移除水

This commit is contained in:
2025-06-21 21:58:06 +08:00
parent d61516a576
commit e9f76d0f11
1566 changed files with 9218 additions and 300913 deletions

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
// Define empty namespaces for when assemblies are not present.
namespace WaveHarmonic.Crest.Paint { }
namespace WaveHarmonic.Crest.Splines { }

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// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
using UnityEngine;
namespace WaveHarmonic.Crest
{
/// <summary>
/// Contains extensions to support scripting.
/// </summary>
public static partial class _Extensions
{
/// <summary>
/// AddComponent that is compatible with Crest inputs.
/// </summary>
/// <typeparam name="T">The input type.</typeparam>
/// <param name="gameObject">The game object to add the input to.</param>
/// <param name="mode">The input mode. Not all inputs support all modes. Refer to the UI as to what input supports what mode.</param>
/// <returns>The newly created input component setup with the provided mode.</returns>
public static T AddComponent<T>(this GameObject gameObject, LodInputMode mode)
where T : LodInput
{
var input = gameObject.AddComponent<T>();
input._Mode = mode;
// Not all modes have associated data.
if (mode is not LodInputMode.Global or LodInputMode.Primitive or LodInputMode.Unset) AddData(input, mode);
input.InferBlend();
return input;
}
static void AddData<T>(this LodInput input, LodInputMode mode) where T : LodInputData, new()
{
input.Data = new T();
input.Data._Input = input;
}
}
}

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// <auto-generated/>
// Crest Water System
// Copyright © 2024 Wave Harmonic. All rights reserved.
using WaveHarmonic.Crest.Splines;
using WaveHarmonic.Crest.Paint;
namespace WaveHarmonic.Crest
{
static partial class _Extensions
{
static void AddData(LodInput input, LodInputMode mode)
{
switch (mode)
{
case LodInputMode.Renderer when input is AbsorptionLodInput: AddData<AbsorptionRendererLodInputData>(input, mode); break;
case LodInputMode.Texture when input is AbsorptionLodInput: AddData<AbsorptionTextureLodInputData>(input, mode); break;
#if d_CrestSplines
case LodInputMode.Spline when input is AbsorptionLodInput: AddData<AbsorptionSplineLodInputData>(input, mode); break;
#endif
#if d_CrestPaint
case LodInputMode.Paint when input is AbsorptionLodInput: AddData<AbsorptionPaintLodInputData>(input, mode); break;
#endif
case LodInputMode.Renderer when input is AlbedoLodInput: AddData<AlbedoRendererLodInputData>(input, mode); break;
case LodInputMode.Renderer when input is AnimatedWavesLodInput: AddData<AnimatedWavesRendererLodInputData>(input, mode); break;
case LodInputMode.Renderer when input is ClipLodInput: AddData<ClipRendererLodInputData>(input, mode); break;
case LodInputMode.Texture when input is ClipLodInput: AddData<ClipTextureLodInputData>(input, mode); break;
#if d_CrestPaint
case LodInputMode.Paint when input is ClipLodInput: AddData<ClipPaintLodInputData>(input, mode); break;
#endif
case LodInputMode.Renderer when input is DepthLodInput: AddData<DepthRendererLodInputData>(input, mode); break;
case LodInputMode.Texture when input is DepthLodInput: AddData<DepthTextureLodInputData>(input, mode); break;
case LodInputMode.Geometry when input is DepthLodInput: AddData<DepthGeometryLodInputData>(input, mode); break;
case LodInputMode.Renderer when input is DynamicWavesLodInput: AddData<DynamicWavesRendererLodInputData>(input, mode); break;
case LodInputMode.Renderer when input is FlowLodInput: AddData<FlowRendererLodInputData>(input, mode); break;
case LodInputMode.Texture when input is FlowLodInput: AddData<FlowTextureLodInputData>(input, mode); break;
#if d_CrestPaint
case LodInputMode.Paint when input is FlowLodInput: AddData<FlowPaintLodInputData>(input, mode); break;
#endif
#if d_CrestSplines
case LodInputMode.Spline when input is FlowLodInput: AddData<FlowSplineLodInputData>(input, mode); break;
#endif
case LodInputMode.Renderer when input is FoamLodInput: AddData<FoamRendererLodInputData>(input, mode); break;
case LodInputMode.Texture when input is FoamLodInput: AddData<FoamTextureLodInputData>(input, mode); break;
#if d_CrestPaint
case LodInputMode.Paint when input is FoamLodInput: AddData<FoamPaintLodInputData>(input, mode); break;
#endif
#if d_CrestSplines
case LodInputMode.Spline when input is FoamLodInput: AddData<FoamSplineLodInputData>(input, mode); break;
#endif
case LodInputMode.Renderer when input is LevelLodInput: AddData<LevelRendererLodInputData>(input, mode); break;
case LodInputMode.Texture when input is LevelLodInput: AddData<LevelTextureLodInputData>(input, mode); break;
#if d_CrestPaint
case LodInputMode.Paint when input is LevelLodInput: AddData<LevelPaintLodInputData>(input, mode); break;
#endif
#if d_CrestSplines
case LodInputMode.Spline when input is LevelLodInput: AddData<LevelSplineLodInputData>(input, mode); break;
#endif
case LodInputMode.Geometry when input is LevelLodInput: AddData<LevelGeometryLodInputData>(input, mode); break;
case LodInputMode.Renderer when input is ScatteringLodInput: AddData<ScatteringRendererLodInputData>(input, mode); break;
case LodInputMode.Texture when input is ScatteringLodInput: AddData<ScatteringTextureLodInputData>(input, mode); break;
#if d_CrestSplines
case LodInputMode.Spline when input is ScatteringLodInput: AddData<ScatteringSplineLodInputData>(input, mode); break;
#endif
#if d_CrestPaint
case LodInputMode.Paint when input is ScatteringLodInput: AddData<ScatteringPaintLodInputData>(input, mode); break;
#endif
case LodInputMode.Renderer when input is ShadowLodInput: AddData<ShadowRendererLodInputData>(input, mode); break;
case LodInputMode.Renderer when input is ShapeWaves: AddData<ShapeWavesRendererLodInputData>(input, mode); break;
case LodInputMode.Texture when input is ShapeWaves: AddData<ShapeWavesTextureLodInputData>(input, mode); break;
#if d_CrestPaint
case LodInputMode.Paint when input is ShapeWaves: AddData<ShapeWavesPaintLodInputData>(input, mode); break;
#endif
#if d_CrestSplines
case LodInputMode.Spline when input is ShapeWaves: AddData<ShapeWavesSplineLodInputData>(input, mode); break;
#endif
}
}
}
}

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{
"name": "WaveHarmonic.Crest.Scripting",
"rootNamespace": "",
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"expression": "",
"define": "d_CrestPaint"
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