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authorchai <chaifix@163.com>2020-12-30 20:59:04 +0800
committerchai <chaifix@163.com>2020-12-30 20:59:04 +0800
commite9ea621b93fbb58d9edfca8375918791637bbd52 (patch)
tree19ce3b1c1f2d51eda6878c9d0f2c9edc27f13650 /Client/Assembly-CSharp/RadioWaveBehaviour.cs
+init
Diffstat (limited to 'Client/Assembly-CSharp/RadioWaveBehaviour.cs')
-rw-r--r--Client/Assembly-CSharp/RadioWaveBehaviour.cs81
1 files changed, 81 insertions, 0 deletions
diff --git a/Client/Assembly-CSharp/RadioWaveBehaviour.cs b/Client/Assembly-CSharp/RadioWaveBehaviour.cs
new file mode 100644
index 0000000..c46234f
--- /dev/null
+++ b/Client/Assembly-CSharp/RadioWaveBehaviour.cs
@@ -0,0 +1,81 @@
+using System;
+using UnityEngine;
+
+[RequireComponent(typeof(MeshFilter))]
+[RequireComponent(typeof(MeshRenderer))]
+public class RadioWaveBehaviour : MonoBehaviour
+{
+ public int NumPoints = 128;
+
+ public FloatRange Width;
+
+ public FloatRange Height;
+
+ private Mesh mesh;
+
+ private Vector3[] vecs;
+
+ public float TickRate = 0.1f;
+
+ private float timer;
+
+ public int Skip = 2;
+
+ public float Frequency = 5f;
+
+ private int Tick;
+
+ public bool Random;
+
+ [Range(0f, 1f)]
+ public float NoiseLevel;
+
+ public void Start()
+ {
+ this.mesh = new Mesh();
+ base.GetComponent<MeshFilter>().mesh = this.mesh;
+ this.mesh.MarkDynamic();
+ this.vecs = new Vector3[this.NumPoints];
+ int[] array = new int[this.NumPoints];
+ for (int i = 0; i < this.vecs.Length; i++)
+ {
+ Vector3 vector = this.vecs[i];
+ vector.x = this.Width.Lerp((float)i / (float)this.vecs.Length);
+ vector.y = this.Height.Next();
+ this.vecs[i] = vector;
+ array[i] = i;
+ }
+ this.mesh.vertices = this.vecs;
+ this.mesh.SetIndices(array, MeshTopology.LineStrip, 0);
+ }
+
+ public void Update()
+ {
+ this.timer += Time.deltaTime;
+ if (this.timer > this.TickRate)
+ {
+ this.timer = 0f;
+ this.Tick++;
+ for (int i = 0; i < this.vecs.Length - this.Skip; i++)
+ {
+ this.vecs[i].y = this.vecs[i + this.Skip].y;
+ }
+ if (this.Random)
+ {
+ for (int j = 1; j <= this.Skip; j++)
+ {
+ this.vecs[this.vecs.Length - j].y = this.Height.Next();
+ }
+ }
+ else
+ {
+ float num = 1f - this.NoiseLevel;
+ for (int k = 0; k < this.Skip; k++)
+ {
+ this.vecs[this.vecs.Length - 1 - this.Skip + k].y = Mathf.Sin(((float)this.Tick + (float)k / (float)this.Skip) * this.Frequency) * this.Height.max * num + this.Height.Next() * this.NoiseLevel;
+ }
+ }
+ this.mesh.vertices = this.vecs;
+ }
+ }
+}