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;
|
|
|
|
|
|
#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){
|
|
|
|
//find all colliders within the wave distance
|
|
StartCoroutine(waveController(point, radius, power, 2));
|
|
|
|
|
|
}
|
|
#endregion Interaction Functions
|
|
|
|
#region Helper Functions
|
|
|
|
public 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(gameObject);
|
|
}
|
|
|
|
}
|
|
|
|
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(gameObject,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(gameObject);
|
|
}
|
|
|
|
}
|
|
#endregion Collision Functions
|
|
|
|
|
|
}
|