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)}); } } }