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