示例#1
0
        //Removes new gaia underwater FX from your scene
        public static void GX_Water_RemoveUnderwaterFx()
        {
            if (!Application.isPlaying)
            {
                GameObject underwaterFX = GameObject.Find("Underwater PostFX");
                if (underwaterFX != null)
                {
                    DestroyImmediate(underwaterFX);
                }

                GaiaUnderWaterEffects underwaterFXScript = FindObjectOfType <GaiaUnderWaterEffects>();
                if (underwaterFXScript != null)
                {
                    DestroyImmediate(underwaterFXScript);
                }

                GameObject underwaterAudioFX = GameObject.Find("Underwater SoundFX");
                if (underwaterAudioFX != null)
                {
                    DestroyImmediate(underwaterAudioFX);
                }

                GameObject underwaterTransactionPostFX = GameObject.Find("Underwater Transition PostFX");
                if (underwaterTransactionPostFX != null)
                {
                    DestroyImmediate(underwaterTransactionPostFX);
                }

                GaiaReflectionProbeUpdate reflectionProbeUpdater = FindObjectOfType <GaiaReflectionProbeUpdate>();
                if (reflectionProbeUpdater != null)
                {
                    DestroyImmediate(reflectionProbeUpdater);
                }
            }
        }
示例#2
0
        //Adds new gaia water to your scene
        public static void GX_Water_AddWater()
        {
            if (Application.isPlaying)
            {
                Debug.LogWarning("Can only add water when application is not playing!");
                return;
            }

            //Get relevant information
            GaiaSceneInfo sceneInfo     = GaiaSceneInfo.GetSceneInfo();
            GameObject    parentObject  = GetOrCreateEnvironmentParent();
            Terrain       activeTerrain = GetActiveTerrain();
            Material      waterMaterial = GetWaterMaterial("Ambient Water Sample Material");

            //Get main directional light and make sure its set up properly
            var lightObject     = GetOrCreateDirectionalLight();
            var effectsSettings = lightObject.GetComponent <GaiaUnderWaterEffects>();

            if (lightObject.GetComponent <GaiaUnderWaterEffects>() == null)
            {
                effectsSettings = lightObject.AddComponent <GaiaUnderWaterEffects>();
            }
            effectsSettings.m_causticsSize          = 5;
            effectsSettings.m_followPlayer          = false;
            effectsSettings.m_framesPerSecond       = 25f;
            effectsSettings.m_sealevel              = sceneInfo.m_seaLevel;
            effectsSettings.m_underWaterFogColor    = new Color32(76, 112, 142, 255);
            effectsSettings.m_underWaterFogDistance = 65f;
            effectsSettings.LoadCaustics();
            #if UNITY_EDITOR
            effectsSettings.player = effectsSettings.GetThePlayer();
            #endif

            #if UNITY_POST_PROCESSING_STACK_V2
            var underwaterPostFxObject = GameObject.Find("Underwater PostFX");
            if (underwaterPostFxObject == null)
            {
                underwaterPostFxObject = new GameObject("Underwater PostFX");
                underwaterPostFxObject.transform.position = new Vector3(0f, sceneInfo.m_seaLevel - 506.5f, 0f);
                underwaterPostFxObject.transform.parent   = parentObject.transform;
                underwaterPostFxObject.layer = LayerMask.NameToLayer("TransparentFX");

                //Add the pp volume
                var ppVol = underwaterPostFxObject.AddComponent <PostProcessVolume>();
                ppVol.sharedProfile = AssetDatabase.LoadAssetAtPath <PostProcessProfile>(GetAssetPath("Ambient Sample Underwater Post Processing"));
                ppVol.blendDistance = 4f;
                ppVol.priority      = 1;

                var colliderSettings = underwaterPostFxObject.AddComponent <BoxCollider>();
                if (activeTerrain != null)
                {
                    colliderSettings.size = new Vector3(activeTerrain.terrainData.size.x * 1.5f, 1000f, activeTerrain.terrainData.size.z * 1.5f);
                }
                else
                {
                    colliderSettings.size = new Vector3(2560f, 1000f, 2560f);
                }
                colliderSettings.isTrigger = true;
            }

            var underwaterTransitionFXObject = GameObject.Find("Underwater Transition PostFX");
            if (underwaterTransitionFXObject == null)
            {
                underwaterTransitionFXObject = new GameObject("Underwater Transition PostFX");
                underwaterTransitionFXObject.transform.position = new Vector3(0f, sceneInfo.m_seaLevel, 0f);
                underwaterTransitionFXObject.transform.parent   = parentObject.transform;
                underwaterTransitionFXObject.layer = LayerMask.NameToLayer("TransparentFX");

                var ppVol = underwaterTransitionFXObject.AddComponent <PostProcessVolume>();
                ppVol.sharedProfile = AssetDatabase.LoadAssetAtPath <PostProcessProfile>(GetAssetPath("Ambient Sample Underwater Transaction Post Processing"));
                ppVol.blendDistance = 0.15f;
                ppVol.priority      = 2;

                var colliderSettings = underwaterTransitionFXObject.AddComponent <BoxCollider>();
                if (activeTerrain != null)
                {
                    colliderSettings.size = new Vector3(activeTerrain.terrainData.size.x * 1.5f, 0.1f, activeTerrain.terrainData.size.z * 1.5f);
                }
                else
                {
                    colliderSettings.size = new Vector3(2560f, 0.1f, 2560f);
                }
                colliderSettings.isTrigger = true;
            }
            #endif

            var     underwaterAudioFXObject = GameObject.Find("Underwater SoundFX");
            Terrain terrain = GetActiveTerrain();
            if (underwaterAudioFXObject == null)
            {
                underwaterAudioFXObject = new GameObject("Underwater SoundFX");
                underwaterAudioFXObject.transform.parent = parentObject.transform;
                var audio = underwaterAudioFXObject.AddComponent <AudioSource>();
                audio.clip   = AssetDatabase.LoadAssetAtPath <AudioClip>(GetAssetPath("Gaia Ambient Underwater Sound Effect"));
                audio.volume = 0f;
                audio.loop   = true;

                if (terrain != null)
                {
                    audio.maxDistance = terrain.terrainData.size.x * 1.5f;
                }
                else
                {
                    audio.maxDistance = 3000f;
                }
            }

            //Grab or create the water
            GameObject theWaterObject = GameObject.Find("Ambient Water Sample");
            if (theWaterObject == null)
            {
                theWaterObject                  = Instantiate(GetAssetPrefab("Ambient Water Sample"));
                theWaterObject.name             = "Ambient Water Sample";
                theWaterObject.transform.parent = parentObject.transform;
            }

            //And update it
            Vector3 waterPosition = sceneInfo.m_centrePointOnTerrain;
            waterPosition.y = sceneInfo.m_seaLevel;
            theWaterObject.transform.position = waterPosition;
            if (activeTerrain != null)
            {
                theWaterObject.transform.localScale = new Vector3(sceneInfo.m_sceneBounds.size.x, 1f, sceneInfo.m_sceneBounds.size.z);
            }
            else
            {
                theWaterObject.transform.localScale = new Vector3(256f, 1f, 256f);
            }

            //Update water material
            if (waterMaterial != null)
            {
                if (activeTerrain != null)
                {
                    waterMaterial.SetFloat("_GlobalTiling", sceneInfo.m_sceneBounds.size.x);
                }
                else
                {
                    waterMaterial.SetFloat("_GlobalTiling", 128f);
                }
            }

            //Adds reflection probe updater script if missing
            GetOrCreateReflectionProbe("Camera Reflection Probe");
            GameObject theReflectionProbeObject = GameObject.Find("Camera Reflection Probe");
            if (theReflectionProbeObject != null)
            {
                if (theReflectionProbeObject.GetComponent <GaiaReflectionProbeUpdate>() == null)
                {
                    GaiaReflectionProbeUpdate probeObject = theReflectionProbeObject.AddComponent <GaiaReflectionProbeUpdate>();
                    probeObject.m_followCamera = true;
                    probeObject.SetProbeSettings();
                }
            }
        }