using System; using UnityEngine; namespace UnityStandardAssets.Water { [ExecuteInEditMode] public class WaterBasic : MonoBehaviour { void Update() { Renderer r = GetComponent(); if (!r) { return; } Material mat = r.sharedMaterial; if (!mat) { return; } Vector4 waveSpeed = mat.GetVector("WaveSpeed"); float waveScale = mat.GetFloat("_WaveScale"); float t = Time.time / 20.0f; Vector4 offset4 = waveSpeed * (t * waveScale); Vector4 offsetClamped = new Vector4(Mathf.Repeat(offset4.x, 1.0f), Mathf.Repeat(offset4.y, 1.0f), Mathf.Repeat(offset4.z, 1.0f), Mathf.Repeat(offset4.w, 1.0f)); mat.SetVector("_WaveOffset", offsetClamped); } private void OnTriggerEnter(Collider other) { if (other.gameObject.tag != null) { if (other.gameObject.tag.ToLower().Contains("object")) { Destroy(other.gameObject); } } } } }