Esempio n. 1
0
        public void FixedUpdate()
        {
            if (!this || !this.enabled || Disable)
            {
                return;
            }

#if UNITY_EDITOR
            if (!EnableInEditor && Application.isPlaying == false)
            {
                return;
            }
#endif

            if (autoFind)
            {
                waterObject = WaterObject.Find(this.transform.position, false);
            }

            if (!waterObject || !waterObject.material)
            {
                return;
            }

            m_waterLevel = waterObject && waterLevelSource == WaterLevelSource.WaterObject? waterObject.transform.position.y : waterLevel;

            normal = Vector3.up;
            height = 0f;
            if (samples.Count == 0)
            {
                height = Buoyancy.SampleWaves(this.transform.position, waterObject.material, m_waterLevel - heightOffset, rollAmount, dynamicMaterial, out normal);
            }
            else
            {
                Vector3 avgNormal = Vector3.zero;
                for (int i = 0; i < samples.Count; i++)
                {
                    height    += Buoyancy.SampleWaves(ConvertToWorldSpace(samples[i]), waterObject.material, m_waterLevel - heightOffset, rollAmount, dynamicMaterial, out normal);
                    avgNormal += normal;
                }

                height /= samples.Count;
                normal  = (avgNormal / samples.Count).normalized;
            }

            ApplyTransform();
        }
Esempio n. 2
0
 /// <summary>
 /// Checks if the position is below the maximum possible wave height. Can be used as a fast broad-phase check, before actually using the more expensive SampleWaves function
 /// </summary>
 /// <param name="position"></param>
 public bool CanTouch(Vector3 position)
 {
     return(Buoyancy.CanTouchWater(position, this));
 }