示例#1
0
    void FixedUpdate()
    {
        Vector3 p           = transform.position;
        float   waterHeight = ocean.GetHeightAtLocation(p.x, p.z);
        Vector3 waterNormal = ocean.GetNormalAtLocation(p.x, p.z);

        if (transform.position.y > waveEffectDepth)
        {
            waterNormal = Vector3.Lerp(waterNormal, Vector3.up, .5f);
        }
        else
        {
            waterNormal = Vector3.up;
        }

        float forceFactor = Mathf.Clamp(1f - (p.y - waterHeight) / MaxDistance, 0, 1);

        transform.parent.GetComponent <Rigidbody>().AddForceAtPosition(waterNormal * forceFactor * LiftAcceleration * Body.mass, p);

        //if (!Debug.isDebugBuild)
        //    return;
        Debug.DrawLine(p, p + waterNormal * forceFactor * 5, Color.green);
        Debug.DrawLine(p + waterNormal * forceFactor * 5, p + waterNormal * 5, Color.red);
    }
示例#2
0
    void FixedUpdate()
    {
        Vector3 p           = transform.position;
        float   waterHeight = ocean.GetHeightAtLocation(p.x, p.z);
        Vector3 waterNormal = ocean.GetNormalAtLocation(p.x, p.z);
        float   forceFactor = Mathf.Clamp(1f - (p.y - waterHeight) / MaxDistance, 0, 1);

        //transform.parent.rigidbody.AddForceAtPosition(waterNormal * forceFactor * LiftAcceleration * Body.mass, p);
        thisBody.AddForceAtPosition(waterNormal * forceFactor * LiftAcceleration * Body.mass, p);

        if (!Debug.isDebugBuild)
        {
            return;
        }
        Debug.DrawLine(p, p + waterNormal * forceFactor * 5, Color.green);
        Debug.DrawLine(p + waterNormal * forceFactor * 5, p + waterNormal * 5, Color.red);
    }