something like water

This commit is contained in:
2023-06-22 20:41:57 +03:00
parent e1b4e4062f
commit a81ab61216
5 changed files with 421 additions and 149 deletions
+99
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@@ -45,11 +45,11 @@ public class WaterShapeController : MonoBehaviour
float xPosition=waterTopLeftCorner.x+(spacingPerWawe * count);
Vector3 wavePoint=new Vector3(xPosition,waterTopLeftCorner.y,waterTopLeftCorner.z);
waterSpline.InsertPointAt(index, wavePoint );
waterSpline.SetHeight(index, 0.1f);
waterSpline.SetHeight(index, 0f);
waterSpline.SetCorner(index, false);
}
CreateSprings(waterSpline);
Splash(2, 1);
Splash(2, 0.1f);
}
private void CreateSprings(Spline waterSpline)
@@ -58,8 +58,12 @@ public class WaterShapeController : MonoBehaviour
for(int idx=0;idx<_wavesCount+1; idx++)
{
int index = idx + 1;
Smoothen(waterSpline, index);
GameObject wavePoint = Instantiate(wavePointPref, _wavePoints.transform, false);
wavePoint.transform.localPosition = waterSpline.GetPosition(index);
wavePoint.transform.position = waterSpline.GetPosition(index);
WaterSpring waterSpring=wavePoint.GetComponent<WaterSpring>();
waterSpring.Init(_spriteShapeController);
_springs.Add( waterSpring );
@@ -67,6 +71,33 @@ public class WaterShapeController : MonoBehaviour
}
}
private void Smoothen(Spline waterSpline, int index)
{
Vector3 position = waterSpline.GetPosition(index);
Vector3 positionPrev = position;
Vector3 positionNext = position;
if (index > 1)
{
positionPrev = waterSpline.GetPosition(index - 1);
}
if (index - 1 <= _wavesCount)
{
positionNext = waterSpline.GetPosition(index + 1);
}
Vector3 forward = gameObject.transform.forward;
float scale = Mathf.Min((positionNext - position).magnitude, (positionPrev - position).magnitude) * 0.33f;
Vector3 leftTangent = (positionPrev - position).normalized * scale;
Vector3 rightTangent = (positionNext - position).normalized * scale;
SplineUtility.CalculateTangents(position, positionPrev, positionNext, forward, scale, out rightTangent, out leftTangent);
waterSpline.SetLeftTangent(index, leftTangent);
waterSpline.SetRightTangent(index, rightTangent);
}
private void UpdateSprings()
{
int springsCount = _springs.Count;
@@ -94,7 +125,7 @@ public class WaterShapeController : MonoBehaviour
}
}
// On Enable for example purposes
//On Enable for example purposes
void OnEnable()
{
StartCoroutine(CreateWaves());
@@ -124,6 +155,7 @@ public class WaterShapeController : MonoBehaviour
foreach (WaterSpring spring in _springs)
{
spring.WaveSpringUpdate(_springStiffness, _dampening);
spring.WavePointUpdate();
}
UpdateSprings();
}
+1 -1
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@@ -23,7 +23,7 @@ public class WaterSpring : MonoBehaviour
Height = transform.localPosition.y;
}
public void WavePointUpdate(int level)
public void WavePointUpdate()
{
if (_spriteShapeController != null)
{