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.DWP2.WaterObjects;
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using UnityEngine;
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#endregion
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namespace NWH.DWP2.WaterData
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{
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/// <summary>
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/// Version of RaycastWaterDataProvider with support for R.A.M. flow data.
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/// </summary>
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public class RAMWaterDataProvider : RaycastWaterDataProvider
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{
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public bool lakeFlow;
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public bool riverFlow = true;
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private LakePolygon _prevRamPolygon;
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private RamSpline _prevRamSpline;
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private LakePolygon _ramPolygon;
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private RamSpline _ramSpline;
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public override void Awake()
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{
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base.Awake();
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Physics.IgnoreLayerCollision(waterLayer, objectLayer);
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_rayDirection = -Vector3.up;
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_rayStartOffset = -_rayDirection * raycastDistance * 0.5f;
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_prevDataSize = -1;
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}
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public override bool SupportsWaterFlowQueries()
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{
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return true;
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}
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public override void GetWaterFlows(WaterObject waterObject, ref Vector3[] points, ref Vector3[] waterFlows)
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{
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_flow = Vector3.zero;
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bool queriesHitBackfaces = Physics.queriesHitBackfaces;
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Physics.queriesHitBackfaces = false;
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_ray.origin = waterObject.transform.position + _rayStartOffset;
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_ray.direction = _rayDirection;
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if (Physics.Raycast(_ray, out _hit, raycastDistance, _layerMask, QueryTriggerInteraction.Ignore) &&
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_hit.collider != null)
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{
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_ramSpline = _hit.collider.GetComponent<RamSpline>();
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if (riverFlow && _ramSpline != null)
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{
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if (_ramSpline != _prevRamSpline)
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{
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_mesh = _ramSpline.meshfilter.sharedMesh;
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_vertIndex = _mesh.triangles[_hit.triangleIndex * 3];
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_vertDir = _ramSpline.verticeDirection[_vertIndex];
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_uv4 = _mesh.uv4[_vertIndex];
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_tmp.x = _vertDir.z;
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_tmp.y = _vertDir.y;
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_tmp.z = -_vertDir.x;
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_vertDir = _vertDir * _uv4.y - _tmp * _uv4.x;
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_flow.x = _vertDir.x * _ramSpline.floatSpeed;
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_flow.y = 0;
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_flow.z = _vertDir.z * _ramSpline.floatSpeed;
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}
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}
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else if (lakeFlow)
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{
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_ramPolygon = _hit.collider.GetComponent<LakePolygon>();
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if (_ramPolygon != null)
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{
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if (_ramPolygon != _prevRamPolygon)
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{
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_mesh = _ramPolygon.meshfilter.sharedMesh;
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_vertIndex = _mesh.triangles[_hit.triangleIndex * 3];
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_uv4 = -_mesh.uv4[_vertIndex];
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_vertDir.x = _uv4.x;
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_vertDir.y = 0;
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_vertDir.z = _uv4.y;
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_flow.x = _vertDir.x * _ramPolygon.floatSpeed;
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_flow.y = 0;
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_flow.z = _vertDir.z * _ramPolygon.floatSpeed;
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}
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}
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}
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_prevRamPolygon = _ramPolygon;
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_prevRamSpline = _ramSpline;
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for (int d = 0; d < waterFlows.Length; d++)
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{
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waterFlows[d] = _flow;
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}
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}
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_prevRamPolygon = null;
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_prevRamSpline = null;
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Physics.queriesHitBackfaces = queriesHitBackfaces;
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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.DWP2.WaterData
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{
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using UnityEditor;
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[CustomEditor(typeof(RAMWaterDataProvider))]
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[CanEditMultipleObjects]
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public class RAMWaterDataProviderEditor : WaterDataProviderEditor
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{
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protected override void DrawStatus(WaterDataProvider provider)
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{
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drawer.BeginSubsection("Status");
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drawer.Info("Uses raycasts to detect RAM water surfaces (RamSpline/LakePolygon).");
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drawer.Info("Flow data is extracted from RAM mesh vertex information.");
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drawer.EndSubsection();
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}
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protected override void DrawSettings(WaterDataProvider provider)
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{
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drawer.BeginSubsection("Flow Settings");
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drawer.Field("riverFlow");
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drawer.Field("lakeFlow");
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drawer.EndSubsection();
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drawer.BeginSubsection("Raycast Settings");
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drawer.Field("waterLayer");
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drawer.Field("objectLayer");
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drawer.Field("raycastDistance", true, "m");
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drawer.Field("commandsPerJob");
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drawer.EndSubsection();
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}
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}
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}
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#endif
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