OldBlueWater/BlueWater/Assets/02.Scripts/WaterAndShip/Gerstner wave/Floater.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Floater : MonoBehaviour
{
public GerstnerWave waveGenerator;
public float boatOffset = 0.0f; // new variable
private Rigidbody rb;
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private void Start()
{
rb = GetComponent<Rigidbody>();
}
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public void Update()
{
float waveNumber = 2.0f * Mathf.PI / waveGenerator.waveLength;
float phaseConstant = waveGenerator.speed * waveNumber;
Vector3 position = rb.position;
float dotProduct = Vector2.Dot(new Vector2(position.x, position.z), waveGenerator.direction);
float wavePhase = waveNumber * dotProduct + phaseConstant * Time.time;
// Calculate the new height
float newY = waveGenerator.amplitude * Mathf.Sin(wavePhase) + boatOffset; // added offset here
position.y = newY;
rb.MovePosition(position);
// get wave's normal
Mesh mesh = waveGenerator.GetComponent<MeshFilter>().mesh;
Vector3 normal = mesh.normals[0];
Quaternion targetRotation = Quaternion.FromToRotation(transform.up, normal) * transform.rotation;
rb.MoveRotation(Quaternion.Slerp(transform.rotation, targetRotation, Time.deltaTime * waveGenerator.speed));
}
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}