Add water system package
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEditorInternal;
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using WaterSystem.Data;
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namespace WaterSystem
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{
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[CustomEditor(typeof(Water))]
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public class WaterEditor : Editor
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{
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public override void OnInspectorGUI()
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{
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serializedObject.Update();
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Water w = (Water)target;
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var waterSettingsData = serializedObject.FindProperty("settingsData");
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EditorGUILayout.PropertyField(waterSettingsData, true);
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if(waterSettingsData.objectReferenceValue != null)
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{
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CreateEditor((WaterSettingsData)waterSettingsData.objectReferenceValue).OnInspectorGUI();
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}
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var waterSurfaceData = serializedObject.FindProperty("surfaceData");
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EditorGUILayout.PropertyField(waterSurfaceData, true);
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if(waterSurfaceData.objectReferenceValue != null)
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{
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CreateEditor((WaterSurfaceData)waterSurfaceData.objectReferenceValue).OnInspectorGUI();
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}
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serializedObject.ApplyModifiedProperties();
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if(GUI.changed)
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{
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w.Init();
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}
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}
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void OnSceneGUI()
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{
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/* Water w = target as Water;
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Camera cam = SceneView.currentDrawingSceneView.camera;
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var waveDebug = serializedObject.FindProperty("_debugMode");
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if (cam && waveDebug.intValue != 0)
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{
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Vector3 pos = Vector3.zero;
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float dist = 10f;
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if (waveDebug.intValue == 2)
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{
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Plane p = new Plane(Vector3.zero, Vector3.forward, Vector3.right);
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Ray r = Camera.current.ViewportPointToRay(new Vector2(0.25f, 0.25f));
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if (p.Raycast(r, out dist))
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{
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pos = Camera.current.ViewportToWorldPoint(new Vector3(0.25f, 0.25f, dist));
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}
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}
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for (int i = w._waves.Length - 1; i >= 0; i--)
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{
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Wave wave = w._waves[i];
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Random.InitState(i);
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Color c = Color.HSVToRGB(Random.Range(0f, 1f), 1f, 1f);
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c.a = Mathf.Clamp01(0.01f * dist - 0.1f) * 0.5f;
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Handles.color = c;
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pos.y = wave.amplitude;
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DrawWaveGizmo(pos, wave.direction, wave.amplitude, wave.wavelength);
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}
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}*/
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}
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void DrawWaveGizmo(Vector3 pos, float angle, float size, float length)
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{
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Handles.DrawSolidDisc(pos, Vector3.up, length / 2f);
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Handles.ArrowHandleCap(0, pos, Quaternion.AngleAxis(angle, Vector3.up), -length / 1.75f, EventType.Repaint);
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}
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}
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}
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