参考链接:http://tieba.baidu.com/p/2655013091#40457365538l
效果图:
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; } }
时间: 2025-01-04 08:06:14