コード例 #1
0
ファイル: RippleSystem.cs プロジェクト: PARSEC98/Mirror
        private void SetValue(IReadOnlyList <IRippleData> source, RippleOptions dest)
        {
            if (source[0] == null)
            {
                dest.Clear();
                FinalRippleCount = 0;
                return;
            }

            FinalRippleCount = 0;
            for (int i = 0; i < source.Count; i++)
            {
                IRippleData rippleInfo = source[i];
                if (rippleInfo == null)
                {
                    dest.Clear(i);
                }
                else
                {
                    FinalRippleCount++;
                    dest.SetTexture(rippleInfo.Texture, i);
                    dest.Rect[i]        = rippleInfo.Rect;
                    dest.Position[i]    = new Vector4(rippleInfo.Position.x, rippleInfo.Position.y, rippleInfo.Position.z, rippleInfo.Radian);
                    dest.HeightScale[i] = rippleInfo.HeightScale;
                }
            }
        }
コード例 #2
0
ファイル: RippleSystem.cs プロジェクト: PARSEC98/Mirror
 public RippleSystem(IRippleFilter rippleFilter)
 {
     observers          = new List <IRippleData>();
     FinalRipples       = new IRippleData[RippleOptions.RippleCount];
     FinalRippleOptions = new RippleOptions();
     RippleFilter       = rippleFilter;
 }
コード例 #3
0
        public static float GetRippleHeight(this RippleOptions data, Texture2D rippleTex, Vector3 worldPos, int index)
        {
            Vector2 uv = GetWorldRippleUV(new Vector2(worldPos.x, worldPos.z), new Vector2(data.Position[index].x, data.Position[index].z), data.Position[index].w, data.Rect[index]);

            if (UVClamp(uv))
            {
                Color   color       = GetColorNormal(rippleTex, uv.x, uv.y);
                Vector4 heightScale = data.HeightScale[index];
                float   height      = GetRippleHeight(color, heightScale);
                return(height);
            }
            return(0);
        }
コード例 #4
0
        public static float GetRippleHeight(Vector3 worldPos)
        {
            RippleOptions rippleOptions = RippleSystem.Current.FinalRippleOptions;
            float         height        = 0;

            for (int i = 0; i < RippleOptions.RippleCount; i++)
            {
                Texture tex = rippleOptions.GetTexture(i);
                if (tex != null)
                {
                    Texture2D rippleTex = (Texture2D)tex;
                    height += GetRippleHeight(rippleOptions, rippleTex, worldPos, i);
                }
            }
            return(height);
        }