using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WaterController : MonoBehaviour {
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public AnimationCurve RipplePower;
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private float waveOffset = 0;
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public float waveScale = 1;
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public float waterWidth = 1;
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public float waveSpeed = 1;
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public float maxWaveHeight = 2;
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private readonly float scaleConstant = 75f;
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public GameObject rippleEffect;
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#region Unity Functions
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// Use this for initialization
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void Start() {
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}
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// Update is called once per frame
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void Update() {
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waveOffset += 0.1f *waveSpeed * Time.deltaTime;
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}
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#endregion Unity Fucntions
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#region Interaction Functions
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/// <summary>
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/// Pushes any objects in water away from this point
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/// </summary>
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/// <param name="point"> point where water is createds</param>
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/// <param name="radius"> radius of effected object</param>
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/// <param name="power"> power with chich the objects are pushed</param>
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public void CreateWave(Vector3 point, float radius, float power) {
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NotificationServer.notify("play sfx", "createWave_3:0.2");
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//find all colliders within the wave distance
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point.y = transform.position.y;
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Vector3 pos = point;
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pos.y += 6f;
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Quaternion rot = Quaternion.Euler(-90, 0, 0);
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if (rippleEffect != null) {
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GameObject ripple = Instantiate(rippleEffect, pos, rot);
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Vector3 scale = Vector3.one * radius / scaleConstant;
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ripple.transform.localScale = scale;
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Destroy(ripple, 4);
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}
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Collider[] colliders = Physics.OverlapSphere(point, radius);
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foreach (Collider hit in colliders) {
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BuoyantObject hitScript = hit.gameObject.GetComponent<BuoyantObject>();
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if (hitScript != null) {
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Debug.DrawLine(point, hit.transform.position, Color.blue, 1);
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StartCoroutine(hitScript.pushObject(point, power, 2));
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}
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//StartCoroutine(waveController(point, radius, power, 2));
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}
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}
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#endregion Interaction Functions
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#region Helper Functions
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private IEnumerator waveController (Vector3 point, float radius, float power, float rippleTime) {
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float elapsedTime = 0.0f;
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while (elapsedTime < rippleTime) {
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float curRippleForce = RipplePower.Evaluate(elapsedTime / rippleTime);
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Collider[] colliders = Physics.OverlapSphere(point, radius);
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foreach (Collider hit in colliders) {
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Rigidbody rb = hit.GetComponent<Rigidbody>();
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Debug.DrawLine(point, hit.transform.position, Color.blue, 1);
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if (rb != null) {
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Debug.DrawLine(point, hit.transform.position, Color.blue, 1);
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Vector3 flatPoint = new Vector3(point.x, hit.transform.position.y, point.z);
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rb.AddExplosionForce(power * curRippleForce, point, radius, 0.0f);
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}
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}
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yield return new WaitForEndOfFrame();
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elapsedTime += Time.deltaTime;
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}
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}
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#endregion Helper Functions
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#region Collision Functions
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void OnTriggerEnter(Collider other) {
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//calls appropriate function if the object should interact with the water on enter
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WaterObject waterInteraction = other.gameObject.GetComponent<WaterObject>();
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if (waterInteraction != null) {
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waterInteraction.OnWaterEnter(this);
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}
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}
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void OnTriggerStay(Collider other) {
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//calls appropriate function if the object should interact with the water on stay
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WaterObject waterInteraction = other.gameObject.GetComponent<WaterObject>();
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if (waterInteraction != null) {
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Vector2 waveCoords = new Vector2(other.transform.position.x, other.transform.position.z);
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waveCoords = waveCoords / waterWidth * waveScale;
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float waveHeight = Mathf.PerlinNoise(waveCoords.x, waveCoords.y + waveOffset);
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waterInteraction.OnWaterStay(this,waveHeight * maxWaveHeight);
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}
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}
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void OnTriggerExit(Collider other) {
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//calls appropriate function if the object should interact with the water on exit
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WaterObject waterInteraction = other.gameObject.GetComponent<WaterObject>();
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if (waterInteraction != null) {
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waterInteraction.OnWaterExit(this);
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}
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}
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#endregion Collision Functions
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}
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