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