Files
2026-02-21 16:45:37 +08:00

54 lines
1.3 KiB
C#

using UnityEngine;
namespace CTI
{
[RequireComponent(typeof(WindZone))]
public class CTI_CustomWind : MonoBehaviour
{
private WindZone m_WindZone;
private Vector3 WindDirection;
private float WindStrength;
private float WindTurbulence;
public float WindMultiplier = 1f;
private bool init;
private int TerrainLODWindPID;
private void Init()
{
m_WindZone = GetComponent<WindZone>();
TerrainLODWindPID = Shader.PropertyToID("_TerrainLODWind");
}
private void OnValidate()
{
Update();
}
private void Update()
{
if (!init)
{
Init();
}
WindDirection = base.transform.forward;
if (m_WindZone == null)
{
m_WindZone = GetComponent<WindZone>();
}
WindStrength = m_WindZone.windMain * WindMultiplier;
WindStrength += m_WindZone.windPulseMagnitude * (1f + Mathf.Sin(Time.time * m_WindZone.windPulseFrequency) + 1f + Mathf.Sin(Time.time * m_WindZone.windPulseFrequency * 3f)) * 0.5f;
WindTurbulence = m_WindZone.windTurbulence * m_WindZone.windMain * WindMultiplier;
WindDirection.x *= WindStrength;
WindDirection.y *= WindStrength;
WindDirection.z *= WindStrength;
Shader.SetGlobalVector(TerrainLODWindPID, new Vector4(WindDirection.x, WindDirection.y, WindDirection.z, WindTurbulence));
}
}
}