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using System.Collections.Generic;
using UnityEngine;
public class WaterVolume : MonoBehaviour
{
private static Collider[] tempColliderArray = new Collider[256];
private float[] m_normalizedDepth = new float[4];
private BoxCollider m_collider;
public MeshRenderer m_waterSurface;
public Heightmap m_heightmap;
public float m_forceDepth = -1f;
public bool m_menuWater;
public bool m_useGlobalWind = true;
private static float m_waterTime = 0f;
private static int m_waterUpdateFrame = 0;
private static int m_waterVolumeMask = 0;
private static int _WaterTime = Shader.PropertyToID("_WaterTime");
private static int _depth = Shader.PropertyToID("_depth");
private static int _UseGlobalWind = Shader.PropertyToID("_UseGlobalWind");
private List<IWaterInteractable> m_inWater = new List<IWaterInteractable>();
private void Awake()
{
m_collider = GetComponent<BoxCollider>();
}
private void Start()
{
DetectWaterDepth();
SetupMaterial();
}
private void DetectWaterDepth()
{
if ((bool)m_heightmap)
{
float[] oceanDepth = m_heightmap.GetOceanDepth();
m_normalizedDepth[0] = Mathf.Clamp01(oceanDepth[0] / 10f);
m_normalizedDepth[1] = Mathf.Clamp01(oceanDepth[1] / 10f);
m_normalizedDepth[2] = Mathf.Clamp01(oceanDepth[2] / 10f);
m_normalizedDepth[3] = Mathf.Clamp01(oceanDepth[3] / 10f);
}
else
{
m_normalizedDepth[0] = m_forceDepth;
m_normalizedDepth[1] = m_forceDepth;
m_normalizedDepth[2] = m_forceDepth;
m_normalizedDepth[3] = m_forceDepth;
}
}
private void Update()
{
if (m_waterUpdateFrame != Time.frameCount)
{
m_waterUpdateFrame = Time.frameCount;
UpdateWaterTime(Time.deltaTime);
}
UpdateFloaters();
m_waterSurface.material.SetFloat(_WaterTime, m_waterTime);
}
private void UpdateWaterTime(float dt)
{
float num = (m_menuWater ? Time.time : ZNet.instance.GetWrappedDayTimeSeconds());
m_waterTime += dt;
if (Mathf.Abs(num - m_waterTime) > 10f)
{
m_waterTime = num;
}
m_waterTime = Mathf.Lerp(m_waterTime, num, 0.05f);
}
private void SetupMaterial()
{
if (m_forceDepth >= 0f)
{
m_waterSurface.material.SetFloatArray(_depth, new float[4] { m_forceDepth, m_forceDepth, m_forceDepth, m_forceDepth });
}
else
{
m_waterSurface.material.SetFloatArray(_depth, m_normalizedDepth);
}
m_waterSurface.material.SetFloat(_UseGlobalWind, m_useGlobalWind ? 1f : 0f);
}
public static float GetWaterLevel(Vector3 p, float waveFactor = 1f)
{
if (m_waterVolumeMask == 0)
{
m_waterVolumeMask = LayerMask.GetMask("WaterVolume");
}
int num = Physics.OverlapSphereNonAlloc(p, 0f, tempColliderArray, m_waterVolumeMask);
for (int i = 0; i < num; i++)
{
WaterVolume component = tempColliderArray[i].GetComponent<WaterVolume>();
if ((bool)component)
{
return component.GetWaterSurface(p, waveFactor);
}
}
return -10000f;
}
private float GetWaterSurface(Vector3 point, float waveFactor = 1f)
{
float wrappedDayTimeSeconds = ZNet.instance.GetWrappedDayTimeSeconds();
float depth = Depth(point);
float num = CalcWave(point, depth, wrappedDayTimeSeconds, waveFactor);
float num2 = base.transform.position.y + num;
if (Utils.LengthXZ(point) > 10500f && m_forceDepth < 0f)
{
num2 -= 100f;
}
return num2;
}
private float TrochSin(float x, float k)
{
return Mathf.Sin(x - Mathf.Cos(x) * k) * 0.5f + 0.5f;
}
private float CreateWave(Vector3 worldPos, float time, float waveSpeed, float waveLength, float waveHeight, Vector2 dir2d, float sharpness)
{
Vector3 normalized = new Vector3(dir2d.x, 0f, dir2d.y).normalized;
Vector3 vector = Vector3.Cross(normalized, Vector3.up);
Vector3 vector2 = -(worldPos.z * normalized + worldPos.x * vector);
return (TrochSin(time * waveSpeed + vector2.z * waveLength, sharpness) * TrochSin(time * waveSpeed * 0.123f + vector2.x * 0.13123f * waveLength, sharpness) - 0.2f) * waveHeight;
}
private float CalcWave(Vector3 worldPos, float depth, Vector4 wind, float _WaterTime, float waveFactor)
{
Vector3 vector = new Vector3(wind.x, wind.y, wind.z);
float w = wind.w;
float num = Mathf.Lerp(0f, w, depth);
float time = _WaterTime / 20f;
float num2 = CreateWave(worldPos, time, 10f, 0.04f, 8f, new Vector2(vector.x, vector.z), 0.5f);
float num3 = CreateWave(worldPos, time, 14.123f, 0.08f, 6f, new Vector2(1.0312f, 0.312f), 0.5f);
float num4 = CreateWave(worldPos, time, 22.312f, 0.1f, 4f, new Vector2(-0.123f, 1.12f), 0.5f);
float num5 = CreateWave(worldPos, time, 31.42f, 0.2f, 2f, new Vector2(0.423f, 0.124f), 0.5f);
float num6 = CreateWave(worldPos, time, 35.42f, 0.4f, 1f, new Vector2(0.123f, -0.64f), 0.5f);
float num7 = CreateWave(worldPos, time, 38.1223f, 1f, 0.8f, new Vector2(-0.523f, -0.64f), 0.7f);
float num8 = CreateWave(worldPos, time, 41.1223f, 1.2f, 0.6f * waveFactor, new Vector2(0.223f, 0.74f), 0.8f);
float num9 = CreateWave(worldPos, time, 51.5123f, 1.3f, 0.4f * waveFactor, new Vector2(0.923f, -0.24f), 0.9f);
float num10 = CreateWave(worldPos, time, 54.2f, 1.3f, 0.3f * waveFactor, new Vector2(-0.323f, 0.44f), 0.9f);
float num11 = CreateWave(worldPos, time, 56.123f, 1.5f, 0.2f * waveFactor, new Vector2(0.5312f, -0.812f), 0.9f);
return (num2 + num3 + num4 + num5 + num6 + num7 + num8 + num9 + num10 + num11) * num;
}
private float CalcWave(Vector3 worldPos, float depth, float _WaterTime, float waveFactor)
{
Vector4 wind = new Vector4(1f, 0f, 0f, 0f);
Vector4 wind2 = new Vector4(1f, 0f, 0f, 0f);
float alpha = 0f;
if (m_useGlobalWind)
{
EnvMan.instance.GetWindData(out wind, out wind2, out alpha);
}
float a = CalcWave(worldPos, depth, wind, _WaterTime, waveFactor);
float b = CalcWave(worldPos, depth, wind2, _WaterTime, waveFactor);
return Mathf.Lerp(a, b, alpha);
}
private float Depth(Vector3 point)
{
Vector3 vector = base.transform.InverseTransformPoint(point);
float value = (vector.x + m_collider.bounds.size.x / 2f) / m_collider.bounds.size.x;
float value2 = (vector.z + m_collider.bounds.size.z / 2f) / m_collider.bounds.size.z;
value = Mathf.Clamp01(value);
value2 = Mathf.Clamp01(value2);
float a = Mathf.Lerp(m_normalizedDepth[3], m_normalizedDepth[2], value);
float b = Mathf.Lerp(m_normalizedDepth[0], m_normalizedDepth[1], value);
return Mathf.Lerp(a, b, value2);
}
private void OnTriggerEnter(Collider collider)
{
IWaterInteractable component = collider.attachedRigidbody.GetComponent<IWaterInteractable>();
if (component != null && !m_inWater.Contains(component))
{
m_inWater.Add(component);
}
}
private void UpdateFloaters()
{
if (m_inWater.Count == 0)
{
return;
}
IWaterInteractable waterInteractable = null;
foreach (IWaterInteractable item in m_inWater)
{
if (item.IsOwner())
{
Transform transform = item.GetTransform();
if ((bool)transform)
{
float waterSurface = GetWaterSurface(transform.position);
item.SetInWater(waterSurface);
}
else
{
waterInteractable = item;
}
}
}
if (waterInteractable != null)
{
m_inWater.Remove(waterInteractable);
}
}
private void OnTriggerExit(Collider collider)
{
IWaterInteractable component = collider.attachedRigidbody.GetComponent<IWaterInteractable>();
if (component != null)
{
component.SetInWater(-10000f);
m_inWater.Remove(component);
}
}
}
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