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32
Assets/CoolapeFrame/Scripts/toolkit/strict.js
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32
Assets/CoolapeFrame/Scripts/toolkit/strict.js
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#pragma strict
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var scale = 2.0;
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var speed = 2.0;
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private var baseHeight : Vector3[];
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var useOriginal : boolean = false;
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//波动效果
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function Update () {
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var mesh : Mesh = GetComponent(MeshFilter).mesh;
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if (baseHeight == null)
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baseHeight = mesh.vertices;
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// gameObject.Destroy(GetComponent(MeshCollider));
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var vertices = new Vector3[baseHeight.Length];
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for (var i=0;i<vertices.Length;i++)
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{
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var vertex = baseHeight[i];
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if (useOriginal) {
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vertex.y += Mathf.Sin(Time.time * speed+ baseHeight[i].x + baseHeight[i].y + baseHeight[i].z) * scale;
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} else {
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vertex.y += Mathf.Sin(Time.time * speed+ baseHeight[i].x + baseHeight[i].y) * (scale*.5) + Mathf.Sin(Time.time * speed+ baseHeight[i].z + baseHeight[i].y) * (scale*.5);
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}
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vertices[i] = vertex;
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}
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mesh.vertices = vertices;
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mesh.RecalculateNormals();
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gameObject.Destroy(GetComponent(MeshCollider));
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var collider : MeshCollider = GetComponent(MeshCollider);
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if (collider == null) {
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collider = gameObject.AddComponent(MeshCollider);
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collider.isTrigger = true;
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}
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}
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