private void Start()
        {
            _guid = GerstnerWavesJobs.GenId();

            _rend = GetComponent <Renderer>();

            GetComponent <MeshFilter>().mesh = Mesh2DGrid(0, 2, -0.5f, -0.5f, 1f, 1f, GEOM_HORIZ_DIVISIONS, 1);
        }
Exemple #2
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        private int _guid;             // GUID for the height system

        public void Start()
        {
            m_buoyancy = GetComponentsInChildren <FBuoyancyPart>();
            body       = GetComponent <Rigidbody>();

            heights      = new float3[m_buoyancy.Length]; // new NativeSlice<float3>();
            normals      = new float3[m_buoyancy.Length]; //new NativeSlice<float3>();
            samplePoints = new float3[m_buoyancy.Length];

            _guid = GerstnerWavesJobs.GenId();
        }
Exemple #3
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        public float _speed       = 3f;                // how long the wake lasts for

        void OnEnable()
        {
            // Initial setup for wakes
            foreach (Wake w in _wakes)
            {
                for (int i = 0; i < 2; i++)
                {
                    WakeLine     wl = new WakeLine();
                    GameObject   go = GameObject.Instantiate(_wakePrefab, Vector3.zero, Quaternion.Euler(90f, 0, 0));
                    LineRenderer LR = go.GetComponent <LineRenderer>();
                    wl.points        = new List <WakePoint>();
                    wl._lineRenderer = LR;
                    wl.guid          = GerstnerWavesJobs.GenId();
                    wl.go            = go;
                    w.lines.Add(wl);
                    go.hideFlags = HideFlags.HideAndDontSave;
                }
            }
        }
Exemple #4
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 private void Start()
 {
     _guid  = GerstnerWavesJobs.GenId();
     module = ps.main;
     offset = transform.localPosition;
 }