public static float GetRippleHeight(RippleMode rippleMode, Vector3 worldPos) { if ((rippleMode & RippleMode.Max4) != 0) { return(GetRippleHeight(worldPos)); } return(0); }
protected override JobHandle OnUpdate(JobHandle inputDeps) { switch (GameObj.baseData.mode) { case 1: waveMode = new WaveMode { baseData = GameObj.baseData, transformData = GameObj.transformData, freq = GameObj.freq, magn = GameObj.magn, time = GameObj.time, scalej = GameObj.transformData.size, vector = float3.zero, }; jobHandle = waveMode.Schedule(this, inputDeps); break; case 2: rippleMode = new RippleMode { baseData = GameObj.baseData, transformData = GameObj.transformData, freq = GameObj.freq, magn = GameObj.magn, time = GameObj.time, scalej = GameObj.transformData.size, vector = float3.zero }; jobHandle = rippleMode.Schedule(this, inputDeps); break; case 3: cylinderMode = new CylinderMode { baseData = GameObj.baseData, transformData = GameObj.transformData, freq = GameObj.freq, magn = GameObj.magn, time = GameObj.time, scalej = GameObj.transformData.size, vector = float3.zero }; jobHandle = cylinderMode.Schedule(this, inputDeps); break; case 4: sphereMode = new SphereMode { baseData = GameObj.baseData, transformData = GameObj.transformData, freq = GameObj.freq, magn = GameObj.magn, time = GameObj.time, scalej = GameObj.transformData.size, vector = float3.zero }; jobHandle = sphereMode.Schedule(this, inputDeps); break; case 5: torusMode = new TorusMode { baseData = GameObj.baseData, transformData = GameObj.transformData, freq = GameObj.freq, magn = GameObj.magn, time = GameObj.time, scalej = GameObj.transformData.size, vector = float3.zero }; jobHandle = torusMode.Schedule(this, inputDeps); break; default: defaultMode = new DefaultMode { scalej = 1f, vector = float3.zero }; jobHandle = defaultMode.Schedule(this, inputDeps); break; } return(jobHandle); }