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Hole.cs
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Hole.cs
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class Hole : MonoBehaviour
{
public static float Gravity = 9.81f;
private Tank tank;
public float height; // par rapport au reservoir (h reel = h hole + h tank)
public float speed; // vitesse a la sortie
public float maxDist;
public float diameter;
public float flowRate; // Qv
public float volumicMass; // p
public bool isPlaying = false;
public bool isPreview = false;
public ParticleSystem particles;
void Start()
{
}
public static float Remap(float val, float inputStart, float inputEnd, float outputStart, float outputEnd)
{
return outputStart + (val - inputStart) * (outputEnd - outputStart) / (inputEnd - inputStart);
}
// Update is called once per frame
void FixedUpdate()
{
if (isPlaying)
{
tank.waterHeight = CalculCurrentHeight(tank.timerNotFull) + height;
var main = particles.main;
float difHeight = (tank.waterHeight - height);
if (difHeight > 0)
main.startSpeed = new ParticleSystem.MinMaxCurve(Mathf.Sqrt(2 * Gravity * difHeight));
else
particles.Stop();
CalculSpeed();
CalculTime();
CalculFlowRate();
}
if (isPreview)
{
float scale = Remap(diameter, 1, 50, 0.25f, 1f);
transform.localScale = new Vector3(0.5f, scale , 1f);
}
}
public void SetTank(Tank _tank)
{
tank = _tank;
}
public float CalculSpeed()
{
float h = tank.waterHeight - height;
if (h < 0) h = 0;
speed = Mathf.Sqrt(2 * Gravity * h);
return speed;
}
public float CalculFlowRate()
{
float surfaceHole = (Mathf.PI * diameter * diameter) * 0.25f;
flowRate = speed * surfaceHole;
return flowRate;
}
public float CalculTime()
{
float h = tank.waterHeight - height;
if (h <= 0) { h = 0; isPlaying = false; }
float surfaceTank = (Mathf.PI * tank.size.x * tank.size.x) * 0.25f;
float surfaceHole = (Mathf.PI * diameter * diameter) * 0.25f;
tank.timeEmpty = ((2 * surfaceTank) / (surfaceHole)) * Mathf.Sqrt(h / (2 * Gravity));
return tank.timeEmpty;
}
public float CalculCurrentHeight(float time)
{
float surfaceTank = (Mathf.PI * tank.size.x * tank.size.x) * 0.25f;
float surfaceHole = (Mathf.PI * diameter * diameter) * 0.25f;
float h = Mathf.Pow((-surfaceHole / (2 *surfaceTank)) * Mathf.Sqrt(2 * Gravity) * time + Mathf.Sqrt(tank.size.y - height), 2);
return h;
}
}