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

108 lines
2.1 KiB
C#

using UnityEngine;
public class EnviroPuddle : MonoBehaviour
{
public GameObject puddleObject;
[HideInInspector]
public bool isRaining;
public bool useWaveAnimation;
public Vector2 waveSpeed;
public bool useRipples;
public Texture2D[] RippleFrames;
public float RippleAnimationSpeed = 30f;
private MeshRenderer mRenderer;
private Material[] mats;
private float curWaveSpeedx;
private float curWaveSpeedy;
public float maxFloodHeight = 0.1f;
public float minFloodHeight = -0.1f;
[HideInInspector]
public float floodVal = 0.3f;
private float curFlood;
private float lastUpdate;
private void Start()
{
mRenderer = puddleObject.GetComponent<MeshRenderer>();
mats = mRenderer.materials;
}
public float Remap(float value, float from1, float to1, float from2, float to2)
{
return (value - from1) / (to1 - from1) * (to2 - from2) + from2;
}
private void Update()
{
mats = mRenderer.materials;
floodVal = EnviroSky.instance.Weather.wetness;
if (floodVal <= 0.1f)
{
isRaining = false;
}
else
{
isRaining = true;
}
if (useRipples && isRaining)
{
int num = (int)(Time.time * RippleAnimationSpeed);
num %= RippleFrames.Length;
for (int i = 0; i < mats.Length; i++)
{
mats[i].SetTexture("_Ripple", RippleFrames[num]);
}
}
else
{
for (int j = 0; j < mats.Length; j++)
{
mats[j].SetTexture("_Ripple", null);
}
}
if (isRaining)
{
puddleObject.SetActive(true);
if (useWaveAnimation)
{
Vector2 value = default(Vector2);
value.x = Time.time * waveSpeed.x;
value.y = Time.time * waveSpeed.y;
for (int k = 0; k < mats.Length; k++)
{
mats[k].SetTextureOffset("_WetNormal", value);
}
}
for (int l = 0; l < mats.Length; l++)
{
mats[l].SetFloat("_Raining", floodVal);
}
}
else
{
puddleObject.SetActive(false);
for (int m = 0; m < mats.Length; m++)
{
mats[m].SetFloat("_Raining", -0.01f);
}
}
float y = Remap(floodVal, 0f, 1f, minFloodHeight, maxFloodHeight);
puddleObject.transform.localPosition = new Vector3(puddleObject.transform.localPosition.x, y, puddleObject.transform.localPosition.z);
}
}