WaterController.cs 2.3 KB

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  1. using System.Collections.Generic;
  2. using UnityEngine;
  3. public class WaterController : MonoBehaviour
  4. {
  5. public Transform Target;
  6. private MeshRenderer m;
  7. public float heightValue;
  8. public float cardinal = 0.03f;
  9. private Material material;
  10. private Vector3 LastPos;
  11. private List<float> ArrLastPos;
  12. private float force;
  13. private float damp;
  14. private float JitterScale;
  15. // Use this for initialization
  16. void Start()
  17. {
  18. m = transform.GetComponent<MeshRenderer>();
  19. if (m != null) material = m.material;
  20. LastPos = transform.position;
  21. ArrLastPos = new List<float>();
  22. }
  23. // Update is called once per frame
  24. void Update()
  25. {
  26. if (material != null && Target != null)
  27. {
  28. __SetCurrentPos();
  29. __TheJitter();
  30. }
  31. if (Input.GetMouseButtonDown(0))
  32. {
  33. damp = 0.1f;
  34. }
  35. }
  36. /// <summary>
  37. /// 设置当前位置
  38. /// </summary>
  39. private void __SetCurrentPos()
  40. {
  41. material.SetFloat("_LevelOfWaterX", Target.position.x);
  42. material.SetFloat("_LevelOfWaterY", Target.position.y );
  43. material.SetFloat("_LevelOfWaterZ", Target.position.z);
  44. material.SetFloat("_SomeLowerLimit", heightValue);
  45. }
  46. /// <summary>
  47. /// 抖动计算
  48. /// </summary>
  49. private void __TheJitter()
  50. {
  51. //顺序不可变
  52. if (transform.position == LastPos && ArrLastPos.Count != 0)
  53. {
  54. float distance = 0;
  55. for (int i = 0; i < ArrLastPos.Count; i++)
  56. {
  57. distance += ArrLastPos[i];
  58. }
  59. distance /= ArrLastPos.Count;
  60. damp = distance * 5f;
  61. ArrLastPos = new List<float>();
  62. }
  63. if (transform.position != LastPos)
  64. {
  65. ArrLastPos.Add(Vector3.Distance(transform.position, LastPos));
  66. LastPos = transform.position;
  67. }
  68. if (damp != 0)
  69. {
  70. force += 0.02f;
  71. if (damp < 0.005f)
  72. {
  73. damp = 0;
  74. }
  75. JitterScale = Mathf.Sin(force) * damp * cardinal;
  76. material.SetFloat("_LevelOfWaterOffsetScale", JitterScale);
  77. damp *= 0.5f;
  78. }
  79. }
  80. }