Files
UltimateFishing/Assets/Scripts/Assembly-CSharp/FishingWaterSystem.cs
2026-02-21 16:45:37 +08:00

103 lines
2.0 KiB
C#

using UnityEngine;
public class FishingWaterSystem : MonoBehaviour
{
public enum WaterSystemType
{
KWS = 0,
Crest = 1
}
[SerializeField]
private WaterParameters _waterParametersNormal;
[SerializeField]
private WaterParameters _waterParametersWinter;
[SerializeField]
private KWSWaterSystem _kwsWaterSystem;
[SerializeField]
private CrestWaterSystem _crestWaterSystem;
[SerializeField]
private WaterSystemType _waterSystemType = WaterSystemType.Crest;
[SerializeField]
private float _windSpeedMin = 0.5f;
[SerializeField]
private float _windSpeedMax = 1.25f;
private WaterSystemBase _waterSystem;
public static WaterSystemType waterSystemType = WaterSystemType.Crest;
public void Initialize()
{
waterSystemType = _waterSystemType;
_kwsWaterSystem.gameObject.SetActive(false);
_crestWaterSystem.gameObject.SetActive(false);
switch (_waterSystemType)
{
case WaterSystemType.KWS:
_waterSystem = _kwsWaterSystem;
break;
case WaterSystemType.Crest:
_waterSystem = _crestWaterSystem;
break;
}
_waterSystem.gameObject.SetActive(true);
_waterSystem.Initialize();
}
public void SetRainIntensity(float ratio)
{
_waterSystem.SetRainIntensity(ratio);
}
public void SetWindDirection(float angle)
{
_waterSystem.SetWindDirection(angle);
}
public void UpdateWindDirection(float angle)
{
_waterSystem.UpdateWindDirection(angle);
}
public void SetWindStrength(float ratio)
{
_waterSystem.SetWindStrength(ratio);
}
public void UpdateWindStrength(float ratio)
{
_waterSystem.UpdateWindStrength(ratio);
}
public void SetWaterRipples(bool use)
{
_waterSystem.SetWaterRipples(use);
}
public void SetQuality(RenderSettingsMy.RenderQuality quality)
{
_waterSystem.SetQuality(quality);
}
public void SetReflectionQuality(RenderSettingsMy.ReflectionQuality quality)
{
_waterSystem.SetReflectionQuality(quality);
}
public WaterParameters GetWaterParameters(bool isWinter)
{
if (isWinter)
{
return _waterParametersWinter;
}
return _waterParametersNormal;
}
}