// Lerps the surface condition by given factor. public void LerpCondition(SeaCondition c, float lerp) { var m = oceanGrid.renderer.material; m.SetFloat("a1", Mathf.Lerp(m.GetFloat("a1"), c.a1, lerp)); m.SetFloat("a2", Mathf.Lerp(m.GetFloat("a2"), c.a2, lerp)); m.SetFloat("a3", Mathf.Lerp(m.GetFloat("a3"), c.a3, lerp)); m.SetFloat("b1x", Mathf.Lerp(m.GetFloat("b1x"), c.b1x, lerp)); m.SetFloat("b1z", Mathf.Lerp(m.GetFloat("b1z"), c.b1z, lerp)); m.SetFloat("b2", Mathf.Lerp(m.GetFloat("b2"), c.b2, lerp)); m.SetFloat("b3", Mathf.Lerp(m.GetFloat("b3"), c.b3, lerp)); }
public void Condition(SeaCondition c) { surface.Condition(c); }
// Sets the surface condition. public void Condition(SeaCondition c) { condition = c; lastConditionChange = Time.time; }