Example #1
0
        public int CostlyUpdate(WaveParticlesQuadtree quadtree, float deltaTime)
        {
            float num;

            if (this.Frequency < 0.025f)
            {
                float x = this._Position.x + this.Direction.x / this.Frequency;
                float z = this._Position.y + this.Direction.y / this.Frequency;
                num = Mathf.Max(StaticWaterInteraction.GetTotalDepthAt(this._Position.x, this._Position.y), StaticWaterInteraction.GetTotalDepthAt(x, z));
            }
            else
            {
                num = StaticWaterInteraction.GetTotalDepthAt(this._Position.x, this._Position.y);
            }
            if (num <= 0.001f)
            {
                this.Destroy();
                return(0);
            }
            this.UpdateWaveParameters(deltaTime, num);
            int result = 0;

            if (quadtree != null && !this.DisallowSubdivision)
            {
                if (this.LeftNeighbour != null)
                {
                    this.Subdivide(quadtree, this.LeftNeighbour, this, ref result);
                }
                if (this.RightNeighbour != null)
                {
                    this.Subdivide(quadtree, this, this.RightNeighbour, ref result);
                }
            }
            return(result);
        }
        private void CreateShoalingSpawnPoints()
        {
            Bounds bounds = new Bounds(base.transform.position, new Vector3(this._BoundsSize.x, 0f, this._BoundsSize.y));
            float  x      = bounds.min.x;
            float  z      = bounds.min.z;
            float  x2     = bounds.max.x;
            float  z2     = bounds.max.z;
            float  num    = Mathf.Sqrt(this._SpawnPointsDensity);
            float  num2   = Mathf.Max(35f, bounds.size.x / 256f) / num;
            float  num3   = Mathf.Max(35f, bounds.size.z / 256f) / num;

            bool[,] array = new bool[32, 32];
            List <ComplexWavesEmitter.SpawnPoint> list = new List <ComplexWavesEmitter.SpawnPoint>();

            GerstnerWave[] array2 = this._WindWaves.SpectrumResolver.SelectShorelineWaves(50, 0f, 360f);
            if (array2.Length == 0)
            {
                this._SpawnPoints = new ComplexWavesEmitter.SpawnPoint[0];
                return;
            }
            float num4 = this._SpawnDepth * 0.85f;
            float num5 = this._SpawnDepth * 1.18f;

            for (float num6 = z; num6 < z2; num6 += num3)
            {
                for (float num7 = x; num7 < x2; num7 += num2)
                {
                    int num8 = Mathf.FloorToInt(32f * (num7 - x) / (x2 - x));
                    int num9 = Mathf.FloorToInt(32f * (num6 - z) / (z2 - z));
                    if (!array[num8, num9])
                    {
                        float totalDepthAt = StaticWaterInteraction.GetTotalDepthAt(num7, num6);
                        if (totalDepthAt > num4 && totalDepthAt < num5 && UnityEngine.Random.value < 0.06f)
                        {
                            array[num8, num9] = true;
                            Vector2 vector;
                            vector.x = StaticWaterInteraction.GetTotalDepthAt(num7 - 3f, num6) - StaticWaterInteraction.GetTotalDepthAt(num7 + 3f, num6);
                            vector.y = StaticWaterInteraction.GetTotalDepthAt(num7, num6 - 3f) - StaticWaterInteraction.GetTotalDepthAt(num7, num6 + 3f);
                            vector.Normalize();
                            GerstnerWave gerstnerWave = array2[0];
                            float        num10        = Vector2.Dot(vector, array2[0].Direction);
                            for (int i = 1; i < array2.Length; i++)
                            {
                                float num11 = Vector2.Dot(vector, array2[i].Direction);
                                if (num11 > num10)
                                {
                                    num10        = num11;
                                    gerstnerWave = array2[i];
                                }
                            }
                            list.Add(new ComplexWavesEmitter.SpawnPoint(new Vector2(num7, num6), vector, gerstnerWave.Frequency, Mathf.Abs(gerstnerWave.Amplitude), gerstnerWave.Speed));
                        }
                    }
                }
            }
            this._SpawnPoints = list.ToArray();
        }