Files
aibis-dream/Assets/Scripts/MiniGame/HuoShan/Emo/LakeLineDrawer.cs
T

158 lines
5.3 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using Shapes;
[ExecuteAlways]
[RequireComponent(typeof(MeshCollider))]
public class LakeLineDrawer : ImmediateModeShapeDrawer
{
[Header("场设置")]
public float fieldSize = 20f;
public int pointCount = 30;
public float pointSize = 0.15f;
public float lineWidth = 0.03f;
[Header("波动参数")]
public float noiseScale = 0.3f;
public float waveHeight = 1.5f;
public float waveSpeed = 1f;
public float timeScale = 1f;
[Header("涟漪参数")]
public float rippleStrength = 1.5f;
public float rippleRadius = 2f;
public float rippleDuration = 2f;
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 void Update()
{
// 运行中才响应点击
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);
}
}
// 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);
}
}
}
}
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);
}
}
}
}
}
}