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- // Magica Cloth.
- // Copyright (c) MagicaSoft, 2020-2022.
- // https://magicasoft.jp
- using UnityEngine;
- namespace MagicaCloth
- {
- /// <summary>
- /// 方向性の風(これはワールド全体に影響を与える)
- /// </summary>
- [HelpURL("https://magicasoft.jp/directional-wind/")]
- [AddComponentMenu("MagicaCloth/MagicaDirectionalWind")]
- public partial class MagicaDirectionalWind : WindComponent
- {
- public override ComponentType GetComponentType()
- {
- return ComponentType.DirectionalWind;
- }
- /// <summary>
- /// 風タイプを返す
- /// </summary>
- /// <returns></returns>
- public override PhysicsManagerWindData.WindType GetWindType()
- {
- return PhysicsManagerWindData.WindType.Direction;
- }
- /// <summary>
- /// 形状タイプを返す
- /// </summary>
- /// <returns></returns>
- public override PhysicsManagerWindData.ShapeType GetShapeType()
- {
- return PhysicsManagerWindData.ShapeType.Box;
- }
- /// <summary>
- /// 風向きタイプを返す
- /// </summary>
- /// <returns></returns>
- public override PhysicsManagerWindData.DirectionType GetDirectionType()
- {
- return PhysicsManagerWindData.DirectionType.OneDirection;
- }
- /// <summary>
- /// 風が加算モードか返す
- /// </summary>
- /// <returns></returns>
- public override bool IsAddition()
- {
- return false;
- }
- /// <summary>
- /// エリアサイズを返す
- /// </summary>
- /// <returns></returns>
- public override Vector3 GetAreaSize()
- {
- return new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- }
- /// <summary>
- /// アンカー位置を返す
- /// </summary>
- /// <returns></returns>
- //public override Vector3 GetAnchor()
- //{
- // return Vector3.zero;
- //}
- /// <summary>
- /// 風エリアの体積を返す
- /// </summary>
- /// <returns></returns>
- public override float GetAreaVolume()
- {
- return 100000000;
- }
- /// <summary>
- /// 風エリアの最大距離を返す
- /// </summary>
- /// <returns></returns>
- public override float GetAreaLength()
- {
- return float.MaxValue;
- }
- //=========================================================================================
- /// <summary>
- /// パラメータ初期化
- /// </summary>
- protected override void ResetParams()
- {
- main = 5;
- turbulence = 1;
- frequency = 1;
- areaSize = new Vector3(float.MaxValue, float.MaxValue, float.MaxValue);
- //anchor = Vector3.zero;
- directionAngleX = 0;
- directionAngleY = 0;
- directionType = PhysicsManagerWindData.DirectionType.OneDirection;
- attenuation.SetParam(1, 1, false, 0, false);
- }
- }
- }
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