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187 行
6.8 KiB
187 行
6.8 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.AddressableAssets;
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using Quaternion = UnityEngine.Quaternion;
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using Vector3 = UnityEngine.Vector3;
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namespace BoatAttack
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{
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/// <summary>
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/// Used to generate two wakes (linerenderers) for the boats
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/// </summary>
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public class WakeGenerator : MonoBehaviour
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{
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public List<Wake> wakes = new List<Wake>(); // Wakes to create
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private readonly List<GameObject> _lrs = new List<GameObject>(); // line renderers
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public AssetReference wakePrefab; // the wake prefab, preset linerenderer
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public float genDistance = 0.5f; // distance to make new segments
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public float maxAge = 5f; // how long the wake lasts for
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void OnEnable()
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{
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// Initial setup for wakes
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foreach (var wake in wakes)
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{
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StartCoroutine(GenerateWake(wake));
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}
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}
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private IEnumerator GenerateWake(Wake wake)
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{
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for (var i = 0; i < 2; i++)
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{
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var wl = new WakeLine {points = new List<WakePoint>()};
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var wakeLoading = wakePrefab.InstantiateAsync(Vector3.zero, Quaternion.Euler(90f, 0, 0));
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yield return wakeLoading;
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_lrs.Add(wakeLoading.Result);
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wakeLoading.Result.TryGetComponent(out wl.lineRenderer);
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wakeLoading.Result.hideFlags = HideFlags.HideAndDontSave;
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wake.lines.Add(wl);
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}
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}
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private void OnDisable()
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{
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for (var i = _lrs.Count - 1; i >= 0; i--)
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{
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DestroyImmediate(_lrs[i]); // kill wake objects
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}
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_lrs.Clear();
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}
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private void Update()
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{
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//For each wake pair
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var wCount = wakes.Count;
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for (var w = 0; w < wCount; w++)
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{
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var wake = wakes[w];
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int s = 0;
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for (int x = -1; x <= 1; x += 2)
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{
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var origin = wake.origin;
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origin.x *= x;
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origin = transform.TransformPoint(origin);
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origin.y = 0;//flatten origin in world
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var pointCount = wake.lines[s].points.Count;
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//////////////////////////// create points, if needed ///////////////////////////////
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if (pointCount == 0)
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{
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wake.lines[s].points.Insert(0, CreateWakePoint(origin, x));
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pointCount++;
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}
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else if (Vector3.Distance(wake.lines[s].points[0].pos, origin) > genDistance)
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{
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wake.lines[s].points.Insert(0, CreateWakePoint(origin, x));
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pointCount++;
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}
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///////////////////////////// kill points, if needed ////////////////////////////////
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for (int i = wake.lines[s].points.Count - 1; i >= 0; i--)
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{
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if (wake.lines[s].points[i].age > maxAge)
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{
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wake.lines[s].points.RemoveAt(i);
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pointCount--;
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}
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else
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{
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wake.lines[s].points[i].age += Time.deltaTime; // increment age
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wake.lines[s].points[i].pos += Time.deltaTime * 3 * wake.lines[s].points[i].dir; // move points by dir
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}
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}
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///////////////////// Create the line renderer points ///////////////////////////////
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wake.lines[s].lineRenderer.positionCount = pointCount + 1;
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wake.lines[s].lineRenderer.SetPosition(0, origin);
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for (var i = 0; i < pointCount; i++)
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{
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wake.lines[s].lineRenderer.SetPosition(i + 1, wake.lines[s].points[i].pos);
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}
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s++;
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}
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}
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}
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/// <summary>
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/// Creates a WakePoint and sets the direction
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/// </summary>
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/// <param name="pos">Where to make the wake point in world coords</param>
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/// <param name="sign">Side of the wake this is on</param>
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/// <returns></returns>
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private WakePoint CreateWakePoint(Vector3 pos, float sign)
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{
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// the point gets the direction of the side of the boat, this is then used to move the wake as it ages
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WakePoint wp = new WakePoint(pos) {dir = transform.right * sign};
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wp.dir.y = 0;
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return wp;
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}
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// Draw helper Gizmos
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private void OnDrawGizmosSelected()
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{
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var c = Color.blue;
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c.a = 0.5f;
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Gizmos.color = c;
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foreach (var w in wakes)
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{
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Gizmos.DrawSphere(transform.TransformPoint(w.origin.x, w.origin.y, w.origin.z), 0.1f);
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Gizmos.DrawSphere(transform.TransformPoint(-w.origin.x, w.origin.y, w.origin.z), 0.1f);
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}
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foreach (var w in wakes)
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{
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foreach (var wl in w.lines)
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{
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var pre = Vector3.zero;
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foreach (var wp in wl.points)
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{
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Gizmos.DrawSphere(wp.pos, (maxAge - wp.age) * 0.01f);
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if(pre != Vector3.zero)
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Gizmos.DrawLine(wp.pos, pre);
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pre = wp.pos;
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}
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}
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}
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}
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/// <summary>
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/// Wake is a pair of line renderers stored in WakeLines
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/// </summary>
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[System.Serializable]
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public class Wake
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{
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public Vector3 origin; // Where the wake originates from in local coords
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public List<WakeLine> lines = new List<WakeLine>(); // Wake Lines
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}
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/// <summary>
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/// WakeLine is a single side of a wake, it contains a line renderer and list of wakepoints
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/// </summary>
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[System.Serializable]
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public class WakeLine
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{
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public LineRenderer lineRenderer; // the line renderer
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public List<WakePoint> points = new List<WakePoint>(); // list of points
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}
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/// <summary>
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/// A single wake point
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/// </summary>
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[System.Serializable]
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public class WakePoint
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{
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public Vector3 pos; // The current position
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public Vector3 dir; // the directions of movement
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public float age; // the age of the point
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public WakePoint(Vector3 p)
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{
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pos = p;
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age = 0f;
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}
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}
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}
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}
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