效果更新

This commit is contained in:
2025-05-07 17:03:48 +08:00
parent 94c11a0000
commit 094b436246
@@ -1,9 +1,8 @@
using System.Collections.Generic;
using UnityEngine;
using Shapes;
using System.Collections.Generic;
[ExecuteAlways]
[RequireComponent(typeof(MeshCollider))]
public class LakeLineDrawer : ImmediateModeShapeDrawer
{
[Header("场设置")]
@@ -19,92 +18,122 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
public float timeScale = 1f;
[Header("涟漪参数")]
public float rippleStrength = 1.5f;
public float rippleRadius = 2f;
public float rippleDuration = 2f;
public float rippleStrength = 2f;
public float rippleDuration = 1.5f;
public float rippleSpreadSpeed = 6f;
public float rippleSharpness = 2f;
public float rippleDelay = 0.25f; // ⏱️ 新增:扩散延迟(秒)
private Vector3[] points;
private float time;
// 涟漪记录
private List<Vector2> rippleCenters = new List<Vector2>();
private List<float> rippleTimes = new List<float>();
private struct Ripple
{
public Vector2 position;
public float startTime;
public float delay;
}
private struct RippleResult
{
public float heightOffset;
public float brightnessBoost;
}
private List<Ripple> ripples = new List<Ripple>();
private void Update()
{
// 运行中才响应点击
time = Application.isPlaying ? Time.time * timeScale : 0f;
if (Application.isPlaying && Input.GetMouseButtonDown(0))
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit))
{
// 将点击点转换为局部坐标
Vector3 localPos = transform.InverseTransformPoint(hit.point);
rippleCenters.Add(new Vector2(localPos.x, localPos.z));
rippleTimes.Add(time);
Vector3 hitPos = hit.point;
ripples.Add(new Ripple
{
position = new Vector2(hitPos.x, hitPos.z),
startTime = Time.time,
delay = rippleDelay
});
}
}
// 清除过时涟漪
if (Application.isPlaying)
{
for (int i = rippleCenters.Count - 1; i >= 0; i--)
{
if (time - rippleTimes[i] > rippleDuration)
{
rippleCenters.RemoveAt(i);
rippleTimes.RemoveAt(i);
}
}
}
ripples.RemoveAll(r => Time.time - r.startTime > rippleDuration + rippleDelay);
}
private float GetNoise(float x, float z, float t)
private RippleResult GetRippleEffect(float x, float z, float currentTime)
{
float noise = 0f;
float rippleOffset = 0f;
float brightness = 0f;
foreach (var ripple in ripples)
{
float elapsed = currentTime - ripple.startTime;
if (elapsed < ripple.delay)
{
// 尖刺阶段,不扩散,只在中心显示尖刺
float dist = Vector2.Distance(new Vector2(x, z), ripple.position);
float spike = Mathf.Exp(-dist * rippleSharpness); // 尖锐程度
float ease = Mathf.Sin((elapsed / ripple.delay) * Mathf.PI * 0.5f); // easeIn
rippleOffset += spike * rippleStrength * ease;
continue;
}
// 扩散阶段
float spreadElapsed = elapsed - ripple.delay;
float spread = spreadElapsed * rippleSpreadSpeed;
float dist2 = Vector2.Distance(new Vector2(x, z), ripple.position);
float t = Mathf.Clamp01(spreadElapsed / rippleDuration);
float ease2 = Mathf.Sin(t * Mathf.PI);
float spike2 = Mathf.Exp(-Mathf.Pow(dist2 - spread, 2f) * rippleSharpness);
rippleOffset += spike2 * rippleStrength * ease2;
float bright = Mathf.Exp(-Mathf.Pow((dist2 - spread) * 0.5f, 2f));
brightness += bright * ease2;
}
return new RippleResult
{
heightOffset = rippleOffset,
brightnessBoost = brightness
};
}
private float GetHeight(float x, float z, float currentTime)
{
float noise = 0;
float amp = 1f;
float freq = 1f;
for (int i = 0; i < 3; i++)
{
float nx = x * freq * noiseScale;
float nz = z * freq * noiseScale;
float nt = t * waveSpeed * freq;
float nt = currentTime * waveSpeed * freq;
noise += Mathf.PerlinNoise(nx + nt, nz + nt) * amp;
amp *= 0.5f;
freq *= 2f;
}
float ripple = 0f;
for (int i = 0; i < rippleCenters.Count; i++)
{
Vector2 center = rippleCenters[i];
float rippleTime = t - rippleTimes[i];
if (rippleTime > rippleDuration) continue;
float dist = Vector2.Distance(new Vector2(x, z), center);
if (dist > rippleRadius) continue;
float nd = dist / rippleRadius;
float rippleVal = Mathf.Sin((1f - nd) * Mathf.PI * 2f - rippleTime * 4f) * (1f - nd);
ripple += rippleVal * rippleStrength * (1f - rippleTime / rippleDuration);
}
return (noise + ripple) * waveHeight;
return noise * waveHeight;
}
public override void DrawShapes(Camera cam)
{
using (Draw.Command(cam))
{
time = Application.isPlaying ? Time.time * timeScale : 0f;
Draw.ResetAllDrawStates();
Draw.LineGeometry = LineGeometry.Volumetric3D;
Draw.Thickness = lineWidth;
Draw.Color = Color.cyan;
float step = fieldSize / (pointCount - 1);
float half = fieldSize * 0.5f;
float halfSize = fieldSize * 0.5f;
if (points == null || points.Length != pointCount * pointCount)
points = new Vector3[pointCount * pointCount];
@@ -113,10 +142,26 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
{
for (int j = 0; j < pointCount; j++)
{
float x = -half + j * step;
float z = -half + i * step;
float y = GetNoise(x, z, time);
points[i * pointCount + j] = new Vector3(x, y, z);
float x = -halfSize + j * step;
float z = -halfSize + i * step;
float baseHeight = GetHeight(x, z, time);
RippleResult ripple = GetRippleEffect(x, z, Time.time);
float finalY = baseHeight + ripple.heightOffset;
// float shake = ripple.brightnessBoost > 0.01f ? Mathf.Sin(Time.time * 30f + x + z) * 0.02f : 0f;
Vector3 pos = new Vector3(x, finalY, z);
points[i * pointCount + j] = pos;
float depth = (finalY + waveHeight) / (waveHeight * 2f);
float brightness = Mathf.Clamp01(1f + ripple.brightnessBoost);
float pointScale = pointSize * (1f - depth * 0.5f);
Color baseColor = Color.Lerp(new Color(0.5f, 1f, 1f), new Color(0f, 0.5f, 1f), depth);
baseColor *= brightness;
Draw.Sphere(pos, pointScale, baseColor);
}
}
@@ -127,12 +172,6 @@ public class LakeLineDrawer : ImmediateModeShapeDrawer
int index = i * pointCount + j;
Vector3 current = points[index];
float depth = (current.y + waveHeight) / (waveHeight * 2f);
float scale = pointSize * (1f - depth * 0.5f);
Color pointColor = Color.Lerp(new Color(0.5f, 1f, 1f), new Color(0f, 0.3f, 1f, 0.5f), depth);
Draw.Sphere(current, scale, pointColor);
if (j < pointCount - 1)
{
Vector3 next = points[index + 1];