浮漂修改
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@@ -7,7 +7,7 @@ namespace NBF
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[SerializeField] private Rigidbody _rbody;
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[SerializeField] private ConfigurableJoint joint;
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[SerializeField] private Buoyancy _buoyancy;
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public Rigidbody rbody => _rbody;
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public void SetJoint(Rigidbody rb)
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@@ -15,7 +15,7 @@ namespace NBF
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joint = joint == null ? GetComponent<ConfigurableJoint>() : joint;
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joint.connectedBody = rb;
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}
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public void SetJointDistance(float limit)
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{
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joint.linearLimit = new SoftJointLimit
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@@ -23,5 +23,16 @@ namespace NBF
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limit = limit
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};
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}
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public void SetDetectCollisionEnabled(bool en)
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{
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_rbody.detectCollisions = en;
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_buoyancy.EnablePhysics(en);
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}
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public void SetVelocity(Vector3 velocity)
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{
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_rbody.linearVelocity = velocity;
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}
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}
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}
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209
Assets/Scripts/Test/Buoyancy.cs
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209
Assets/Scripts/Test/Buoyancy.cs
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@@ -0,0 +1,209 @@
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using System;
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using UnityEngine;
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[ExecuteInEditMode]
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[RequireComponent(typeof(Rigidbody))]
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public class Buoyancy : MonoBehaviour
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{
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// ====== No water plugin dependency ======
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[Header("Water (No Plugin)")]
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[Tooltip("Fallback flat water level (Y). Set this to match your scene water height for now.")]
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public float waterLevel = 0f;
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[Tooltip("If false, buoyancy is disabled and rigidbody uses gravity.")]
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public bool waterAvailable = true;
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// ====== Original fields (kept) ======
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public bool includeDeformation = true;
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[Tooltip("Approxative radius of object for buoyancy.")]
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public float sphereRadiusApproximation = 0.25f;
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[Tooltip("Specifies the multiplier for the movement induced by other deformation (waves, swell... etc).")]
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public float waveForceMultiplier = 1f;
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[Tooltip("Specifies the multiplier for the movement induced by the current of the water surface.")]
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public float currentSpeedMultiplier = 1f;
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[Tooltip("Specifies the multiplier for the drag forces induced by the viscosity of the mediums.")]
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public float dragMultiplier = 1f;
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public float defaultRigidbodyDrag = 0.1f;
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public float underwaterRigidbodyAngularDrag = 1f;
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public float overwaterRigidbodyAngularDrag = 0.05f;
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[Tooltip("Specifies the value for surface tension. A high value will stop the object bouncing faster on water.")]
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public float surfaceTensionDamping = 10f;
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[Tooltip("When enabled, the net force is applied with a random offset to create an angular velocity.")]
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public bool applyForceWithRandomOffset;
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// 原脚本里这个是 HDRP 的“自定义网格水面高度偏移”,这里保留字段但不再依赖水插件
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[Tooltip("Optional extra offset added to sampled water height. Useful if your water mesh pivot isn't at surface level.")]
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public float waterHeightOffset = 0f;
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public bool drawDebug;
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private Vector3 currentDirection;
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private Vector3 A;
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private Vector3 B;
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private Vector3 C;
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private Vector3 waterPosition;
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private Vector3 normal;
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private Vector3 deformationDirection;
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private Rigidbody rigidbodyComponent;
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private float h;
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private float hNormalized;
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private bool _isEnabled = true;
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private void Start()
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{
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rigidbodyComponent = GetComponent<Rigidbody>();
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rigidbodyComponent.useGravity = false;
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rigidbodyComponent.linearDamping = defaultRigidbodyDrag;
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}
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public void EnablePhysics(bool set)
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{
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_isEnabled = set;
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}
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private void FixedUpdate()
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{
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// ✅ 关键:没有水 / 禁用时,回到“用Unity重力”
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if (!_isEnabled || !waterAvailable)
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{
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h = (hNormalized = 0f);
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rigidbodyComponent.useGravity = true;
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return;
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}
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rigidbodyComponent.useGravity = false;
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FetchWaterSurfaceData(transform.position, out waterPosition, out normal, out currentDirection);
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deformationDirection = Vector3.ProjectOnPlane(normal, Vector3.up);
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h = Mathf.Clamp(
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waterPosition.y - (transform.position.y - sphereRadiusApproximation),
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0f,
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2f * sphereRadiusApproximation
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);
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hNormalized = h * 1f / (2f * sphereRadiusApproximation);
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float num = MathF.PI * h * h / 3f * (3f * sphereRadiusApproximation - h);
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rigidbodyComponent.angularDamping = Mathf.Lerp(overwaterRigidbodyAngularDrag, underwaterRigidbodyAngularDrag, hNormalized);
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// === 以下保持原脚本单位/写法(尽量贴近原行为) ===
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Vector3 b = rigidbodyComponent.mass * Physics.gravity;
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Vector3 vector = Vector3.Lerp(Physics.gravity, b, hNormalized);
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float num2 = 997f;
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float num3 = 0.001293f;
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float num4 = 1.81E-05f;
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float num5 = 0.001f;
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float num6 = 0.47f;
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Vector3 vector2 = (0f - num2) * num * Physics.gravity;
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Vector3 a = MathF.PI * 6f * sphereRadiusApproximation * num4 * -rigidbodyComponent.linearVelocity;
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Vector3 b2 = MathF.PI * 6f * sphereRadiusApproximation * num5 * -rigidbodyComponent.linearVelocity;
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Vector3 vector3 = Vector3.Lerp(a, b2, hNormalized) * dragMultiplier;
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float num7 = Mathf.Lerp(
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b: Mathf.Sqrt(2f * rigidbodyComponent.mass * (0f - Physics.gravity.y) /
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(num2 * MathF.PI * Mathf.Pow(sphereRadiusApproximation, 2f) * num6)),
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a: Mathf.Sqrt(2f * rigidbodyComponent.mass * (0f - Physics.gravity.y) /
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(num3 * MathF.PI * Mathf.Pow(sphereRadiusApproximation, 2f) * num6)),
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t: hNormalized
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);
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Vector3 force = vector + vector2 + vector3;
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Vector3 vector4 = applyForceWithRandomOffset
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? (new Vector3(
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UnityEngine.Random.Range(-1f, 1f),
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UnityEngine.Random.Range(-1f, 1f),
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UnityEngine.Random.Range(-1f, 1f)
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) * sphereRadiusApproximation / 5f)
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: Vector3.zero;
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rigidbodyComponent.AddForceAtPosition(force, transform.position + vector4, ForceMode.Acceleration);
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if (hNormalized > 0f && hNormalized < 1f)
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{
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Vector3 force2 = -(Vector3.Dot(rigidbodyComponent.linearVelocity, Physics.gravity.normalized)
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* Physics.gravity.normalized) * surfaceTensionDamping;
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rigidbodyComponent.AddForce(force2, ForceMode.Acceleration);
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if (includeDeformation)
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{
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rigidbodyComponent.AddForce(deformationDirection * waveForceMultiplier, ForceMode.Acceleration);
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rigidbodyComponent.AddForce(currentDirection * currentSpeedMultiplier, ForceMode.Acceleration);
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}
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}
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if (rigidbodyComponent.linearVelocity.magnitude > num7)
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{
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rigidbodyComponent.linearVelocity = rigidbodyComponent.linearVelocity.normalized * num7;
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}
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}
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private Vector3 FetchWaterSurfaceData(Vector3 point, out Vector3 positionWS, out Vector3 normalWS, out Vector3 currentDirectionWS)
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{
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// ✅ 插件无关:统一从 GetWaterInfo 拿数据
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GetWaterInfo(point, out float waterHeight, out normalWS, out currentDirectionWS);
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positionWS = new Vector3(point.x, waterHeight + waterHeightOffset, point.z);
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if (normalWS == Vector3.zero) normalWS = Vector3.up;
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return positionWS;
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}
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/// <summary>
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/// Water provider (no plugin dependency).
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/// 默认:水平水面,高度 = waterLevel
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/// 以后接 Crest5:你只要改这个函数即可。
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/// </summary>
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protected virtual void GetWaterInfo(Vector3 worldPoint, out float waterHeight, out Vector3 waterNormal, out Vector3 waterCurrentDir)
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{
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waterHeight = waterLevel; // 默认水面高度(可在Inspector里调对齐)
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waterNormal = Vector3.up; // 默认法线
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waterCurrentDir = Vector3.zero; // 默认水流方向
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}
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public Vector3 GetCurrentWaterPosition() => waterPosition;
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public float GetNormalizedHeightOfSphereBelowSurface() => hNormalized;
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private void OnDrawGizmosSelected()
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{
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if (!drawDebug) return;
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Gizmos.color = Color.magenta;
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Gizmos.DrawLine(transform.position, transform.position + normal);
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Gizmos.color = Color.green;
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Gizmos.DrawLine(transform.position, transform.position + deformationDirection * 10f);
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Gizmos.color = Color.red;
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Gizmos.DrawLine(transform.position, transform.position + currentDirection);
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Gizmos.color = Color.yellow;
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Gizmos.DrawSphere(transform.position, sphereRadiusApproximation);
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Gizmos.color = Color.blue;
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Gizmos.DrawSphere(A, sphereRadiusApproximation / 10f);
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Gizmos.DrawSphere(B, sphereRadiusApproximation / 10f);
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Gizmos.DrawSphere(C, sphereRadiusApproximation / 10f);
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}
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}
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2
Assets/Scripts/Test/Buoyancy.cs.meta
Normal file
2
Assets/Scripts/Test/Buoyancy.cs.meta
Normal file
@@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: dd1aa9f0de8b435448c6893ecc60d021
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