using System;
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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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[RequireComponent (typeof(Rigidbody))]
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public class BuoyantObject : WaterObject {
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[Tooltip ("How fast object will raise into the ")]
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public float BouancyValue = 5;
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[Tooltip ("Local point, at which the object floats within the water")]
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public Vector3 BouancyPoint = Vector3.zero;
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//rigidbody attached to GameObject
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protected Rigidbody rb;
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private float airDrag;
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#region Unity Functions
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void Awake() {
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rb = GetComponent<Rigidbody>();
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airDrag = rb.drag;
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}
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#endregion Unity Functions
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public override void OnWaterStay(WaterController water,float waveHeight) {
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Vector3 waterEntryPoint = transform.position;
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waterEntryPoint.y = water.transform.position.y + waveHeight;
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float distance = Vector3.Distance(transform.position + (BouancyPoint * transform.lossyScale.magnitude) , waterEntryPoint);
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Vector3 force = Vector3.up * BouancyValue * Mathf.Pow(distance,1.5f);
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if (waterEntryPoint.y < gameObject.transform.position.y + (BouancyPoint.y * transform.lossyScale.y))
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force = Vector3.zero;
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rb.AddForce(force);
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Vector3 dragVel = rb.velocity;
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dragVel.y *= 0.9f;
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rb.velocity = dragVel;
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}
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public override void OnWaterEnter(WaterController water) {
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//rb.drag = 1;
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}
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public override void OnWaterExit(WaterController water) {
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// rb.drag = airDrag;
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}
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public virtual IEnumerator pushObject(Vector3 point,float power, float totalTime) {
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Vector3 dir = transform.position - point;
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dir = Vector3.ProjectOnPlane(dir, Vector3.up);
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dir.Normalize();
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float elapsedTime = 0;
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while (elapsedTime < totalTime) {
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Vector3 force = dir * power * Time.deltaTime;
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rb.AddForce(force);
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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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/// <summary>
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///
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/// </summary>
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public void BuoyancyCalc() {
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}
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}
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