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

173 lines
3.3 KiB
C#

using System;
using UnityEngine;
[AddComponentMenu("Modifiers/Warps/Ripple")]
public class MegaRippleWarp : MegaWarp
{
public float amp;
public float amp2;
public float flex = 1f;
public float wave = 1f;
public float phase;
public bool animate;
public float Speed = 1f;
public float radius = 1f;
public int segments = 10;
public int circles = 4;
private float time;
private float dy;
private float t;
public override string WarpName()
{
return "Ripple";
}
public override string GetIcon()
{
return "MegaRipple icon.png";
}
public override string GetHelpURL()
{
return "?page_id=2587";
}
public override Vector3 Map(int i, Vector3 p)
{
p = tm.MultiplyPoint3x4(p);
Vector3 a = p;
float magnitude = p.magnitude;
float num = Mathf.Exp((0f - totaldecay) * Mathf.Abs(magnitude));
float num2;
if (amp != amp2)
{
float magnitude2 = p.magnitude;
if (magnitude2 == 0f)
{
num2 = amp;
}
else
{
float num3 = Mathf.Acos(p.x / magnitude2) / (float)Math.PI;
num3 = ((!(num3 > 0.5f)) ? num3 : (1f - num3));
num3 *= 2f;
num3 = Mathf.SmoothStep(0f, 1f, num3);
num2 = amp * (1f - num3) + amp2 * num3;
}
}
else
{
num2 = amp;
}
float y = p.y;
p.y = 0f;
float magnitude3 = p.magnitude;
p.y = y + flex * MegaUtils.WaveFunc(magnitude3, time, num2, wave, phase, dy);
p = Vector3.Lerp(a, p, num);
return invtm.MultiplyPoint3x4(p);
}
private void Update()
{
if (animate)
{
t += Time.deltaTime * Speed;
phase = t;
}
}
public override bool Prepare(float decay)
{
tm = base.transform.worldToLocalMatrix;
invtm = tm.inverse;
dy = Decay / 1000f;
totaldecay = dy + decay;
if (totaldecay < 0f)
{
totaldecay = 0f;
}
return true;
}
private Vector3 GetPos(float u, float rad)
{
Vector3 zero = Vector3.zero;
zero.x = rad * Mathf.Cos(u * (float)Math.PI * 2f);
zero.z = rad * Mathf.Sin(u * (float)Math.PI * 2f);
float num = ((!(u > 0.5f)) ? u : (u - 0.5f));
num = ((!(num > 0.25f)) ? num : (0.5f - num));
num *= 4f;
num *= num;
zero.y = MegaUtils.WaveFunc(rad, t, amp * (1f - num) + amp2 * num, wave, phase, dy);
return zero;
}
private void MakeCircle(float t, float rad, float r1, float a1, float a2, float w, float s, float d, int numCircleSegs)
{
Vector3 vector = Vector3.zero;
Vector3 zero = Vector3.zero;
Vector3 zero2 = Vector3.zero;
Vector3 to = Vector3.zero;
Gizmos.color = MegaWarp.gCol2;
for (int i = 0; i < numCircleSegs; i++)
{
float u = (float)i / (float)numCircleSegs;
zero = GetPos(u, rad);
zero2 = GetPos(u, r1);
if (i > 0)
{
Gizmos.DrawLine(vector, zero);
}
else
{
to = zero;
}
Gizmos.color = MegaWarp.gCol1;
Gizmos.DrawLine(zero2, zero);
if ((i & 1) == 0)
{
Gizmos.color = MegaWarp.gCol1;
}
else
{
Gizmos.color = MegaWarp.gCol2;
}
vector = zero;
}
Gizmos.DrawLine(vector, to);
}
public override void DrawGizmo(Color col)
{
SetGizCols(col.a);
tm = Matrix4x4.identity;
invtm = tm.inverse;
if (Prepare(0f))
{
tm *= base.transform.localToWorldMatrix;
invtm = tm.inverse;
Gizmos.matrix = base.transform.localToWorldMatrix;
float r = 0f;
for (int i = 0; i < circles; i++)
{
float num = (float)i / (float)circles * radius;
MakeCircle(t, num, r, amp, amp2, wave, phase, dy, segments);
r = num;
}
}
}
}