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79 lines
2.1 KiB
79 lines
2.1 KiB
using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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namespace WaterStylizedShader
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{
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[RequireComponent(typeof(Rigidbody))]
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public class FloatingObject : MonoBehaviour
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{
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public Transform[] floaters;
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public float underWaterDrag = 3f;
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public float underWaterAngularDrag = 1f;
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public float airWaterDrag = 0f;
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public float airWaterAngularDrag = 0.05f;
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public float floatingPower = 15f;
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public float baseWaterHeight = 0f;
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public float waterHeightVariation = 2f;
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public float waveSpeed = 1.0f;
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public float waterHeight;
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Rigidbody rb;
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int floatersUnderwater;
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bool underwater;
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void Start()
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{
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rb = GetComponent<Rigidbody>();
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}
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// Update is called once per frame
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void FixedUpdate()
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{
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waterHeight = baseWaterHeight + Mathf.Sin(Time.time * waveSpeed) * (waterHeightVariation / 2f);
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floatersUnderwater = 0;
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for (int i = 0; i < floaters.Length; i++)
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{
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float diff = floaters[i].position.y - waterHeight;
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if (diff < 0)
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{
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rb.AddForceAtPosition(Vector3.up * floatingPower * Mathf.Abs(diff), floaters[i].position, ForceMode.Force);
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floatersUnderwater++;
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if (!underwater)
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{
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underwater = true;
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SwitchState(true);
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}
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}
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}
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if (underwater && floatersUnderwater == 0)
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{
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underwater = false;
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SwitchState(false);
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}
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}
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void SwitchState(bool isUnderwater)
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{
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if (isUnderwater)
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{
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rb.linearDamping = underWaterDrag;
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rb.angularDamping = underWaterAngularDrag;
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}
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else
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{
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rb.linearDamping = airWaterDrag;
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rb.angularDamping = airWaterAngularDrag;
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}
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}
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}
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}
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