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 System;
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using UnityEngine;
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using UnityEngine.Serialization;
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#endregion
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namespace NWH.DWP2.ShipController
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{
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/// <summary>
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/// Lateral thruster for sideways ship movement.
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/// Bow thrusters are mounted at the front for tight turning and docking, stern thrusters at the rear.
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/// Multiple thrusters of each type can be added for increased lateral control.
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/// </summary>
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[Serializable]
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public class Thruster
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{
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/// <summary>
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/// Visual rotation direction of the thruster propeller.
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/// </summary>
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public enum RotationDirection
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{
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Left,
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Right,
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}
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/// <summary>
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/// Position of the thruster on the ship.
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/// Determines which input controls it and the direction of thrust application.
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/// </summary>
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public enum ThrusterPosition
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{
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BowThruster,
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SternThruster,
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}
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/// <summary>
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/// Maximum thrust force in Newtons.
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/// </summary>
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[Tooltip("Max thrust in [N].")]
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public float maxThrust;
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/// <summary>
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/// Display name for this thruster.
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/// </summary>
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[Tooltip("Name of the thruster - can be any string.")]
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public string name = "Thruster";
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/// <summary>
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/// Position relative to ship transform where thrust force is applied.
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/// </summary>
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[Tooltip("Relative force application position.")]
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public Vector3 position;
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[FormerlySerializedAs("rotationDirection")]
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[Tooltip("Rotation direction of the propeller. Visual only.")]
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public RotationDirection propellerRotationDirection = RotationDirection.Right;
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[Tooltip("Rotation speed of the propeller if assigned. Visual only.")]
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public float propellerRotationSpeed = 1000f;
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[Tooltip("Optional. Transform representing a propeller. Visual only.")]
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public Transform propellerTransform;
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[Tooltip("Time needed to reach maxThrust.")]
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public float spinUpSpeed = 1f;
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/// <summary>
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/// Whether this is a bow or stern thruster.
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/// </summary>
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public ThrusterPosition thrusterPosition = ThrusterPosition.BowThruster;
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private AdvancedShipController sc;
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private float thrust;
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/// <summary>
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/// World space position where thrust force is applied.
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/// </summary>
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public Vector3 WorldPosition
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{
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get { return sc.transform.TransformPoint(position); }
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}
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/// <summary>
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/// Current input value for this thruster from -1 to 1.
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/// Automatically retrieves from the appropriate input channel based on thrusterPosition.
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/// </summary>
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public float Input
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{
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get
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{
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float input = 0;
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if (thrusterPosition == ThrusterPosition.BowThruster)
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{
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input = -sc.input.BowThruster;
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}
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else
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{
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input = -sc.input.SternThruster;
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}
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return input;
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}
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}
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/// <summary>
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/// Initializes the thruster with a reference to its parent ship controller.
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/// </summary>
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/// <param name="sc">The ship controller this thruster belongs to.</param>
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public void Initialize(AdvancedShipController sc)
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{
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this.sc = sc;
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}
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public virtual void Update()
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{
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float newThrust = maxThrust * -Input;
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thrust = Mathf.MoveTowards(thrust, newThrust, spinUpSpeed * maxThrust * Time.fixedDeltaTime);
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sc.vehicleRigidbody.AddForceAtPosition(thrust * sc.transform.right, WorldPosition);
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if (propellerTransform != null)
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{
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float zRotation = Input * propellerRotationSpeed * Time.fixedDeltaTime;
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if (propellerRotationDirection == RotationDirection.Right)
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{
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zRotation = -zRotation;
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}
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propellerTransform.RotateAround(propellerTransform.position, propellerTransform.forward, zRotation);
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}
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}
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}
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}
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