/// <summary> /// /// </summary> public WaveOverlay() { HalfSize = Vector2.one; Rotation = 0.0f; Creation = OceanTime(); Duration = 0.001f; Corners = new Vector4[4]; HeightTex = new OverlayHeightTexture(); NormalTex = new OverlayNormalTexture(); FoamTex = new OverlayFoamTexture(); ClipTex = new OverlayClipTexture(); CalculateLocalToWorld(); CalculateBounds(); }
/// <summary> /// New overlay at this position rotation and size. /// </summary> public WaveOverlay(Vector3 pos, float rotation, Vector2 halfSize, float duration) { Position = pos; HalfSize = halfSize; Rotation = rotation; Creation = OceanTime(); Duration = Mathf.Max(duration, 0.001f); Corners = new Vector4[4]; HeightTex = new OverlayHeightTexture(); NormalTex = new OverlayNormalTexture(); FoamTex = new OverlayFoamTexture(); ClipTex = new OverlayClipTexture(); CalculateLocalToWorld(); CalculateBounds(); }
/// <summary> /// /// </summary> public WaveOverlay() { HalfSize = Vector2.one; Rotation = 0.0f; Creation = OceanTime(); Duration = 0.001f; BoundsUpdateStamp = -1; DrawDistance = float.PositiveInfinity; Corners = new Vector4[4]; HeightTex = new OverlayHeightTexture(); NormalTex = new OverlayNormalTexture(); FoamTex = new OverlayFoamTexture(); ClipTex = new OverlayClipTexture(); CalculateLocalToWorld(); CalculateBounds(); }