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;
}
}