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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#if UNITY_EDITOR
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#region
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using NWH.NUI;
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using NWH.DWP2.WaterObjects;
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using UnityEditor;
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using UnityEngine;
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#endregion
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namespace NWH.DWP2.WaterEffects
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{
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/// <summary>
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/// Custom inspector for WaterParticleSystem.
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/// </summary>
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[CustomEditor(typeof(WaterParticleSystem))]
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[CanEditMultipleObjects]
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public class WaterParticleSystemEditor : DWP2NUIEditor
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{
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private WaterParticleSystem wps;
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/// <summary>
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/// Draws custom inspector GUI for WaterParticleSystem.
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/// </summary>
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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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wps = (WaterParticleSystem)target;
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// Draw logo texture
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Rect logoRect = drawer.positionRect;
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logoRect.height = 60f;
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drawer.DrawEditorTexture(logoRect, "Dynamic Water Physics 2/Logos/WaterParticleSystemLogo");
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drawer.AdvancePosition(logoRect.height);
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drawer.BeginSubsection("Particle Settings");
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drawer.Field("emit");
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drawer.Field("renderQueue");
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drawer.Field("startSize");
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drawer.Field("sleepThresholdVelocity");
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drawer.Field("initialVelocityModifier");
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drawer.Field("maxInitialAlpha");
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drawer.Field("initialAlphaModifier");
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drawer.Field("emitPerCycle");
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drawer.Field("emitTimeInterval");
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drawer.Field("positionExtrapolationFrames");
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drawer.Field("surfaceElevation");
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drawer.EndSubsection();
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/* // TODO - move this from editor script
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if(!wps.GetComponent<ParticleSystem>())
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{
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GameObject waterParticleSystemPrefab = Resources.Load<GameObject>("Dynamic Water Physics
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2/WaterParticleSystemPrefab");
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if (waterParticleSystemPrefab == null)
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{
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Debug.LogError("Could not load WaterParticleSystemPrefab from Resources.");
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}
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else
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{
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UnityEditorInternal.ComponentUtility.CopyComponent(waterParticleSystemPrefab
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.GetComponent<ParticleSystem>());
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UnityEditorInternal.ComponentUtility.PasteComponentAsNew(wps.gameObject);
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}
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}
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*/
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drawer.EndEditor(this);
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return true;
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}
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}
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}
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#endif
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: 53231489df986aa4cb71dddc0b72afaf
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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