using System.Collections.Generic;
using UnityEngine;
namespace WaterSystem.Data
{
///
/// This scriptable object contains setting for how the water looks visually
///
[System.Serializable][CreateAssetMenu(fileName = "WaterSurfaceData", menuName = "WaterSystem/Surface Data", order = 0)]
public class WaterSurfaceData : ScriptableObject
{
public float _waterMaxVisibility = 40.0f;
public Gradient _absorptionRamp;
public Gradient _scatterRamp;
public List _waves = new List();
public bool _customWaves = false;
public int randomSeed = 3234;
public BasicWaves _basicWaveSettings = new BasicWaves(1.5f, 45.0f, 5.0f);
public FoamSettings _foamSettings = new FoamSettings();
[SerializeField]
public bool _init = false;
}
[System.Serializable]
public struct Wave
{
public float amplitude; // height of the wave in units(m)
public float direction; // direction the wave travels in degrees from Z+
public float wavelength; // distance between crest>crest
public Vector2 origin; // Omi directional point of origin
public float onmiDir; // Is omni?
public Wave(float amp, float dir, float length, Vector2 org, bool omni)
{
amplitude = amp;
direction = dir;
wavelength = length;
origin = org;
onmiDir = omni ? 1 : 0;
}
}
[System.Serializable]
public class BasicWaves
{
public int numWaves = 6;
public float amplitude;
public float direction;
public float wavelength;
public BasicWaves(float amp, float dir, float len)
{
numWaves = 6;
amplitude = amp;
direction = dir;
wavelength = len;
}
}
[System.Serializable]
public class FoamSettings
{
public int foamType; // 0=default, 1=simple, 3=custom
public AnimationCurve basicFoam;
public AnimationCurve liteFoam;
public AnimationCurve mediumFoam;
public AnimationCurve denseFoam;
// Foam curves
public FoamSettings()
{
foamType = 0;
basicFoam = new AnimationCurve(new Keyframe[2]{new Keyframe(0.25f, 0f),
new Keyframe(1f, 1f)});
liteFoam = new AnimationCurve(new Keyframe[3]{new Keyframe(0.2f, 0f),
new Keyframe(0.4f, 1f),
new Keyframe(0.7f, 0f)});
mediumFoam = new AnimationCurve(new Keyframe[3]{new Keyframe(0.4f, 0f),
new Keyframe(0.7f, 1f),
new Keyframe(1f, 0f)});
denseFoam = new AnimationCurve(new Keyframe[2]{new Keyframe(0.7f, 0f),
new Keyframe(1f, 1f)});
}
}
}