新增动态水物理插件
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// ╔════════════════════════════════════════════════════════════════╗
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// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
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// ║ Licensed under Unity Asset Store Terms of Service: ║
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// ║ https://unity.com/legal/as-terms ║
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// ║ Use permitted only in compliance with the License. ║
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// ║ Distributed "AS IS", without warranty of any kind. ║
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// ╚════════════════════════════════════════════════════════════════╝
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#region
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using NWH.Common.Vehicles;
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using UnityEngine;
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#if UNITY_EDITOR
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using NWH.NUI;
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using UnityEditor;
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#endif
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#endregion
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namespace NWH.Common.Cameras
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{
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/// <summary>
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/// Empty component that should be attached to the cameras that are inside the vehicle if interior sound change is to
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/// be used.
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/// </summary>
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public class CameraInsideVehicle : MonoBehaviour
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{
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/// <summary>
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/// Is the camera inside vehicle?
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/// </summary>
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[Tooltip(" Is the camera inside vehicle?")]
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public bool isInsideVehicle = true;
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private Vehicle _vehicle;
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private void Awake()
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{
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_vehicle = GetComponentInParent<Vehicle>();
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Debug.Assert(_vehicle != null,
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"CameraInsideVehicle needs to be attached to an object containing a Vehicle script.");
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}
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private void Update()
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{
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_vehicle.CameraInsideVehicle = isInsideVehicle;
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}
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}
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}
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#if UNITY_EDITOR
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namespace NWH.Common.Cameras
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{
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[CustomEditor(typeof(CameraInsideVehicle))]
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[CanEditMultipleObjects]
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public class CameraInsideVehicleEditor : NUIEditor
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{
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public override bool OnInspectorNUI()
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{
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if (!base.OnInspectorNUI())
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{
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return false;
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}
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drawer.Field("isInsideVehicle");
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drawer.EndEditor(this);
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return true;
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}
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public override bool UseDefaultMargins()
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{
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return false;
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}
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}
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}
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#endif
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