232 lines
7.7 KiB
C#
232 lines
7.7 KiB
C#
using System;
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using System.Reflection;
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using log4net;
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using Managers;
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using Unity.Mathematics;
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using UnityEngine;
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using static AffectingForcesManager;
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public class NimbleZoneDetection : MonoBehaviour
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{
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private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
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public AffectingForcesManager forcesManager;
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public GameObject renderedZoneObject;
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public enum Gravities
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{
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DownGravity, NoGravity, InwardsGravity, OutwardsGravity
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}
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[SerializeField]
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private static float gravityFactor = 30f;
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[SerializeField]
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private Gravities outsideGravityFunction = Gravities.NoGravity;
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[SerializeField]
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private Zone zone = Zone.NimbleZone;
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// Ripple properties
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// These influence the shader on the nimble zone
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[SerializeField]
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private float rippleFrequency = 3f;
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[SerializeField]
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private float rippleDensity = 30f;
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[SerializeField]
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private float rippleAmplitude = 0.1f;
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[SerializeField]
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private float rippleRadius = 1f;
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[SerializeField]
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private float rippleDuration = 1f;
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[SerializeField]
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private float impactVelocityModifier = 1f;
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[SerializeField, Tooltip("Minimum ripple effect intensity.")]
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[Range(0, 1)]
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private float minImpact = 0.2f;
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[SerializeField, Tooltip("Velocity which makes the highest/most intense ripples.")]
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private float maxVelocity = 45f;
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private int maxRippleAmount = 5;
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private MeshRenderer meshRenderer;
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private Material material;
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void Awake()
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{
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meshRenderer = renderedZoneObject.GetComponent<MeshRenderer>();
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material = meshRenderer.material;
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ResetRippleShaderProperties();
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}
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/// <summary>
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/// Array of the available gravities.
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/// </summary>
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private Func<Transform, Vector3>[] gravityFunctions =
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{ DownGravity, NoGravity, InwardsGravity, OutwardsGravity };
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/// <summary>
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/// Function which returns a gravity zero vector.
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/// </summary>
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private static Func<Transform, Vector3> NoGravity =
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new(transform => new Vector3());
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/// <summary>
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/// Function which returns a gravity vector downwards, depending
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/// on the parent transforms rotation.
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/// The parenting transform for a ship is the arena it's in.
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/// </summary>
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private static Func<Transform, Vector3> DownGravity =
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new(transform => transform.parent.rotation * Vector3.down * gravityFactor);
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/// <summary>
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/// Function which returns a gravity vector towards the center of the parenting transform.
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/// The parenting transform for a ship is the arena it's in.
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/// </summary>
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private static Func<Transform, Vector3> InwardsGravity =
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new(transform => (transform.position - transform.parent.position).normalized * -gravityFactor);
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/// <summary>
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/// Function which returns a gravity vector outwards from the center of the parenting transform.
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/// The parenting transform for a ship is the arena it's in.
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/// </summary>
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private static Func<Transform, Vector3> OutwardsGravity =
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new Func<Transform, Vector3>(transform =>
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(transform.position - transform.parent.position).normalized * gravityFactor);
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public Func<Transform, Vector3> GetGravityFunction(Gravities gravity)
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{
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return gravityFunctions[(int)gravity];
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}
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private void OnTriggerEnter(Collider collider)
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{
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int instanceID = collider.gameObject.GetInstanceID();
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if (collider.tag == "Spike"
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&& collider.attachedRigidbody.velocity.magnitude > 1)
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{
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SpawnRipple(collider, false);
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return;
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}
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if (collider.tag == "Ship")
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{
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forcesManager.SetGravityForInstance(instanceID, NoGravity);
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forcesManager.SetZoneForInstance(instanceID, zone);
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}
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}
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private void OnTriggerExit(Collider collider)
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{
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int instanceID = collider.gameObject.GetInstanceID();
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if (collider.tag == "Spike")
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{
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SpawnRipple(collider, true);
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return;
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}
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if (collider.tag == "Ship")
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{
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forcesManager.SetGravityForInstance(instanceID,
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GetGravityFunction(outsideGravityFunction));
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forcesManager.SetZoneForInstance(instanceID, Zone.OutsideZone);
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}
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}
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private void Update()
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{
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material.SetFloat("_ShaderTime", Time.timeSinceLevelLoad);
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}
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/// <summary>
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/// Calculates the effect which a given velocity has on a ripple property.
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/// </summary>
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/// <param name="duration">Initial value of the ripple property</param>
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/// <param name="velocity">Velocity of the impact</param>
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/// <returns></returns>
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private float ImpactVelocityEffect(float initial, float velocity)
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{
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return math.max(math.smoothstep(0, maxVelocity, velocity), minImpact)
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* impactVelocityModifier * initial;
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}
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/// <summary>
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/// Spawns ripples on the shader of the nimble zone.
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/// Up to 5 parallel ripples.
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/// </summary>
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/// <param name="collider"></param>
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/// <param name="isOutwardsRipple"></param>
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private void SpawnRipple(Collider collider, bool isOutwardsRipple)
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{
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Rigidbody body = collider.attachedRigidbody;
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GameObject gameObject = collider.gameObject;
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float velocity = body.velocity.magnitude;
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Vector3 position = gameObject.transform.position - transform.position;
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position = transform.InverseTransformDirection(position).normalized;
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Vector4[] rippleOrigins = material.GetVectorArray("_RippleOrigins");
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float currentTime = Time.timeSinceLevelLoad;
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float[] startedTimes = material.GetFloatArray("_RippleStartTimes");
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float[] startedRippleDurations = material.GetFloatArray("_RippleDurations");
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float[] rippleAmplitudes = material.GetFloatArray("_RippleAmplitudes");
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float[] rippleFrequencies = material.GetFloatArray("_RippleFrequencies");
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float[] rippleDensities = material.GetFloatArray("_RippleDensities");
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float[] rippleRadii = material.GetFloatArray("_RippleRadii");
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if (startedTimes == null)
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{
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Log.Warn("Ripple shader properties are null. Reseting shader");
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ResetRippleShaderProperties();
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return;
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}
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for (int i = 0; i < startedTimes.Length; ++i)
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{
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if (startedTimes[i] + startedRippleDurations[i] < currentTime)
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{
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rippleOrigins[i] = new Vector4(position.x, position.y, position.z, 0);
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material.SetVectorArray("_RippleOrigins", rippleOrigins);
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startedTimes[i] = currentTime;
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material.SetFloatArray("_RippleStartTimes", startedTimes);
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float amplitude = isOutwardsRipple ? rippleAmplitude : -rippleAmplitude;
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rippleAmplitudes[i] = ImpactVelocityEffect(amplitude, velocity);
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rippleFrequencies[i] = ImpactVelocityEffect(rippleFrequency, velocity);
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rippleDensities[i] = ImpactVelocityEffect(rippleDensity, velocity);
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startedRippleDurations[i] = ImpactVelocityEffect(rippleDuration, velocity);
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rippleRadii[i] = ImpactVelocityEffect(rippleRadius, velocity);
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material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
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material.SetFloatArray("_RippleFrequencies", rippleFrequencies);
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material.SetFloatArray("_RippleDensities", rippleDensities);
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material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
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material.SetFloatArray("_RippleDurations", startedRippleDurations);
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material.SetFloatArray("_RippleRadii", rippleRadii);
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break;
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}
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}
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}
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/// <summary>
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/// Resets the ripple shaders exposed properties to 0
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/// </summary>
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private void ResetRippleShaderProperties()
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{
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Vector4[] rippleOrigins = new Vector4[maxRippleAmount];
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float[] startedTimes = new float[maxRippleAmount];
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float[] rippleAmplitudes = new float[maxRippleAmount];
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float[] rippleFrequencies = new float[maxRippleAmount];
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float[] rippleDensities = new float[maxRippleAmount];
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float[] rippleDurations = new float[maxRippleAmount];
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float[] rippleRadii = new float[maxRippleAmount];
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// Initialize Ripple Shader Properties
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material.SetVectorArray("_RippleOrigins", rippleOrigins);
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material.SetFloatArray("_RippleStartTimes", startedTimes);
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material.SetFloatArray("_RippleAmplitudes", rippleAmplitudes);
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material.SetFloatArray("_RippleFrequencies", rippleFrequencies);
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material.SetFloatArray("_RippleDensities", rippleDensities);
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material.SetFloatArray("_RippleDurations", rippleDurations);
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material.SetFloatArray("_RippleRadii", rippleRadii);
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}
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}
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