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57
Assets/Scripts/Fishing~/Player/States/PlayerStateBase.cs
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57
Assets/Scripts/Fishing~/Player/States/PlayerStateBase.cs
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using NBC;
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using UnityEngine;
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namespace NBF
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{
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public abstract class PlayerStateBase : FsmBaseState<FPlayer>
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{
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protected FPlayer Fish => _owner;
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protected void SetArm()
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{
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if (_owner.Gears.Reel)
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{
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_owner.MinorArm.SetReelHandle(_owner.Gears.Reel.reelAsset);
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// _owner.MinorArm.IK.solver.target = _owner.Gears.Reel.reelAsset.handle;
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// _owner.MinorArm.IK.enabled = true;
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}
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}
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/// <summary>
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/// 检查状态超时
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/// </summary>
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public void CheckStateTimeout(float time)
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{
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if (Time.time - EnterTime >= time)
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{
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Root.Start<PlayerIdle>();
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}
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}
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protected void TakeLineToHand()
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{
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// GameInput.isPullUpRod = true;
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// // if(_owner.HandsAnimator.GetCurrentAnimatorClipInfo().)
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// _owner.HandsAnimator.SetBool(Anim.RightFingersOnRodPowered, true);
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// _owner.HandsAnimator.SetBool(Anim.LHandPreCast, true);
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// if (_owner.handPullUp >= 1)
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// {
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// // var connector = _owner.currentRod.currentLine.currentLineHandler.LineConnector_1.transform;
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// // var handPoint = _owner.lHandPlayerHelperLinePoint;
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//
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// // _owner.PutLineToLeftHandHelper(connector, handPoint, 3f);
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// }
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}
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// protected void OutLineToHand()
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// {
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// // GameInput.isPullUpRod = false;
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//
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// var connector = _owner.currentRod.currentLine.currentLineHandler.LineConnector_1.transform;
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// _owner.OutLineFromLeftHandHelper(connector);
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// }
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}
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}
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