[Unity实战]制作卷动的波浪

参考链接:http://tieba.baidu.com/p/2655013091#40457365538l


效果图:

[Unity实战]制作卷动的波浪_第1张图片



这里,我们制作的波浪是通过改变mesh上的顶点来实现的。更准确的说,是改变mesh上顶点的y值,从而形成一种高度变化的效果。

1.通过观察,我们发现每个顶点的y值变化的情况都不一样,因此,很容易想到将顶点的y值与该顶点的x,z值关联起来。

2.通过观察,我们发现第一图的波浪数较少,第二图的波浪数较多,波浪数较小说明各顶点的y值差异较大。可以通过“放大”x,z值来增加不同顶点之间的差异。


using UnityEngine;
using System.Collections;

public class WaterWave : MonoBehaviour {

    public float scale = 0.5f;
    public float speed = 1f;
    public bool isMultiply = false;//若为true则波浪数变多

    private Mesh mesh;
    private Vector3[] baseVertex;
    private Vector3[] nowVertex;

	// Use this for initialization
	void Start () 
    {
        mesh = GetComponent<MeshFilter>().mesh;
        baseVertex = mesh.vertices;
        nowVertex = mesh.vertices;
	}
	
	// Update is called once per frame
	void Update () 
    {
        for (int i = 0; i < baseVertex.Length; i++)
        {
            nowVertex[i] = baseVertex[i];

            if (isMultiply)
            {
                nowVertex[i].y += Mathf.Sin(Time.time * speed + baseVertex[i].x + baseVertex[i].z) * scale;
            }
            else
            {
                nowVertex[i].y += Mathf.Sin(Time.time * speed + baseVertex[i].x) * scale +
                                  Mathf.Sin(Time.time * speed + baseVertex[i].z) * scale;
            }
        }

        mesh.vertices = nowVertex;
	}
}


你可能感兴趣的:(波浪)