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74 行
2.4 KiB
74 行
2.4 KiB
using UnityEngine;
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using UnityEngine.Serialization;
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using Unity.Collections;
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using Unity.Mathematics;
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using WaterSystem;
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public class BuoyManager : MonoBehaviour
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{
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[FormerlySerializedAs("particleSystem")] public ParticleSystem ps;
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private ParticleSystem.ShapeModule _particleShape;
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private Mesh _mesh;
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private Vector3[] _vertices;
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private Transform[] _buoys;
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private NativeArray<float3> _samplePoints; // sample points for height calc
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private float3[] _heights; // water height array(only size of 1 when simple or non-physical)
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private float3[] _normals; // water normal array(only used when non-physical and size of 1 also when simple)
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private int _guid;
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// Start is called before the first frame update
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private void Start()
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{
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_guid = gameObject.GetInstanceID();
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_buoys = new Transform[transform.childCount];
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_mesh = new Mesh();
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var triangles = new int[_buoys.Length * 3];
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_vertices = new Vector3[_buoys.Length];
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_samplePoints = new NativeArray<float3>(_buoys.Length, Allocator.Persistent);
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_heights = new float3[_buoys.Length];
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_normals = new float3[_buoys.Length];
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for (var i = 0; i < _buoys.Length; i++)
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{
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_buoys[i] = transform.GetChild(i);
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_samplePoints[i] = _buoys[i].position;
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_vertices[i] = _samplePoints[i];
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triangles[3 * i] = i;
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triangles[3 * i + 1] = (int)Mathf.Repeat(i + 1, _buoys.Length);
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triangles[3 * i + 2] = (int)Mathf.Repeat(i + 2, _buoys.Length);
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}
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_mesh.vertices = _vertices;
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_mesh.triangles = triangles;
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if (ps)
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{
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_particleShape = ps.shape;
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_particleShape.mesh = _mesh;
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}
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}
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private void OnDisable()
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{
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_samplePoints.Dispose();
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}
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// Update is called once per frame
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private void Update()
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{
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GerstnerWavesJobs.UpdateSamplePoints(ref _samplePoints, _guid);
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GerstnerWavesJobs.GetData(_guid, ref _heights, ref _normals);
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for (var i = 0; i < _buoys.Length; i++)
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{
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var vec = _buoys[i].position;
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vec.y = _heights[i].y;
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_buoys[i].position = vec;
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_vertices[i] = vec;
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_buoys[i].up = Vector3.Slerp(_buoys[i].up, _normals[i], Time.deltaTime);
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}
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_mesh.vertices = _vertices;
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}
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}
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