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Bob.Song
2026-03-05 18:07:55 +08:00
commit e125bb869e
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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));
}
}
}