear
{
[HideInInspector] public Rigidbody rigidbody;
[HideInInspector] public FWaterDisplacement waterDisplacement;
// [HideInInspector] public FRod currentRod;
[Tooltip("Punkt połaczenia z rybą")] public Rigidbody fishJoiner;
public Vector3 rotationInFishJaw = Vector3.zero;
public bool isLookingDisable;
private float hookTimer;
public int hookNotAcceptFishCounter;
public HookAsset hookAsset;
private void Awake()
{
hookAsset = GetComponent<HookAsset>();
}
protected override void OnStart()
{
rigidbody = GetComponent<Rigidbody>();
waterDisplacement = GetComponent<FWaterDisplacement>();
}
protected override void OnUpdate()
{
if (!Owner.Gears.Rod)
{
return;
}
if ((bool)Owner.Gears.Rod.currentFish)
{
waterDisplacement.isFreeze = true;
waterDisplacement.useSplashes = false;
AddHookNotAcceptedCount(reset: true);
}
else
{
waterDisplacement.isFreeze = false;
waterDisplacement.useSplashes = true;
if (waterDisplacement.isInWater)
{
Quaternion b = Quaternion.Euler(0f, rigidbody.transform.localEulerAngles.y,
rigidbody.linearVelocity.x - 1f);
rigidbody.rotation = Quaternion.Slerp(rigidbody.rotation, b, Time.deltaTime * 1f);
if ((bool)Owner.Gears.Rod.takeFish)
{
AddHookNotAcceptedCount(reset: true);
}
else
{
AddHookNotAcceptedCount(reset: false);
}
}
else
{
AddHookNotAcceptedCount(reset: true);
}
}
if (!Owner.Gears.Rod.takeFish && !Owner.Gears.Rod.currentFish && isLookingDisable)
{
isLookingDisable = false;
}
}
private void AddHookNotAcceptedCount(bool reset)
{
// if (GameManager.Instance._playerData.Player[GameManager.Instance._playerData.currentPlayerProfileIndex]
// .gameMode == GameManager.PlayerData.CPlayer.GameMode.Realistic ||
// FScriptsHandler.Instance.m_PlayerMain.currentRod != currentRod)
// {
// return;
// }
if (reset)
{
hookTimer = 0f;
hookNotAcceptFishCounter = 0;
return;
}
hookTimer += Time.deltaTime;
if (hookTimer >= 300f && hookNotAcceptFishCounter > 5)
{
hookTimer = 0f;
hookNotAcceptFishCounter = 0;
// GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("HOOK_NOT_ACCEPT_FISH_INFO"), FScriptsHandler.Instance.m_Canvas.transform);
}
}
private void OnCollisionEnter(Collision collision)
{
// if (!waterDisplacement.isInWater && (bool)Owner.Gears.Rod &&
// (bool)Owner.Gears.Rod.lineHandler && !Owner.Gears.Rod.currentFish &&
// Owner.Data.lineLength > 5f &&
// Vector3.Distance(transform.position, Owner.Gears.Rod.transform.position) > 5f)
// {
// GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("HOOK_ON_THE_GROUND"), FScriptsHandler.Instance.m_Canvas.transform, deleteLast: true);
// }
}
}

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fileFormatVersion: 2
guid: 8caddc7ca53a49f488f61f5ab8475cdb
timeCreated: 1742313498

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using NBF;
using UnityEngine;
public class FLine : FPlayerGear
{
public Material szpulaMat;
public Material lineMat;
protected override void OnStart()
{
}
protected override void OnUpdate()
{
}
}

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fileFormatVersion: 2
guid: c385b627bfeb489fa629ea1a77730b8e
timeCreated: 1742313472

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using System;
using NBF;
using Obi;
using Unity.VisualScripting;
using UnityEngine;
public class FLineHandler : MonoBehaviour
{
public enum LineType
{
None = 0,
OneSegment = 1,
TwoSegment = 2,
ThereSegment = 3
}
public LineType lineType = LineType.TwoSegment;
public ObiRope obiRopeSegment_1;
public ObiRope obiRopeSegment_2;
public ObiRope obiRopeSegment_3;
public FixedLine LineConnector_0;
public SpringJoint LineConnector_1;
public SpringJoint LineConnector_2;
public SpringJoint LineConnector_3;
// [HideInInspector] public FFishingLine currentRodFishingLineComponent;
// public ObiParticleAttachment toRodConnector;
// public float PhisicsLineOut { get; set; }
public float ObiLineOut;
[HideInInspector] public Rigidbody EndLineRigidbody_0;
[HideInInspector] public Rigidbody EndLineRigidbody_1;
[HideInInspector] public Rigidbody EndLineRigidbody_2;
[HideInInspector] public Rigidbody EndLineRigidbody_3;
public JointPinchController pinchController;
public FRod Rod;
private Transform waterPlane;
// public float ropeToHookDistance;
void Start()
{
ObiLineOut = obiRopeSegment_1.stretchingScale;
if ((bool)LineConnector_0)
{
EndLineRigidbody_0 = LineConnector_0.GetComponent<Rigidbody>();
}
if ((bool)LineConnector_1)
{
EndLineRigidbody_1 = LineConnector_1.GetComponent<Rigidbody>();
}
if ((bool)LineConnector_2)
{
EndLineRigidbody_2 = LineConnector_2.GetComponent<Rigidbody>();
// var fixedJoint = LineConnector_2.GetComponent<FixedJoint>();
pinchController = LineConnector_2.gameObject.AddComponent<JointPinchController>();
}
if ((bool)LineConnector_3)
{
EndLineRigidbody_3 = LineConnector_3.GetComponent<Rigidbody>();
}
waterPlane = GameObject.FindGameObjectWithTag("Water").transform;
Debug.LogError($"rope.restLength={obiRopeSegment_1.restLength} LineConnector_1={LineConnector_1.maxDistance}");
}
void Update()
{
if (!Rod) return;
// ropeToHookDistance = Vector3.Distance(toRodConnector.transform.position, LineConnector_1.transform.position);
ObiLineOut = 0.1f + Rod.Owner.Data.lineLength;
float target = (0f - Mathf.Clamp(Rod.linelenghtDiferent, -1f, 0f)) * 0.1f;
if (Rod.linelenghtDiferent >= 0f)
{
obiRopeSegment_1.stretchCompliance = Mathf.MoveTowards(obiRopeSegment_1.stretchCompliance, target,
Time.smoothDeltaTime * (1f * Rod.linelenghtDiferent));
}
else
{
obiRopeSegment_1.stretchCompliance = Mathf.MoveTowards(obiRopeSegment_1.stretchCompliance, target,
Time.smoothDeltaTime * 0.1f);
}
if (Rod.Owner.Data.lineLength == 0f)
{
obiRopeSegment_1.stretchCompliance = 0f;
}
if ((bool)obiRopeSegment_2)
{
if (!Rod.currentFish)
{
obiRopeSegment_2.stretchCompliance = obiRopeSegment_2.stretchingScale * 0.004f;
}
else
{
obiRopeSegment_2.stretchCompliance = 0f;
}
//TODO:TEST
obiRopeSegment_2.stretchingScale = 0.13F;
}
obiRopeSegment_1.stretchingScale = ObiLineOut;
obiRopeSegment_1.stretchingScale = 1;
LineConnector_1.maxDistance = 0.1f + Rod.Owner.Data.lineLength;
if (Input.GetKey(KeyCode.E))
{
// var speed = 1;
// obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance);
// Debug.Log(obiRopeSegment_1.restLength);
}
// var addLength = LineConnector_1.maxDistance - obiRopeSegment_1.restLength;
// if (Mathf.Abs(addLength) > 0.001f)
// {
// obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance);
// }
// if (!Mathf.Approximately(LineConnector_1.maxDistance, obiRopeSegment_1.restLength))
// {
// obiRopeCursor_1.ChangeLength(LineConnector_1.maxDistance);
// }
// obiRopeCursor_1.pos
// LineConnector_1.minDistance = LineConnector_1.maxDistance;
}
public void SetSegmentTwoLenght(float lenght)
{
LineConnector_2.maxDistance = lenght;
// obiRopeCursor_2.ChangeLength(lenght);
// LineConnector_2.minDistance = LineConnector_2.maxDistance;
}
private void FixedUpdate()
{
// BindRod();
LineWaterDisplacement();
}
private void BindRod()
{
if (!Rod || !Rod.rodAsset) return;
LineConnector_0.transform.position = Rod.rodAsset.lineConnector.position;
}
private void LineWaterDisplacement()
{
if (!waterPlane)
{
return;
}
for (int i = 0; i < obiRopeSegment_1.activeParticleCount; i++)
{
if (obiRopeSegment_1.GetParticlePosition(i).y < waterPlane.position.y)
{
// obiRopeSegment_1.AddForceParticle(i, Vector3.up * 10f, ForceMode.Acceleration);
}
}
}
}

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fileFormatVersion: 2
guid: 7a4deeedd2674b1ca2aad8d40f519ceb
timeCreated: 1742313668

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using NBF;
using UnityEngine;
public class FLure : FPlayerGear
{
public enum MoveType
{
None = 0,
PowolnyWleczony = 1,
Wleczony = 2,
Opadający = 3,
PowolnyOpadający = 4
}
[HideInInspector] public Rigidbody rigidbody;
[HideInInspector] public FWaterDisplacement waterDisplacement;
public Rigidbody fishJoiner;
public bool isLookingDisable;
// private Animator animator;
[HideInInspector] public FFish currentFish;
[HideInInspector] public float percentEfficacy;
public MoveType LureMoveType = MoveType.Wleczony;
[HideInInspector] public MoveType currentMoveType;
private MoveType newMoveType;
private float delayMoveTypeTimer;
private float moveTowardsFactor;
private float moveUpperFactor;
private float waterHeightPosition;
private Transform currentWaterDrop;
private float rotateVelo;
private bool destroyDropFx;
public LureAsset lureAsset;
private void Awake()
{
lureAsset = GetComponent<LureAsset>();
}
protected override void OnStart()
{
rigidbody = GetComponent<Rigidbody>();
waterDisplacement = GetComponent<FWaterDisplacement>();
// animator = GetComponent<Animator>();
waterHeightPosition = SceneSettings.Instance.WaterObject.position.y;
if (!fishJoiner)
{
return;
}
FixedJoint component = fishJoiner.GetComponent<FixedJoint>();
if ((bool)component && !component.connectedBody)
{
if ((bool)component.transform.parent.GetComponent<Rigidbody>())
{
component.connectedBody = component.transform.parent.GetComponent<Rigidbody>();
}
else
{
component.connectedBody = transform.GetComponent<Rigidbody>();
}
}
}
protected override void OnUpdate()
{
// transform.position = Rod.lineHandler.LineConnector_1.transform.position;
RotationToVelocity();
// ShowWaterFX();
MoveTypeController();
if ((bool)currentFish)
{
waterDisplacement.isFreeze = true;
if (fishJoiner) fishJoiner.gameObject.SetActive(true);
if (!currentFish.isGetFish && transform.parent == currentFish.baitContainer)
{
transform.localPosition = Vector3.zero;
transform.localEulerAngles = lureAsset.rotationInFishJaw;
}
}
else
{
waterDisplacement.isFreeze = false;
if (fishJoiner) fishJoiner.gameObject.SetActive(false);
}
if (!Rod.takeFish && !Rod.currentFish && isLookingDisable)
{
isLookingDisable = false;
}
// if ((bool)animator && transform.position.y < 0.2f && animator.runtimeAnimatorController != null)
// {
// animator.SetFloat("Speed", rigidbody.linearVelocity.magnitude);
// }
// CheckDistance(Rod.lineHandler.LineConnector_1.transform);
}
private void RotationToVelocity()
{
if (!waterDisplacement)
{
return;
}
if (transform.position.y > 0.02f)
{
// if (transform.position.y > 0.2f && (bool)animator)
// {
// animator.SetFloat("Speed", 0f);
// }
rigidbody.freezeRotation = false;
}
else
{
if (Rod.linelenghtDiferent <= 0f)
{
return;
}
rigidbody.freezeRotation = true;
Vector3 vector = new Vector3(rigidbody.linearVelocity.x, 0f, rigidbody.linearVelocity.z);
if (vector != Vector3.zero)
{
Quaternion b = Quaternion.LookRotation(vector, Vector3.up);
transform.rotation = Quaternion.Slerp(transform.rotation, b,
rigidbody.linearVelocity.magnitude * 5f * Time.deltaTime);
}
if (lureAsset.rotateVeloMaxAngle > 0f)
{
rotateVelo = lureAsset.rotateVeloMaxAngle *
(1f - Mathf.PingPong(
Time.time * rigidbody.linearVelocity.normalized.magnitude *
lureAsset.rotateVeloMaxSpeed, 2f));
}
else if (lureAsset.rotateVeloMaxAngle == 0f)
{
rotateVelo = Time.time * rigidbody.linearVelocity.normalized.magnitude * lureAsset.rotateVeloMaxSpeed;
}
if (rigidbody.linearVelocity.magnitude > 0f)
{
if (lureAsset.rotateVeloMaxAngle == 0f)
{
transform.Rotate(Vector3.forward, rotateVelo);
return;
}
transform.Rotate(Vector3.up, rotateVelo);
rigidbody.AddForce(transform.right * rotateVelo, ForceMode.Acceleration);
}
}
}
private void MoveTypeController()
{
if (transform.position.y > waterHeightPosition + 0.1f ||
Vector3.Distance(Rod.transform.position, transform.position) < 5f)
{
moveTowardsFactor = 0f;
moveUpperFactor = 0f;
percentEfficacy = 0f;
currentMoveType = MoveType.None;
newMoveType = MoveType.None;
return;
}
float num = (Mathf.Abs(rigidbody.linearVelocity.x) + Mathf.Abs(rigidbody.linearVelocity.z)) * 0.5f;
moveTowardsFactor = Mathf.MoveTowards(moveTowardsFactor, Mathf.Clamp01(num * 1.5f), Time.deltaTime * 0.5f);
moveUpperFactor = Mathf.MoveTowards(moveUpperFactor, Mathf.Clamp01((0f - rigidbody.linearVelocity.y) * 1.3f),
Time.deltaTime * 0.5f);
if (moveTowardsFactor > 0.01f && moveTowardsFactor < 0.5f)
{
newMoveType = MoveType.PowolnyWleczony;
}
else if (moveTowardsFactor >= 0.5f && moveTowardsFactor < 1f)
{
newMoveType = MoveType.Wleczony;
}
else if (moveTowardsFactor <= 0.1f)
{
if (moveUpperFactor > 0f && moveUpperFactor < 0.4f)
{
newMoveType = MoveType.PowolnyOpadający;
}
else if (moveUpperFactor >= 0.4f && moveUpperFactor < 0.8f)
{
newMoveType = MoveType.Opadający;
}
else
{
newMoveType = MoveType.None;
}
}
else
{
newMoveType = MoveType.None;
}
if (currentMoveType == LureMoveType)
{
percentEfficacy = Mathf.MoveTowards(percentEfficacy, 1f, Time.deltaTime * 0.4f);
}
else
{
percentEfficacy = Mathf.MoveTowards(percentEfficacy, 0f, Time.deltaTime * 0.2f);
}
if (newMoveType != currentMoveType)
{
delayMoveTypeTimer += Time.deltaTime;
if (delayMoveTypeTimer > 1f)
{
currentMoveType = newMoveType;
delayMoveTypeTimer = 0f;
}
}
}
private void OnDestroy()
{
if ((bool)currentWaterDrop)
{
Destroy(currentWaterDrop.gameObject);
}
}
}

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fileFormatVersion: 2
guid: 50530999eb5a4f0299ebc5a90e94b229
timeCreated: 1742313444

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using NBF;
using UnityEngine;
using UnityEngine.Serialization;
public class FReel : FPlayerGear
{
public bool isBlockLineByFinger { get; set; }
[SerializeField] public float reelingDrag = 1f;
public ReelAsset reelAsset;
public ReelAnimator AnimatorCtrl;
private void Awake()
{
reelAsset = GetComponent<ReelAsset>();
AnimatorCtrl = reelAsset.animator.gameObject.GetComponent<ReelAnimator>();
if (AnimatorCtrl == null)
{
AnimatorCtrl = reelAsset.animator.gameObject.AddComponent<ReelAnimator>();
}
}
protected override void OnStart()
{
}
protected override void OnUpdate()
{
AnimatorCtrl.Reeling = Owner.Data.reelSpeed;
if (Owner.Data.reelSpeed > 0)
{
Unlock();
}
// Reeling();
}
public void Unlock(bool unlock = true)
{
if (unlock)
{
AnimatorCtrl.Unlock = true;
}
else
{
AnimatorCtrl.Unlock = false;
}
}
}

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fileFormatVersion: 2
guid: 5a31a2780ddb4a7890a8d8769ed0ff5e
timeCreated: 1742313407

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using System;
using System.Collections.Generic;
using System.Linq;
using NBC;
using NBF;
using Obi;
using RootMotion.FinalIK;
using UnityEngine;
public class FRod : FPlayerGear
{
private CCDIK _ccdik;
[HideInInspector] public float throwPowerForSounds;
public bool isThrowing { get; set; }
public FWaterDisplacement LureHookWaterDisplacement;
[HideInInspector] public FFish currentFish;
[HideInInspector] public FFish takeFish;
private float bendSmooth;
public FRodData RodData { get; private set; }
/// <summary>
/// 鱼竿资产组件
/// </summary>
public RodAsset rodAsset;
// public RodRingAsset RodRingAsset { get; private set; }
public RodRingNode[] rings;
/// <summary>
/// 鱼线处理器
/// </summary>
public FLineHandler lineHandler;
public float currentLineTension;
public float linelenghtDiferent;
public float currentLineStrenght;
private void Awake()
{
rodAsset = GetComponent<RodAsset>();
_ccdik = GetComponent<CCDIK>();
}
protected override void OnStart()
{
RodData = GearData as FRodData;
IKSolverCCD solver = _ccdik.solver;
solver.OnPostUpdate =
(IKSolver.UpdateDelegate)Delegate.Combine(solver.OnPostUpdate, new IKSolver.UpdateDelegate(OnPostUpdate));
// fishingLine = GetComponent<FFishingLine>();
// fishingLine.Initialize(Owner);
for (int i = 0; i < _ccdik.solver.bones.Length; i++)
{
_ccdik.solver.bones[i].weight = 0.06f;
}
// CheckCreateFishingHandler();
}
public void SetRing(RodRingAsset ringAsset)
{
if (rodAsset.rings == null || rodAsset.rings.Length < 1) return;
var trans = ringAsset.rings;
RodRingNode lastRingNode = null;
List<RodRingNode> list = new List<RodRingNode>();
for (int i = 0; i < rodAsset.rings.Length; i++)
{
var ring = rodAsset.rings[i];
if (ring == null)
{
Log.Error($"ring is null,index={i}");
continue;
}
var lastName = ring.name.GetLastString();
foreach (var tran in trans)
{
var ringNode = tran.ring;
var lastName2 = ringNode.name.GetLastString();
if (lastName != lastName2) continue;
list.Add(tran);
ringNode.SetParent(ring);
ringNode.localPosition = Vector3.zero;
ringNode.localRotation = Quaternion.identity;
lastRingNode = tran;
break;
}
}
if (lastRingNode != null)
{
rodAsset.lineConnector = lastRingNode.point;
}
rings = list.ToArray();
}
private void OnPostUpdate()
{
BendControll();
RenderLine();
}
protected override void OnUpdate()
{
linelenghtDiferent = getLineDiferent();
float num = RodData.Config.strength * 0.01f;
currentLineStrenght = Mathf.Clamp01(linelenghtDiferent) * (Owner.Data.currentGear.line.Config.strength + num);
if ((bool)currentFish)
{
currentLineTension = linelenghtDiferent * (currentFish.fishWeight * currentFish.fishStamina);
}
else
{
currentLineTension = Mathf.Clamp(linelenghtDiferent, 0f, 50f) * 0.3f;
}
}
private void BendControll()
{
_ccdik.solver.SetIKPositionWeight(0f);
return;
if (lineHandler == null)
{
_ccdik.solver.target = null;
_ccdik.solver.SetIKPositionWeight(0f);
return;
}
if (!_ccdik.solver.target)
{
_ccdik.solver.target = lineHandler.LineConnector_1.transform;
return;
}
float num = 0.15f;
float max = 0.3f;
if ((bool)takeFish)
{
num = 10f;
max = 1f;
}
else if ((bool)currentFish)
{
num = 0.5f + currentLineTension * currentFish.fishWeight * 0.3f;
max = 1f;
}
else if (Owner.Gears.Reel && Owner.Data.currentReelingSpeed > 0f)
{
num = Owner.Data.currentReelingSpeed * 0.3f;
max = 0.3f;
}
float num2 = Mathf.Clamp01(Mathf.Clamp01(getLineDiferent()) * num);
if (num2 < 0.05f)
{
num2 = 0f;
}
bendSmooth = Mathf.MoveTowards(bendSmooth, num2,
Time.deltaTime * (1f - Mathf.Clamp01(getLineDiferent())));
if ((bool)currentFish && currentFish.isGetFish)
{
bendSmooth = 0f;
}
bendSmooth = Mathf.Clamp(bendSmooth, 0.001f, max);
_ccdik.solver.SetIKPositionWeight(Mathf.MoveTowards(_ccdik.solver.IKPositionWeight, bendSmooth,
Time.deltaTime * 0.5f));
}
public float getLineDiferent()
{
if (!lineHandler)
{
return 0f;
}
return Vector3.Distance(lineHandler.LineConnector_1.transform.position,
rodAsset.lineConnector.position) - Owner.Data.lineLength;
}
public void DestroyCurrentFish()
{
Debug.Log("Destroy fish frod");
// if ((bool)currentPlayer.currentChwytak)
// {
// Destroy(currentPlayer.currentChwytak.gameObject);
// currentPlayer.currentChwytak = null;
// Debug.Log("Destroy chwytak");
// }
if ((bool)currentFish)
{
Destroy(currentFish.gameObject);
currentFish = null;
}
}
private void OnDestroy()
{
// GameManager.Instance._playerData.PlayerSlotsEquip[indexOfslot].rod.status =
// GameManager.PlayerData.CRods.Status.InEquip;
if ((bool)lineHandler)
{
ObiSolver component = lineHandler.GetComponent<ObiSolver>();
SceneSettings.Instance.obiFixedUpdater.solvers.Remove(component);
Destroy(lineHandler.gameObject);
lineHandler = null;
}
}
public void CreateFishingHandler()
{
if (lineHandler == null)
{
if (Owner.Data.currentGear != null && Owner.Data.currentGear.rod != null)
{
Debug.LogError("创建钓组=====");
var rodType = Owner.Data.currentGear.Type;
if (rodType == GearType.Pole || rodType == GearType.SpinningFloat)
{
CreateObiFishingLine(0);
}
else if (rodType == GearType.Spinning)
{
CreateObiFishingLine(1);
}
}
}
}
public void CreateObiFishingLine(int currentLineTypeIndex)
{
// if ((bool)Owner.Gears.Reel && !currentLineHandler)
if (!lineHandler)
{
var indexNames = new[] { "FFishingLine_0", "FFishingLine_1", "FFishingLine_3" };
var path = $"GameItemsPrefabs/Lines/{indexNames[currentLineTypeIndex]}";
var prefab = Resources.Load<GameObject>(path);
// var toRodConnector = rodAsset.lineConnector.GetComponent<Rigidbody>();
GameObject obj = Instantiate(prefab, Owner.Gears.GearParent.position,
Quaternion.identity, Owner.Gears.GearParent);
lineHandler = obj.GetComponent<FLineHandler>();
// lineHandler.transform.SetParent(toRodConnector.transform);
lineHandler.transform.position = rodAsset.lineConnector.position;
lineHandler.LineConnector_0.target = rodAsset.lineConnector;//.GetComponent<Rigidbody>();
// lineHandler.toRodConnector.target = rodAsset.lineConnector;
lineHandler.Rod = this;
var obiSolver = lineHandler.GetComponent<ObiSolver>();
SceneSettings.Instance.obiFixedUpdater.solvers.Add(obiSolver);
}
}
public void RenderLine()
{
if (!lineHandler)
{
return;
}
if (!Owner.Gears.Reel) return;
if (!rodAsset.lineRenderer) return;
var reel = Owner.Gears.Reel;
int num = 0;
bool isBlockLineByFinger = reel.isBlockLineByFinger;
if (reel.AnimatorCtrl.Unlock && isBlockLineByFinger && reel.reelAsset.type == ReelAsset.Type.Normal)
{
rodAsset.lineRenderer.positionCount = rings.Length + 3;
}
else
{
rodAsset.lineRenderer.positionCount = rings.Length + 2;
}
rodAsset.lineRenderer.SetPosition(num, reel.reelAsset.lineIntersectHelper.position);
num++;
if (reel.AnimatorCtrl.Unlock && reel.reelAsset.type == ReelAsset.Type.Normal)
{
rodAsset.lineRenderer.SetPosition(num, reel.reelAsset.lineIntersect.position);
num++;
if (isBlockLineByFinger)
{
// rodAsset.lineRenderer.SetPosition(num, reel.reelAsset.lineFingerPoint.position);
// num++;
}
}
else
{
rodAsset.lineRenderer.SetPosition(num, reel.reelAsset.lineConnector.position);
num++;
}
for (int num2 = 0; num2 < rings.Length; num2++)
{
rodAsset.lineRenderer.SetPosition(num, rings[num2].point.position);
num++;
}
}
}

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fileFormatVersion: 2
guid: 06ad550de17c4d38a067e55dab08ab76
timeCreated: 1742313397

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using NBF;
using UnityEngine;
public class FWeight : FPlayerGear
{
public GameObject[] weightObjects;
[HideInInspector]
public float weight;
protected override void OnStart()
{
}
protected override void OnUpdate()
{
}
}

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fileFormatVersion: 2
guid: fb488c96da0743448485e27c40bd889f
timeCreated: 1742313433

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using UnityEngine;
namespace NBF
{
public class JointPinchController : MonoBehaviour
{
// 配置参数
[SerializeField] private float moveSpeed = 5f;
[SerializeField] private float snapDistance = 0.1f;
// 组件引用
private SpringJoint originalSpringJoint;
private FixedJoint pinchJoint;
private Rigidbody rb;
private Transform targetTransform;
private float originalSpring;
public bool isPinched { get; private set; }
private bool moveToTargetDone;
private float _speed;
void Start()
{
rb = GetComponent<Rigidbody>();
originalSpringJoint = GetComponent<SpringJoint>();
}
void FixedUpdate()
{
if (isPinched && targetTransform != null)
{
transform.position =
Vector3.MoveTowards(transform.position, targetTransform.position, Time.deltaTime * _speed);
if (!moveToTargetDone)
{
if (Vector3.Distance(transform.position, targetTransform.position) < 0.1f)
{
moveToTargetDone = true;
}
}
if (moveToTargetDone)
{
transform.position = targetTransform.position;
}
}
}
// 外部调用:开始捏住流程
public void StartPinch(Transform fingerTransform, float speed = 3)
{
_speed = speed;
Rigidbody fingerRb = fingerTransform.GetComponent<Rigidbody>();
if (fingerRb == null)
{
Debug.LogError("目标必须带有Rigidbody");
return;
}
isPinched = true;
rb.useGravity = false;
rb.isKinematic = true;
moveToTargetDone = false;
targetTransform = fingerTransform;
}
// 外部调用:释放捏住
public void ReleasePinch()
{
isPinched = false;
rb.useGravity = true;
rb.isKinematic = false;
targetTransform = null;
}
}
}

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fileFormatVersion: 2
guid: be4c06ad8ef348508e21a2b926e71823
timeCreated: 1743941434

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// using UnityEngine;
//
// public class HandsAnimEvents : MonoBehaviour
// {
// public FPlayer player;
//
// private void Start()
// {
// }
//
// private void Update()
// {
// }
//
// public void UnlockReel()
// {
// if ((bool)player)
// {
// player.currentRod.currentReel.LockUnlock();
// GetComponent<Animator>().SetBool("RHandReelUnlock", value: false);
// GetComponent<Animator>().SetBool("RHandReelLock", value: false);
// }
// }
//
// public void UnlockReelWithHandAnimation()
// {
// if ((bool)player)
// {
// player.UnlockLockReel();
// }
// }
//
// public void ResetThrow()
// {
// GetComponent<Animator>().SetBool("RHandThrowFar", value: false);
// GetComponent<Animator>().SetBool("RHandThrowNear", value: false);
// }
//
// public void BlockLineByFinger()
// {
// if ((bool)player && (bool)player.currentRod && player.fishingMode != 0)
// {
// player.currentRod.currentReel.isBlockLineByFinger = true;
// }
// }
//
// public void UnBlockLineByFinger()
// {
// if ((bool)player && player.fishingMode != 0 && (bool)player.currentRod)
// {
// if (player.currentRod.throwForcePower > 0f)
// {
// player.currentRod.ForceThrow();
// }
// player.currentRod.currentReel.isBlockLineByFinger = false;
// }
// }
//
// public void UnBlockLineByFingerNear()
// {
// if ((bool)player && player.fishingMode != 0 && (bool)player.currentRod)
// {
// if (player.currentRod.throwForcePower > 0f)
// {
// player.currentRod.ForceThrow(isNear: true);
// }
// player.currentRod.currentReel.isBlockLineByFinger = false;
// player.OutLineFromLeftHandHelper(player.currentRod.fishingLine.currentLineHandler.LineConnector_1.transform);
// }
// }
//
// public void PutHandOnReel()
// {
// if ((bool)player && player.currentRod.fishingLine.currentLineHandler.PhisicsLineOut > 0f && !player.currentRod.currentReel.isHandOnHandle)
// {
// player.InteractiveLeftHand(player.currentRod.currentReel.handle);
// }
// }
//
// public void CatchFish()
// {
// player.currentRod.CastFish();
// }
//
// public void DestroyCurrentFish()
// {
// player.currentRod.DestroyCurrentFish();
// }
//
// public void ShowFishPanel()
// {
// // FScriptsHandler.Instance.m_HudManager.ShowHideFishCatchPanel();
// }
//
// public void DestroyRod()
// {
// if ((bool)player && (bool)player.currentRod)
// {
// Destroy(player.currentRod.gameObject);
// player.currentRod = null;
// }
// }
// }

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fileFormatVersion: 2
guid: 3bc384105af54121bff47a2effca1cf2
timeCreated: 1742477883

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 26646598ef364c52809720f314858335
timeCreated: 1747495726

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 94625758064a489da77a94a8a9f4b8ad
timeCreated: 1748789414

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namespace NBF
{
public abstract class PlayerDriveBase
{
protected PlayerCharacter Character;
protected FPlayer Player;
public void Start(PlayerCharacter character)
{
Player = character.gameObject.GetComponent<FPlayer>();
Character = character;
OnStart();
}
public void Update()
{
OnUpdate();
}
public void LateUpdate()
{
OnLateUpdate();
}
public void FixedUpdate()
{
OnFixedUpdate();
}
public virtual void OnDestroy()
{
}
protected virtual void OnStart()
{
}
protected virtual void OnUpdate()
{
}
protected virtual void OnLateUpdate()
{
}
protected virtual void OnFixedUpdate()
{
}
}
}

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fileFormatVersion: 2
guid: 34da0e66b0594f83aa4c431917aa7944
timeCreated: 1748789429

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using RootMotion.FinalIK;
using UnityEngine;
namespace NBF
{
/// <summary>
///
/// </summary>
public class PlayerLocalMover : PlayerDriveBase
{
public LayerMask interactableLayer;
public LookAtIK lookAtIK; // 挂在背部上的 LookAtIK 脚本
public float aimDistance = 1.5f; // 目标点离相机多远
private Transform lookTarget; // 实际目标点
[Header("限制角度(单位:度)")] public float maxUpAngle = 20f; // 相机抬头最多20°
public float maxDownAngle = 40f; // 相机低头最多40°
/// <summary>
/// 基础移动速度
/// </summary>
private const float MoveSpeed = 3f;
/// <summary>
/// 冲刺速度
/// </summary>
private const float SprintSpeed = 5f;
private float acceleration = 10f; // 加速度
/// <summary>
/// 重力加速度
/// </summary>
private float gravity = 9.81f;
private float groundedGravity = -0.5f; // 小的向下力确保角色保持在地面
private float airControl = 0.5f; // 空中控制系数
private float verticalVelocity = 0f;
private Vector3 currentVelocity = Vector3.zero;
private float currentSpeed = 0f;
[Tooltip("视角旋转敏感度")] public Vector2 sensitivity = new Vector2(0.015f, 0.015f);
public float minPitch = -40.0f;
public float maxPitch = 75.0f;
public float boatMaxPitch = 60;
private float _cameraPitch;
private Vector3 _rotationInput = Vector3.zero;
private bool _isRun;
[HideInInspector] public int nextShowSlotIndex = -1;
protected override void OnStart()
{
lookAtIK = Character.gameObject.GetComponent<LookAtIK>();
lookTarget = new GameObject("SpineLookTarget").transform;
lookTarget.SetParent(Character.transform);
interactableLayer = LayerMask.GetMask("Interactive");
InputManager.OnPlayerCanceled += OnPlayerCanceled;
InputManager.OnPlayerPerformed += OnPlayerPerformed;
}
protected override void OnUpdate()
{
UpdateGear();
InteractiveCheck();
}
protected override void OnLateUpdate()
{
UpdatePlayerHandView();
}
protected override void OnFixedUpdate()
{
UpdatePlayerPosition();
UpdatePlayerRotation();
}
public override void OnDestroy()
{
InputManager.OnPlayerCanceled -= OnPlayerCanceled;
InputManager.OnPlayerPerformed -= OnPlayerPerformed;
}
#region
private void UpdateGear()
{
if (Player.CanChangeGear())
{
if (nextShowSlotIndex > 0)
{
var data = Fishing.Inst.Datasource;
data.SetSelfTestGear(nextShowSlotIndex);
nextShowSlotIndex = -1;
}
}
}
#endregion
#region
private void OnPlayerPerformed(string action)
{
if (action == "Run")
{
_isRun = true;
}
}
private void OnPlayerCanceled(string action)
{
if (action == "Run")
{
_isRun = false;
}
else if (action.StartsWith("Quick"))
{
nextShowSlotIndex = int.Parse(action.Substring("Quick".Length));
}
else if (action == "UseTorch")
{
Player.Data.openLight = !Player.Data.openLight;
}
else if (action == "UseTelescope")
{
Player.Data.openTelescope = !Player.Data.openTelescope;
Player.ToggleTelescope();
}
}
#endregion
#region
private RaycastHit hitInfo;
private bool isHit;
private readonly float _interactionDistance = 8f;
private InteractiveObject _lastInteractiveObject;
private void InteractiveCheck()
{
if (Player.NowBoat)
{
SetInteractiveObject(null);
return;
}
if (Player && Player.Fsm.CurrentStateId == States.Player.Idle)
{
// 从屏幕中心发射射线
Ray ray = BaseCamera.Main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0));
isHit = Physics.Raycast(ray, out hitInfo, _interactionDistance, interactableLayer);
// 检测到可交互物体时
if (isHit)
{
var interactiveObject = hitInfo.transform.gameObject.GetComponent<InteractiveObject>();
if (interactiveObject != null)
{
SetInteractiveObject(interactiveObject);
return;
}
}
}
SetInteractiveObject(null);
}
private void SetInteractiveObject(InteractiveObject interactiveObject)
{
if (_lastInteractiveObject != interactiveObject)
{
_lastInteractiveObject = interactiveObject;
InputManager.Instance.OnInteractiveObject(_lastInteractiveObject);
}
}
#endregion
#region
private void UpdatePlayerHandView()
{
var cameraTransform = BaseCamera.Main.transform;
Vector3 cameraForward = cameraTransform.forward;
Vector3 flatForward = Vector3.ProjectOnPlane(cameraForward, Vector3.up).normalized;
// 获取相机 pitch 角度(负值是上看,正值是下看)
float pitchAngle = Vector3.SignedAngle(flatForward, cameraForward, cameraTransform.right);
// 限制 pitch 角度
pitchAngle = Mathf.Clamp(pitchAngle, -maxUpAngle, maxDownAngle);
// 重新构造限制后的目标方向
Quaternion limitedPitch = Quaternion.AngleAxis(pitchAngle, cameraTransform.right);
Vector3 limitedDirection = limitedPitch * flatForward;
// 设置目标点
lookTarget.position = cameraTransform.position + limitedDirection * aimDistance;
lookAtIK.solver.target = lookTarget;
}
#endregion
#region
private void UpdatePlayerPosition()
{
Vector2 movementInput = InputManager.GetMovementInput();
if (Player.NowBoat)
{
Player.NowBoat.BoatInput(movementInput);
return;
}
Vector3 movementDirection = Vector3.zero;
movementDirection += Vector3.forward * movementInput.y;
movementDirection += Vector3.right * movementInput.x;
movementDirection = movementDirection.relativeTo(BaseCamera.Main.transform, Character.transform.up);
// 计算目标速度
float targetSpeed = _isRun ? SprintSpeed : MoveSpeed;
// 平滑加速
if (movementDirection.magnitude > 0.1f)
{
currentSpeed = Mathf.Lerp(currentSpeed, targetSpeed, acceleration * Time.deltaTime);
}
else
{
currentSpeed = Mathf.Lerp(currentSpeed, 0f, acceleration * 2f * Time.deltaTime);
}
// 处理重力
if (Character.CharacterController.isGrounded)
{
verticalVelocity = groundedGravity;
// 地面移动 - 完全控制
currentVelocity = Vector3.Lerp(currentVelocity, movementDirection.normalized * currentSpeed,
acceleration * Time.deltaTime);
}
else
{
verticalVelocity -= gravity * Time.deltaTime;
// 空中移动 - 有限控制
Vector3 targetAirVelocity = movementDirection.normalized * currentSpeed * airControl;
currentVelocity = Vector3.Lerp(currentVelocity,
new Vector3(targetAirVelocity.x, currentVelocity.y, targetAirVelocity.z),
acceleration * Time.deltaTime);
}
// 组合移动
Vector3 totalMovement = currentVelocity * Time.deltaTime;
totalMovement.y = verticalVelocity * Time.deltaTime;
Character.CollisionFlags = Character.CharacterController.Move(totalMovement);
}
private void UpdatePlayerRotation()
{
// Look
Vector2 lookInput = InputManager.GetLookInput() * sensitivity;
if (lookInput.x != 0.0f)
{
_rotationInput.y += lookInput.x;
}
AddControlPitchInput(-lookInput.y, minPitch, Player.NowBoat ? boatMaxPitch : maxPitch);
Player.CameraRoot.transform.localRotation = Quaternion.Euler(_cameraPitch, 0.0f, 0.0f);
if (_rotationInput != Vector3.zero)
{
Character.CharacterController.transform.rotation *= Quaternion.Euler(_rotationInput);
_rotationInput = Vector3.zero;
}
}
/// <summary>
/// 添加输入(影响俯仰)。
/// 此操作应用于相机父级的本地旋转。
/// </summary>
private void AddControlPitchInput(float value, float minPitch = -40.0f, float maxPitch = 70.0f)
{
if (value != 0.0f)
_cameraPitch = VectorUtil.ClampAngle(_cameraPitch + value, minPitch, maxPitch);
}
#endregion
}
}

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fileFormatVersion: 2
guid: 61e2cfa0aab6449293763de9e9a60261
timeCreated: 1748789613

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using System.Collections.Generic;
using UnityEngine;
namespace NBF
{
public class PlayerCharacter : MonoBehaviour
{
public CharacterController CharacterController;
public CollisionFlags CollisionFlags;
private FPlayer _player;
public bool IsSelf;
private PlayerDriveBase _moverDrive;
private void Start()
{
CharacterController = GetComponent<CharacterController>();
_player = GetComponent<FPlayer>();
IsSelf = _player.Data.PlayerID == GameModel.RoleID;
CharacterController.enabled = false;
transform.position = _player.Data.position;
transform.rotation = _player.Data.rotation;
CharacterController.enabled = true;
_moverDrive = new PlayerLocalMover();
_moverDrive.Start(this);
}
private void Update()
{
_moverDrive?.Update();
}
private void LateUpdate()
{
_moverDrive?.LateUpdate();
}
private void FixedUpdate()
{
_moverDrive?.FixedUpdate();
}
}
}

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fileFormatVersion: 2
guid: 5cf18b87277f477ab6a9b59759ee17cb
timeCreated: 1748446764

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@@ -0,0 +1,3 @@
fileFormatVersion: 2
guid: 27fb01f0606f4fe1b2f76bcfc60546b1
timeCreated: 1743521858

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namespace NBF
{
public class PlayerFight : PlayerStateBase
{
public override uint StateId => States.Player.Fight;
}
}

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fileFormatVersion: 2
guid: 270296b331144c239f35a1c94c1d158c
timeCreated: 1733200075

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using UnityEngine;
namespace NBF
{
public class PlayerFishing : PlayerStateBase
{
public override uint StateId => States.Player.Fishing;
protected override void onExit()
{
_owner.PlayerAnimatorCtrl.PodsakAction = false;
}
protected override void onEnter()
{
Debug.Log("进入钓鱼中");
if (_owner.PlayerAnimatorCtrl.ThrowMode == ThrowModeEnum.Spin)
{
_owner.PlayerAnimatorCtrl.PodsakAction = true;
_owner.PlayerAnimatorCtrl.Telestick = false;
}
else
{
_owner.PlayerAnimatorCtrl.PodsakAction = false;
_owner.PlayerAnimatorCtrl.Telestick = true;
}
}
protected override uint onUpdate()
{
var ret = States.None;
var isUpRod = false;
var isSubLine = false;
if (Input.GetKeyDown(KeyCode.P))
{
return States.Player.Idle;
}
if (InputManager.IsOp1)
{
if (_owner.PlayerAnimatorCtrl.ThrowMode == ThrowModeEnum.Float)
{
//抬杆
isUpRod = true;
}
else if (_owner.PlayerAnimatorCtrl.ThrowMode == ThrowModeEnum.Spin)
{
//收线
isSubLine = true;
}
}
if (InputManager.IsOp2)
{
if (_owner.PlayerAnimatorCtrl.ThrowMode == ThrowModeEnum.Spin)
{
//抬杆
isUpRod = true;
}
}
if (isUpRod || _owner.PlayerAnimatorCtrl.FishingFinal > 0)
{
var upForce = 1;
var addNum = upForce * Time.deltaTime;
if (!isUpRod)
{
addNum *= -1;
}
else
{
addNum *= 0.5f;
}
// Debug.Log($"addNum={addNum}");
_owner.PlayerAnimatorCtrl.FishingFinal += addNum;
Debug.LogError($"ishingFinal={_owner.PlayerAnimatorCtrl.FishingFinal}");
if (_owner.PlayerAnimatorCtrl.FishingFinal >= 1)
{
_owner.PlayerAnimatorCtrl.FishingFinal = 1;
}
else if (_owner.PlayerAnimatorCtrl.FishingFinal < 0)
{
_owner.PlayerAnimatorCtrl.FishingFinal = 0;
}
if (_owner.PlayerAnimatorCtrl.FishingFinal >= 0.8f)
{
ret = CheckTackFish();
}
_owner.PlayerAnimatorCtrl.PullUpRod = true;
}
else
{
_owner.PlayerAnimatorCtrl.PullUpRod = false;
}
if (isSubLine)
{
var subLineSpeed = 2;
var addNum = subLineSpeed * Time.deltaTime;
if (_owner.Data.lineLength > 0.4f)
{
_owner.Data.lineLength -= addNum;
}
_owner.Data.reelSpeed = 1;
if (_owner.Data.lineLength <= 0.4f)
{
_owner.Data.lineLength = 0.4f;
ret = CheckTackFish();
}
}
else
{
_owner.Data.reelSpeed = 0;
}
return ret;
}
#region
private uint CheckTackFish()
{
return States.Player.Idle;
}
#endregion
}
}

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fileFormatVersion: 2
guid: a7b4c15a41e54f1fa6241d0ed1841154
timeCreated: 1733200048

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using NBC;
using UnityEngine;
namespace NBF
{
/// <summary>
/// 闲置状态
/// </summary>
public class PlayerIdle : PlayerStateBase
{
public override uint StateId => States.Player.Idle;
public enum Phase
{
/// <summary>
/// 完全闲置的
/// </summary>
Idle,
/// <summary>
/// 准备拿东西
/// </summary>
PrepareTake,
/// <summary>
/// 拿着东西
/// </summary>
TakeItem,
}
public Phase Stage = Phase.Idle;
private bool _nextState = false;
protected override void onEnter()
{
_nextState = false;
_owner.Data.reelSpeed = 0;
_owner.PlayerAnimatorCtrl.LureThrown = false;
_owner.MinorArm.IK.enabled = false;
if (_owner.Gears.Rod && _owner.Gears.Reel)
{
_owner.Gears.Reel.Unlock(false);
}
Stage = Phase.Idle;
InputManager.OnOp1Action += OnOp1Action;
}
protected override void onExit()
{
base.onExit();
InputManager.OnOp1Action -= OnOp1Action;
}
private void OnOp1Action(bool performed)
{
if (Stage == Phase.TakeItem)
{
if (_owner.Gears.Rod)
{
//如果准备好了杆子,则可进入抛竿
if (performed)
{
_nextState = true;
}
}
}
}
protected override uint onUpdate()
{
if (Stage == Phase.Idle)
{
if (_owner && _owner.Gears.Rod)
{
Stage = Phase.PrepareTake;
}
}
else if (Stage == Phase.PrepareTake)
{
if (_owner.Data.currentGear.Type == GearType.Pole)
{
var handPoint = _owner.MinorArm.LeftRigMagnet;
var ret = _owner.PutLineToLeftHandHelper(handPoint, 3f);
if (ret)
{
_owner.PlayerAnimatorCtrl.RodReady = true;
Stage = Phase.TakeItem;
}
}
else
{
_owner.PlayerAnimatorCtrl.RodReady = true;
Stage = Phase.TakeItem;
}
}
else if (Stage == Phase.TakeItem)
{
if (_owner.Gears.Rod)
{
//如果准备好了杆子,则可进入抛竿
// if (_nextState)
// {
// return States.Player.WaitThrow;
// }
}
}
return States.None;
}
}
}

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fileFormatVersion: 2
guid: 894c08d7fbf442adae3342038110aa6a
timeCreated: 1733198057

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namespace NBF
{
public class PlayerShowFish : PlayerStateBase
{
public override uint StateId => States.Player.ShowFish;
}
}

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fileFormatVersion: 2
guid: 043b3856636e4706a2382a544bec14c8
timeCreated: 1733199961

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using NBC;
using UnityEngine;
namespace NBF
{
public abstract class PlayerStateBase : FsmBaseState<FPlayer>
{
protected FPlayer Fish => _owner;
protected void SetArm()
{
if (_owner.Gears.Reel)
{
_owner.MinorArm.SetReelHandle(_owner.Gears.Reel.reelAsset);
// _owner.MinorArm.IK.solver.target = _owner.Gears.Reel.reelAsset.handle;
// _owner.MinorArm.IK.enabled = true;
}
}
/// <summary>
/// 检查状态超时
/// </summary>
public void CheckStateTimeout(float time)
{
if (Time.time - EnterTime >= time)
{
Root.Start<PlayerIdle>();
}
}
protected void TakeLineToHand()
{
// GameInput.isPullUpRod = true;
// // if(_owner.HandsAnimator.GetCurrentAnimatorClipInfo().)
// _owner.HandsAnimator.SetBool(Anim.RightFingersOnRodPowered, true);
// _owner.HandsAnimator.SetBool(Anim.LHandPreCast, true);
// if (_owner.handPullUp >= 1)
// {
// // var connector = _owner.currentRod.currentLine.currentLineHandler.LineConnector_1.transform;
// // var handPoint = _owner.lHandPlayerHelperLinePoint;
//
// // _owner.PutLineToLeftHandHelper(connector, handPoint, 3f);
// }
}
// protected void OutLineToHand()
// {
// // GameInput.isPullUpRod = false;
//
// var connector = _owner.currentRod.currentLine.currentLineHandler.LineConnector_1.transform;
// _owner.OutLineFromLeftHandHelper(connector);
// }
}
}

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fileFormatVersion: 2
guid: 8e5ecd3ff4134eec876e22cd708a9615
timeCreated: 1732849520

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using NBC;
using UnityEngine;
namespace NBF
{
/// <summary>
/// 抛竿中
/// </summary>
public class PlayerThrow : PlayerStateBase
{
public override uint StateId => States.Player.Throw;
public enum Phase
{
/// <summary>
/// 等待动画事件回调
/// </summary>
Waiting,
/// <summary>
/// 前摇动画
/// </summary>
AnimBegin,
/// <summary>
/// 抛线动画
/// </summary>
ThrowAnim,
/// <summary>
/// 结束
/// </summary>
Done,
ErrorDone
}
public Phase Stage = Phase.Waiting;
public float ChargedProgress;
protected override void onEnter()
{
_owner.PlayerAnimatorCtrl.StartThrow = true;
ChargedProgress = (float)Params.Get(0);
Debug.Log($"PlayerThrow ChargedProgress={ChargedProgress}");
Stage = Phase.Waiting;
_owner.Gears.Reel?.Unlock();
}
protected override uint onUpdate()
{
CheckStateTimeout(10);
if (Stage == Phase.AnimBegin)
{
AnimBegin();
ThrowPosition();
}
else if (Stage == Phase.ThrowAnim)
{
ThrowAnim();
}
else if (Stage == Phase.Done)
{
return States.Player.Fishing;
}
else if (Stage == Phase.ErrorDone)
{
return States.Player.Idle;
}
return base.onUpdate();
}
#region
/// <summary>
/// 抛竿动画事件
/// </summary>
public void RodForceThrowStart()
{
// Debug.LogError($"RodForceThrowStart==");
_owner.PlayerAnimatorCtrl.PrepareThrow = false;
_owner.PlayerAnimatorCtrl.StartThrow = false;
Stage = Phase.AnimBegin;
}
#endregion
#region 线
private void AnimBegin()
{
_owner.PlayerAnimatorCtrl.PrepareThrow = false;
_owner.PlayerAnimatorCtrl.StartThrow = false;
_owner.PlayerAnimatorCtrl.LureThrown = true;
Stage = Phase.ThrowAnim;
}
#endregion
#region 竿线
private NTask _throwAnim;
private void ThrowPosition()
{
if (_owner.PlayerAnimatorCtrl.ThrowMode == ThrowModeEnum.Float)
{
_owner.Gears.Rod.lineHandler.pinchController?.ReleasePinch();
_throwAnim = new BobThrowAnim(_owner);
_throwAnim.Run(DefRunner.Scheduler);
// var lureHookWaterDisplacement = _owner.Gears.Rod.LureHookWaterDisplacement;
// var angle = 25;
// Vector3 forward = _owner.transform.forward; // 角色的前方向
// Vector3 up = _owner.transform.up; // 角色的上方向
// Vector3 forwardUpDirection =
// (forward * Mathf.Cos(angle * Mathf.Deg2Rad) + up * Mathf.Sin(angle * Mathf.Deg2Rad)).normalized;
//
// // 施加力
// lureHookWaterDisplacement.rigidbody.AddForce(forwardUpDirection * 320, ForceMode.Impulse);
}
else
{
_throwAnim = new LureThrowAnim(_owner);
_throwAnim.Run(DefRunner.Scheduler);
}
}
private void ThrowAnim()
{
if (_throwAnim.IsDone)
{
if (_throwAnim.Status == NTaskStatus.Success)
{
if (_owner.PlayerAnimatorCtrl.ThrowMode == ThrowModeEnum.Spin)
{
SetArm();
}
Stage = Phase.Done;
Debug.LogError($"抛线后,线长度={_owner.Data.lineLength}");
}
else
{
Stage = Phase.ErrorDone;
}
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: 0ace9df53d3743589fe68b456596eda9
timeCreated: 1733199798

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using UnityEngine;
namespace NBF
{
/// <summary>
/// 等待抛竿,蓄力中
/// </summary>
public class PlayerWaitThrow : PlayerStateBase
{
public enum Phase
{
/// <summary>
/// 蓄力
/// </summary>
Charged,
/// <summary>
/// 确认蓄力结果
/// </summary>
Confirm,
}
public Phase Stage = Phase.Charged;
public override uint StateId => States.Player.WaitThrow;
public float ChargedProgress;
protected override void onEnter()
{
Stage = Phase.Charged;
_owner.PlayerAnimatorCtrl.PrepareThrow = true;
_owner.PlayerAnimatorCtrl.FishingFinal = 0;
}
protected override uint onUpdate()
{
if (Stage == Phase.Charged)
{
ThrowPowerCharged();
}
else if (Stage == Phase.Confirm)
{
//确认蓄力结果,
Debug.Log($"确认蓄力结果,ChargedProgress={ChargedProgress}");
Params.Add(ChargedProgress);
return States.Player.Throw;
}
return base.onUpdate();
}
#region
private void ThrowPowerCharged()
{
if (ChargedProgress < 1)
{
ChargedProgress += Time.deltaTime;
}
else if (ChargedProgress > 1)
{
ChargedProgress = 1;
}
if (!InputManager.IsOp1)
{
Stage = Phase.Confirm;
}
}
#endregion
}
}

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fileFormatVersion: 2
guid: 8fad82651b44492eaad947108a421c36
timeCreated: 1743687572

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