104 lines
1.8 KiB
C#
104 lines
1.8 KiB
C#
using UnityEngine;
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[AddComponentMenu("Enviro/Surface Animator")]
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public class EnviroSurfaceAnimator : MonoBehaviour
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{
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[HideInInspector]
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public bool isRaining;
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public MeshRenderer mRenderer;
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public bool useRipples;
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public Texture2D[] RippleFrames;
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public float RippleAnimationSpeed = 30f;
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public bool useWaveAnimation;
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public Vector2 waveSpeed;
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private Material[] mats;
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private float curWaveSpeedx;
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private float curWaveSpeedy;
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private float curWetness;
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private float curSnow;
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public void Start()
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{
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if (mRenderer == null)
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{
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mRenderer.GetComponentInChildren<MeshRenderer>();
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}
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mats = mRenderer.materials;
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}
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private void GetParameters()
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{
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curWetness = EnviroSky.instance.Weather.wetness;
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curSnow = EnviroSky.instance.Weather.SnowStrenght;
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if (curWetness <= 0.1f)
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{
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isRaining = false;
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}
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else
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{
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isRaining = true;
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}
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}
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public void Update()
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{
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mats = mRenderer.materials;
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GetParameters();
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if (useRipples && isRaining)
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{
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int num = (int)(Time.time * RippleAnimationSpeed);
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num %= RippleFrames.Length;
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for (int i = 0; i < mats.Length; i++)
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{
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mats[i].SetTexture("_Ripple", RippleFrames[num]);
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}
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}
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else
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{
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for (int j = 0; j < mats.Length; j++)
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{
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mats[j].SetTexture("_Ripple", null);
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}
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}
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for (int k = 0; k < mats.Length; k++)
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{
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mats[k].SetFloat("_SnowStrenght", curSnow);
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}
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if (isRaining)
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{
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if (useWaveAnimation)
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{
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Vector2 value = default(Vector2);
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value.x = Time.time * waveSpeed.x;
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value.y = Time.time * waveSpeed.y;
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for (int l = 0; l < mats.Length; l++)
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{
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mats[l].SetTextureOffset("_WetNormal", value);
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}
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}
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for (int m = 0; m < mats.Length; m++)
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{
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mats[m].SetFloat("_Raining", curWetness);
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}
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}
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else
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{
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for (int n = 0; n < mats.Length; n++)
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{
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mats[n].SetFloat("_Raining", -0.01f);
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}
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}
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}
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}
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