using UnityEngine; using WaterSystem; using Unity.Mathematics; using Unity.Collections; namespace BoatAttack { /// /// This controls the logic for the wind surfer /// public class WindsurferManager : MonoBehaviour { public Transform[] surfers; private NativeArray _points; // point to sample wave height private float3[] _heights; // height sameple from water system private float3[] _normals; // height sameple from water system private Vector3[] _smoothPositions; // the smoothed position private int _guid; // the objects GUID for wave height lookup // Use this for initialization private void Start() { _guid = gameObject.GetInstanceID(); _heights = new float3[surfers.Length]; _normals = new float3[surfers.Length]; _smoothPositions = new Vector3[surfers.Length]; for (var i = 0; i < surfers.Length; i++) { _smoothPositions[i] = surfers[i].position; } _points = new NativeArray(surfers.Length, Allocator.Persistent); } private void OnDisable() { _points.Dispose(); } // TODO - need to validate logic here (not smooth at all in demo) private void Update() { GerstnerWavesJobs.UpdateSamplePoints(ref _points, _guid); GerstnerWavesJobs.GetData(_guid, ref _heights, ref _normals); for (int i = 0; i < surfers.Length; i++) { _smoothPositions[i] = surfers[i].position; // Sample the water height at the current position _points[0] = _smoothPositions[i]; if (_heights[0].y > _smoothPositions[i].y) _smoothPositions[i].y += Time.deltaTime; else _smoothPositions[i].y -= Time.deltaTime * 0.25f; surfers[i].position = _smoothPositions[i]; } } } }