Files
UltimateFishing2020/Assets/Scripts/Assembly-CSharp/Float.cs
2026-03-04 10:03:45 +08:00

97 lines
2.8 KiB
C#

using UnityEngine;
public class Float : MonoBehaviour
{
[HideInInspector]
public Rigidbody linkConnectorUp;
public HingeJoint hingeJointUp;
[HideInInspector]
public FishingLine currentFishingLine;
[HideInInspector]
public Rigidbody rigidbody;
[HideInInspector]
public WaterDisplacementObject waterDisplacementObject;
[HideInInspector]
public float currentFloatDeepth = 0.15f;
public ParticleSystem smuuggeParticle;
private void Start()
{
rigidbody = GetComponent<Rigidbody>();
waterDisplacementObject = GetComponent<WaterDisplacementObject>();
if (smuuggeParticle != null && smuuggeParticle.isPlaying)
{
smuuggeParticle.Stop();
}
}
private void Update()
{
SetDeepth();
ShowWaterFX();
}
public void Link(Rigidbody connector)
{
if (connector.transform.parent.GetComponent<LineHandler>().lineType == LineHandler.LineType.TwoSegment)
{
currentFishingLine = connector.transform.parent.GetComponent<LineHandler>().currentRodFishingLineComponent;
if (!(currentFishingLine.fishingFloat != this))
{
currentFishingLine.fishingFloat = this;
linkConnectorUp = connector;
base.transform.position = linkConnectorUp.position;
hingeJointUp.connectedBody = linkConnectorUp;
currentFishingLine.currentLineHandler.SetSegmentTwoLenght(currentFloatDeepth);
linkConnectorUp.GetComponent<MeshRenderer>().enabled = false;
}
}
}
private void SetDeepth()
{
if (!(currentFishingLine.hook.waterDisplacementObject.deepProbe.z > 0f))
{
if (InputManager.isDeepthFloatUp)
{
currentFloatDeepth += 0.1f;
currentFloatDeepth = Mathf.Clamp(currentFloatDeepth, 0.15f, 2f);
currentFishingLine.currentLineHandler.SetSegmentTwoLenght(currentFloatDeepth);
GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("SET_FLOAT_DEEPTH_TO") + currentFloatDeepth.ToString("F1") + " m", ScriptsHandler.Instance.m_Canvas.transform, deleteLast: true);
}
if (InputManager.isDeepthFloatDown)
{
currentFloatDeepth -= 0.1f;
currentFloatDeepth = Mathf.Clamp(currentFloatDeepth, 0.15f, 2f);
currentFishingLine.currentLineHandler.SetSegmentTwoLenght(currentFloatDeepth);
GameManager.Instance.ShowMessagePopup(LanguageManager.Instance.GetText("SET_FLOAT_DEEPTH_TO") + currentFloatDeepth.ToString("F1") + " m", ScriptsHandler.Instance.m_Canvas.transform, deleteLast: true);
}
}
}
private void ShowWaterFX()
{
if (smuuggeParticle == null)
{
return;
}
if (base.transform.position.y >= waterDisplacementObject.waterHeightPosition - 0.05f && base.transform.position.y <= waterDisplacementObject.waterHeightPosition + 0.05f && !currentFishingLine.hook.takeFish && rigidbody.velocity.magnitude > 0.1f)
{
if (!smuuggeParticle.isEmitting)
{
smuuggeParticle.Play();
}
}
else if (smuuggeParticle.isPlaying)
{
smuuggeParticle.Stop();
}
}
}