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- using System.Collections;
- using System.Collections.Generic;
- using UnityEngine;
-
- public class WaterController : MonoBehaviour {
-
-
- public AnimationCurve RipplePower;
-
- private float waveOffset = 0;
- public float waveScale = 1;
- public float waterWidth = 1;
- public float waveSpeed = 1;
- public float maxWaveHeight = 2;
-
- private readonly float scaleConstant = 75f;
-
- public GameObject rippleEffect;
-
- #region Unity Functions
- // Use this for initialization
- void Start() {
-
- }
-
- // Update is called once per frame
- void Update() {
-
- waveOffset += 0.1f *waveSpeed * Time.deltaTime;
-
- }
- #endregion Unity Fucntions
-
-
- #region Interaction Functions
-
- /// <summary>
- /// Pushes any objects in water away from this point
- /// </summary>
- /// <param name="point"> point where water is createds</param>
- /// <param name="radius"> radius of effected object</param>
- /// <param name="power"> power with chich the objects are pushed</param>
- public void CreateWave(Vector3 point, float radius, float power) {
- // NotificationServer.notify("play sfx", "createWave:0.2");
-
- //find all colliders within the wave distance
-
- point.y = transform.position.y;
-
- Vector3 pos = point;
- pos.y += 1;
- Quaternion rot = Quaternion.Euler(-90, 0, 0);
-
- if (rippleEffect != null) {
- GameObject ripple = Instantiate(rippleEffect, pos, rot);
-
- Vector3 scale = Vector3.one * radius / scaleConstant;
- ripple.transform.localScale = scale;
-
- Destroy(ripple, 4);
-
- }
-
- Collider[] colliders = Physics.OverlapSphere(point, radius);
- foreach (Collider hit in colliders) {
- BuoyantObject hitScript = hit.gameObject.GetComponent<BuoyantObject>();
- if (hitScript != null) {
- Debug.DrawLine(point, hit.transform.position, Color.blue, 1);
- StartCoroutine(hitScript.pushObject(point, power, 2));
- }
-
- //StartCoroutine(waveController(point, radius, power, 2));
-
-
- }
- }
- #endregion Interaction Functions
-
- #region Helper Functions
-
- private IEnumerator waveController (Vector3 point, float radius, float power, float rippleTime) {
-
-
- float elapsedTime = 0.0f;
-
- while (elapsedTime < rippleTime) {
-
- float curRippleForce = RipplePower.Evaluate(elapsedTime / rippleTime);
-
- Collider[] colliders = Physics.OverlapSphere(point, radius);
- foreach (Collider hit in colliders) {
-
-
-
- Rigidbody rb = hit.GetComponent<Rigidbody>();
-
- Debug.DrawLine(point, hit.transform.position, Color.blue, 1);
-
- if (rb != null) {
- Debug.DrawLine(point, hit.transform.position, Color.blue, 1);
- Vector3 flatPoint = new Vector3(point.x, hit.transform.position.y, point.z);
- rb.AddExplosionForce(power * curRippleForce, point, radius, 0.0f);
- }
- }
-
- yield return new WaitForEndOfFrame();
- elapsedTime += Time.deltaTime;
- }
- }
-
-
-
-
- #endregion Helper Functions
-
-
- #region Collision Functions
- void OnTriggerEnter(Collider other) {
- //calls appropriate function if the object should interact with the water on enter
- WaterObject waterInteraction = other.gameObject.GetComponent<WaterObject>();
- if (waterInteraction != null) {
- waterInteraction.OnWaterEnter(this);
- }
-
- }
-
- void OnTriggerStay(Collider other) {
-
- //calls appropriate function if the object should interact with the water on stay
- WaterObject waterInteraction = other.gameObject.GetComponent<WaterObject>();
- if (waterInteraction != null) {
-
- Vector2 waveCoords = new Vector2(other.transform.position.x, other.transform.position.z);
- waveCoords = waveCoords / waterWidth * waveScale;
- float waveHeight = Mathf.PerlinNoise(waveCoords.x, waveCoords.y + waveOffset);
-
-
- waterInteraction.OnWaterStay(this,waveHeight * maxWaveHeight);
- }
-
- }
-
- void OnTriggerExit(Collider other) {
- //calls appropriate function if the object should interact with the water on exit
- WaterObject waterInteraction = other.gameObject.GetComponent<WaterObject>();
- if (waterInteraction != null) {
- waterInteraction.OnWaterExit(this);
- }
-
- }
- #endregion Collision Functions
-
-
- }
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