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
}
///
/// 路亚抛竿轨迹动画
///
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 _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 points)
{
float dist = 0f;
for (int i = 1; i < points.Count; i++)
dist += Vector3.Distance(points[i - 1], points[i]);
return dist;
}
public List CalculateTrajectory(FishingLureCastInput input, Vector3 startPosition,
Vector3 castDirection)
{
List trajectory = new List();
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 SimplifyTrajectoryRDP(List points, float tolerance)
{
if (points == null || points.Count < 3)
return new List(points);
List result = new List();
SimplifySection(points, 0, points.Count - 1, tolerance, result);
result.Add(points[points.Count - 1]);
return result;
}
private static void SimplifySection(List points, int start, int end, float tolerance,
List 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);
}
}
}