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FreewayGamesTest/Assets/Synaptic AI Pro/Runtime/Water/Buoyancy.cs
T

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5.9 KiB
C#

using UnityEngine;
namespace Synaptic.Water
{
/// <summary>
/// Applies buoyancy forces to make objects float on the ocean
/// </summary>
[RequireComponent(typeof(Rigidbody))]
public class Buoyancy : MonoBehaviour
{
[Header("Buoyancy Settings")]
[Tooltip("Reference to the ocean system")]
public OceanSystem ocean;
[Tooltip("Buoyancy force multiplier")]
public float buoyancyForce = 10f;
[Tooltip("Water drag coefficient")]
public float waterDrag = 1f;
[Tooltip("Angular water drag")]
public float waterAngularDrag = 0.5f;
[Header("Float Points")]
[Tooltip("Points where buoyancy is sampled. If empty, uses object center.")]
public Transform[] floatPoints;
[Header("Wave Response")]
[Tooltip("How much the object responds to wave normal")]
public float waveAlignmentStrength = 0.5f;
[Tooltip("Maximum rotation speed when aligning to waves")]
public float maxAlignmentTorque = 5f;
private Rigidbody rb;
private float originalDrag;
private float originalAngularDrag;
private bool isInWater;
void Start()
{
rb = GetComponent<Rigidbody>();
originalDrag = rb.linearDamping;
originalAngularDrag = rb.angularDamping;
// Auto-find ocean if not set
if (ocean == null)
ocean = FindFirstObjectByType<OceanSystem>();
// Create default float points if none specified
if (floatPoints == null || floatPoints.Length == 0)
{
floatPoints = new Transform[] { transform };
}
}
void FixedUpdate()
{
if (ocean == null) return;
float submergedAmount = 0f;
Vector3 totalForce = Vector3.zero;
Vector3 averageWaveNormal = Vector3.zero;
int submergedPoints = 0;
foreach (Transform point in floatPoints)
{
if (point == null) continue;
Vector3 pointPos = point.position;
float waterHeight = ocean.GetWaveHeight(pointPos);
float depth = waterHeight - pointPos.y;
if (depth > 0)
{
// Point is underwater
submergedPoints++;
submergedAmount += Mathf.Clamp01(depth);
// Buoyancy force proportional to submersion depth
float forceMagnitude = buoyancyForce * Mathf.Clamp01(depth) * Physics.gravity.magnitude;
Vector3 force = Vector3.up * forceMagnitude;
// Apply force at float point position
rb.AddForceAtPosition(force, pointPos, ForceMode.Force);
totalForce += force;
// Sample wave normal
averageWaveNormal += ocean.GetWaveNormal(pointPos);
}
}
// Update water state
bool wasInWater = isInWater;
isInWater = submergedPoints > 0;
// Apply water drag when in water
if (isInWater)
{
float normalizedSubmersion = (float)submergedPoints / floatPoints.Length;
rb.linearDamping = Mathf.Lerp(originalDrag, waterDrag, normalizedSubmersion);
rb.angularDamping = Mathf.Lerp(originalAngularDrag, waterAngularDrag, normalizedSubmersion);
// Align to wave normal
if (waveAlignmentStrength > 0 && submergedPoints > 0)
{
averageWaveNormal = (averageWaveNormal / submergedPoints).normalized;
Vector3 currentUp = transform.up;
Vector3 targetUp = Vector3.Lerp(currentUp, averageWaveNormal, waveAlignmentStrength);
Quaternion targetRotation = Quaternion.FromToRotation(currentUp, targetUp) * transform.rotation;
Vector3 torque = CalculateAlignmentTorque(transform.rotation, targetRotation);
rb.AddTorque(Vector3.ClampMagnitude(torque, maxAlignmentTorque), ForceMode.Force);
}
}
else
{
rb.linearDamping = originalDrag;
rb.angularDamping = originalAngularDrag;
}
// Water entry/exit events
if (isInWater && !wasInWater)
{
OnWaterEnter();
}
else if (!isInWater && wasInWater)
{
OnWaterExit();
}
}
Vector3 CalculateAlignmentTorque(Quaternion current, Quaternion target)
{
Quaternion delta = target * Quaternion.Inverse(current);
delta.ToAngleAxis(out float angle, out Vector3 axis);
if (angle > 180f) angle -= 360f;
return axis * (angle * Mathf.Deg2Rad);
}
protected virtual void OnWaterEnter()
{
// Override for splash effects, sounds, etc.
}
protected virtual void OnWaterExit()
{
// Override for exit effects
}
/// <summary>
/// Check if object is currently in water
/// </summary>
public bool IsInWater => isInWater;
/// <summary>
/// Get current water height at object position
/// </summary>
public float GetWaterHeightAtPosition()
{
if (ocean == null) return 0f;
return ocean.GetWaveHeight(transform.position);
}
void OnDrawGizmosSelected()
{
if (floatPoints == null) return;
Gizmos.color = Color.cyan;
foreach (Transform point in floatPoints)
{
if (point != null)
{
Gizmos.DrawWireSphere(point.position, 0.2f);
}
}
}
}
}