🦯Rod Bend System
Fishing Rod Bend Controller

Drives realistic rod-bending animations based on fishing actions: casting, reeling, bites, and tension. Uses a chain of bone transforms to simulate flexible rod physics—no physics required.
✅ Requires: An array of rod bones (from handle to tip) assigned in the inspector.
🔧 Inspector Settings
Rod Bones Setup
Rod Bones Assign the hierarchy of transforms that make up your rod (e.g., from Maya or Blender). Order matters: first = handle, last = tip.

Cast Bending
Controls the full casting sequence:
Windup (backward bend)
Release (forward snap)
Optional post-cast hold to simulate line tension.
Adjust angles, speeds, pause duration, and strength multipliers.
Pull Back & Bite
Pull Back: Forward bend when reeling in a fish.
Hard Bite: Sharp bend when a fish strikes.
Each has independent angle, speed, hold time, and return behavior.
Bend Distribution
Bend Distribution Curve Defines how much each bone bends—typically stronger at the tip. Edit the curve to fine-tune flexibility.

Rotation Axis
Bend Axis Which local axis the bones rotate on (usually Y for horizontal rods).
Preview System (Editor-only)
Toggle Enable Preview to interactively test bend types and amounts in the Scene view—great for tuning without entering play mode.

📈 Public Methods
StartCastBend()Plays the full windup → release → post-cast sequence.StartPullBackBend()Triggers a controlled forward bend (e.g., during reeling minigame).StartHardBiteBend()Snaps the rod forward on a fish bite.ReturnToNeutralPosition()Smoothly resets the rod to its original pose.InformWaterHit(bool)Tells the controller whether the cast hit water—used to decide if post-cast bend should activate.
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