#6 Water And Ship
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BlueWater/Assets/02.Scritps/FloatOnWave.cs
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BlueWater/Assets/02.Scritps/FloatOnWave.cs
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BlueWater/Assets/02.Scritps/FloatOnWave.cs.meta
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BlueWater/Assets/02.Scritps/FloatOnWave.cs.meta
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BlueWater/Assets/02.Scritps/GerstnerWave.cs
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BlueWater/Assets/02.Scritps/GerstnerWave.cs
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BlueWater/Assets/02.Scritps/GerstnerWave.cs.meta
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BlueWater/Assets/02.Scritps/GerstnerWave.cs.meta
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BlueWater/Assets/02.Scritps/WaterAndShip.meta
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BlueWater/Assets/02.Scritps/WaterAndShip/Floater.cs
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BlueWater/Assets/02.Scritps/WaterAndShip/Floater.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class Floater : MonoBehaviour
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{
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public Rigidbody rigidBody;
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public float depthBeforeSubmerged = 1f;
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public float displacementAmount = 3f;
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public int floaterCount = 1;
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public float waterDrag = 0.99f;
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public float waterAngularDrag = 0.5f;
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private void FixedUpdate()
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{
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rigidBody.AddForceAtPosition(Physics.gravity / floaterCount, transform.position, ForceMode.Acceleration);
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float waveHeight = WaveManager.Instance.GetWaveHeight(transform.position.x);
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if (transform.position.y < waveHeight)
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{
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float displacementMultiplier = Mathf.Clamp01((waveHeight - transform.position.y) / depthBeforeSubmerged) * displacementAmount;
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rigidBody.AddForceAtPosition(new Vector3(0f, Mathf.Abs(Physics.gravity.y) * displacementMultiplier, 0f), transform.position, ForceMode.Acceleration);
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rigidBody.AddForce(displacementMultiplier * -rigidBody.velocity * waterDrag * Time.fixedDeltaTime, ForceMode.VelocityChange);
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rigidBody.AddTorque(displacementMultiplier * -rigidBody.angularVelocity * waterAngularDrag * Time.fixedDeltaTime, ForceMode.VelocityChange);
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}
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}
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}
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BlueWater/Assets/02.Scritps/WaterAndShip/Floater.cs.meta
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BlueWater/Assets/02.Scritps/WaterAndShip/WaterManager.cs
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BlueWater/Assets/02.Scritps/WaterAndShip/WaterManager.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEngine;
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[RequireComponent(typeof(MeshFilter))]
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[RequireComponent(typeof(MeshRenderer))]
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public class WaterManager : MonoBehaviour
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{
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private MeshFilter meshFilter;
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private void Awake()
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{
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meshFilter = GetComponent<MeshFilter>();
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}
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private void Update()
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{
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Vector3[] vertices = meshFilter.mesh.vertices;
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for (int i = 0; i < vertices.Length; i++)
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{
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vertices[i].y = WaveManager.Instance.GetWaveHeight(transform.position.x + vertices[i].x);
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}
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meshFilter.mesh.vertices = vertices;
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meshFilter.mesh.RecalculateNormals();
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}
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}
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BlueWater/Assets/02.Scritps/WaterAndShip/WaveManager.cs
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BlueWater/Assets/02.Scritps/WaterAndShip/WaveManager.cs
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using UnityEngine;
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public class WaveManager : MonoBehaviour
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{
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public static WaveManager Instance { get; private set; }
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public float amplitude = 1f;
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public float length = 2f;
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public float speed = 1f;
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public float offset = 0f;
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private void Awake()
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{
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if (Instance == null)
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Instance = this;
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else if (Instance != this)
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{
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Debug.LogWarning("인스턴스가 이미 존재합니다. 새로 생성된 인스턴스를 삭제합니다.");
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Destroy(this);
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}
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}
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private void Update()
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{
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offset += Time.deltaTime * speed;
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}
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public float GetWaveHeight(float x)
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{
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return amplitude * Mathf.Sin(x / length + offset);
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}
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}
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BlueWater/Assets/02.Scritps/WaterAndShip/WaveManager.cs.meta
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}
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"depth": 1,
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||||||
|
Loading…
Reference in New Issue
Block a user