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1; i >= 0; i--) + { + if (time - rippleTimes[i] > rippleDuration) + { + rippleCenters.RemoveAt(i); + rippleTimes.RemoveAt(i); + } + } + } + } + + private float GetNoise(float x, float z, float t) + { + float noise = 0f; + 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; + 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; + } + + 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; + + if (points == null || points.Length != pointCount * pointCount) + points = new Vector3[pointCount * pointCount]; + + for (int i = 0; i < pointCount; i++) + { + 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); + } + } + + for (int i = 0; i < pointCount; i++) + { + for (int j = 0; j < pointCount; j++) + { + 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]; + float avgY = (current.y + next.y) * 0.5f; + float lineDepth = (avgY + waveHeight) / (waveHeight * 2f); + Color lineColor = Color.Lerp(Color.cyan, new Color(0, 0.5f, 1f, 0.3f), lineDepth); + Draw.Line(current, next, lineWidth * (1f - lineDepth * 0.5f), lineColor); + } + + if (i < pointCount - 1) + { + Vector3 next = points[index + pointCount]; + float avgY = (current.y + next.y) * 0.5f; + float lineDepth = (avgY + waveHeight) / (waveHeight * 2f); + Color lineColor = Color.Lerp(Color.cyan, new Color(0, 0.5f, 1f, 0.3f), lineDepth); + Draw.Line(current, next, lineWidth * (1f - lineDepth * 0.5f), lineColor); + } + } + } + } + } +} diff --git a/Assets/Scripts/MiniGame/HuoShan/Emo/LakeLineDrawer.cs.meta b/Assets/Scripts/MiniGame/HuoShan/Emo/LakeLineDrawer.cs.meta new file mode 100644 index 000000000..51275b5c7 --- /dev/null +++ b/Assets/Scripts/MiniGame/HuoShan/Emo/LakeLineDrawer.cs.meta @@ -0,0 +1,11 @@ +fileFormatVersion: 2 +guid: 70bdc08d6a69fcc489e789073881b5c5 +MonoImporter: + externalObjects: {} + serializedVersion: 2 + defaultReferences: [] + executionOrder: 0 + icon: {instanceID: 0} + userData: + assetBundleName: + assetBundleVariant: diff --git a/Assets/Scripts/MiniGame/HuoShan/Emo/LakeWaveGrid.cs b/Assets/Scripts/MiniGame/HuoShan/Emo/LakeWaveGrid.cs index 953e8f0c9..53ed4e988 100644 --- a/Assets/Scripts/MiniGame/HuoShan/Emo/LakeWaveGrid.cs +++ b/Assets/Scripts/MiniGame/HuoShan/Emo/LakeWaveGrid.cs @@ -5,7 +5,7 @@ using Shapes; namespace AibisDream { - 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