using System;
using System.Text;
using UnityEngine;
namespace NBF
{
[Serializable]
public class FPlayerData
{
public int PlayerID;
///
/// 玩家当前装备的钓组
///
public FPlayerGearData currentGear;
///
/// 玩家位置
///
public Vector3 position;
///
/// 玩家角度
///
public Quaternion rotation;
public float currentReelingSpeed;
public bool isHandOnHandle;
///
/// 线长度
///
public float lineLength;
///
/// 收线速度
///
public float reelSpeed;
///
/// 打开手电筒
///
public bool openLight;
///
/// 打开望远镜
///
public bool openTelescope;
public SelectorRodSetting selectorRodSetting = SelectorRodSetting.Speed;
}
///
/// 玩家钓组数据
///
[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;
///
/// 获得唯一id
///
///
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
{
///
/// 唯一id
///
public int id;
///
/// 配置id
///
public int configId;
}
///
/// 鱼竿数据
///
[Serializable]
public class FRodData : FGearData
{
private GameRods _config;
public GameRods Config
{
get { return _config ??= GameRods.Get(configId); }
}
}
///
/// 线轴数据
///
[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;
}
///
/// 浮漂数据
///
[Serializable]
public class FBobberData : FGearData
{
private GameFloats _config;
public GameFloats Config
{
get { return _config ??= GameFloats.Get(configId); }
}
public float lastSetGroundValue;
}
///
/// 鱼钩数据
///
[Serializable]
public class FHookData : FGearData
{
private GameHooks _config;
public GameHooks Config
{
get { return _config ??= GameHooks.Get(configId); }
}
}
///
/// 鱼饵数据
///
[Serializable]
public class FBaitData : FGearData
{
private GameBaits _config;
public GameBaits Config
{
get { return _config ??= GameBaits.Get(configId); }
}
}
///
/// 鱼饵数据
///
[Serializable]
public class FLureData : FGearData
{
private GameLures _config;
public GameLures Config
{
get { return _config ??= GameLures.Get(configId); }
}
}
///
/// 沉子数据
///
[Serializable]
public class FWeightData : FGearData
{
private GameWeights _config;
public GameWeights Config
{
get { return _config ??= GameWeights.Get(configId); }
}
}
///
/// 线数据
///
[Serializable]
public class FLineData : FGearData
{
private GameLines _config;
public GameLines Config
{
get { return _config ??= GameLines.Get(configId); }
}
}
///
/// 引线数据
///
[Serializable]
public class FLeaderData : FGearData
{
private GameLeaders _config;
public GameLeaders Config
{
get { return _config ??= GameLeaders.Get(configId); }
}
}
///
/// 菲德数据
///
[Serializable]
public class FFeederData : FGearData
{
private GameFeeders _config;
public GameFeeders Config
{
get { return _config ??= GameFeeders.Get(configId); }
}
}
}