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using UnityEngine;
using WaterSystem;
using Unity.Mathematics;
using Unity.Collections;
namespace BoatAttack
{
/// <summary>
/// This controls the logic for the wind surfer
/// </summary>
public class WindsurferManager : MonoBehaviour
{
public Transform[] surfers;
private NativeArray<float3> _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<float3>(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];
}
}
}
}