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58
Assets/Scripts/Fishing~/PlayArm.cs
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58
Assets/Scripts/Fishing~/PlayArm.cs
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using RootMotion.FinalIK;
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using UnityEngine;
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namespace NBF
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{
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public class PlayerArm : MonoBehaviour
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{
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public bool IsLeft;
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public LimbIK IK;
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public Transform RodContainer;
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public Transform LeftRigMagnet;
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public FingerRig FingerRig;
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public PlayerShoulder Shoulder;//PlayerShoulder
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[HideInInspector] public float interactionTargetWeight;
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public void SetReelHandle(ReelAsset asset)
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{
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IK.solver.target = asset.handle;
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IK.enabled = true;
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// var fingers = FingerRig.fingers;
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// foreach (var finger in fingers)
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// {
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// finger.target = asset.handleEnd;
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// }
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// // 启用整体控制
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// FingerRig.weight = 1f;
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//
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// // 绑定大拇指和食指的目标
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// FingerRig.fingers[0].target = asset.handleEnd; // Thumb
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// FingerRig.fingers[1].target = asset.handleEnd; // Index
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//
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// FingerRig.fingers[0].weight = 1f;
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// FingerRig.fingers[1].weight = 1f;
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// 其余手指握拳(不绑定 target)
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for (int i = 2; i < 5; i++)
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{
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FingerRig.fingers[i].target = null;
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FingerRig.fingers[i].weight = 1f;
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}
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}
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public void MoveTowardsInteraction()
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{
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if (!IK)
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{
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return;
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}
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IK.solver.SetIKPositionWeight(Mathf.MoveTowards(IK.solver.IKPositionWeight,
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interactionTargetWeight, Time.deltaTime * 2f));
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}
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}
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}
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