Property | Type | Description | |
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UpdateWhenNotVisible | bool | ||
UsePlaneCollider | bool |
Method | Description | |
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CreateSplash ( Vector3 start, Vector3 end, float radius, float force ) : void |
Creates a circular drop splashes on the fluid surface across the line.
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CreateSplash ( Vector3 center, float radius, float force ) : void |
Creates a circular drop splash on the fluid surface (if available).
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ErodeObstructionField ( int iterations, byte field ) : byte[] | ||
GetObstructionInfoArray ( |
Gets the info required for obstruction mask generation for an array of GameObject.
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GetWaterLevel ( Vector3 position ) : float |
Returns water level at the given position in world space.
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GetWaterLevel ( float x, float z ) : float |
Returns water level at the given position in world space.
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GetWaterLevel ( float x, float y, float z ) : float |
Returns water level at the given position in world space.
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MaxResolution ( ) : int |
Returns maximum resolution (along largest side) possible for this water plane dimensions.
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MaxSpeed ( ) : float |
Returns maximum wave propagation speed possible for this quality level.
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RecalculateObstructions ( ) : void |
Recalculate the static obstructions.
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Method | Description | |
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CreatePlaneCollider ( ) : void |
Create the child gameObject for interacting with water plane.
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GetGameObjectsWithTagInBounds ( string searchTag, |
Returns GameObjects with tag within Bounds .
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Initialize ( ) : void |
Initializes the required components and creates initial Mesh.
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PropertyChanged ( ) : void |
Called when any property connected with the mesh is changed.
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UpdateCollider ( ) : void |
Update the collider boundaries.
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Method | Description | |
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ClearMeshes ( ) : void |
Removes the meshes from the memory.
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CreateSplashLine ( |
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CreateSplashNormalized ( Vector2 center, float radius, float force ) : void |
Creates a circular drop splash on the fluid surface (if available).
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FixedUpdate ( ) : void | ||
OnDestroy ( ) : void | ||
OnDrawGizmos ( ) : void | ||
SizeToGridResolution ( Vector2 size, int resolution ) : |
The size to grid resolution.
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Start ( ) : void | ||
StepSimulation ( ) : void | ||
UpdateComponents ( ) : void | ||
UpdateProperties ( ) : void |
Called when any property that defines the water simulation, changes.
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public CreateSplash ( Vector3 start, Vector3 end, float radius, float force ) : void | ||
start | Vector3 | /// The start point in world space coordinates. /// |
end | Vector3 | /// The end point in world space coordinates. /// |
radius | float | /// The radius of the splash in world space units. /// |
force | float | /// The amount of force applied to create the splash. /// |
return | void |
public CreateSplash ( Vector3 center, float radius, float force ) : void | ||
center | Vector3 | /// The center of the splash in world space coordinates. /// |
radius | float | /// The radius of the splash in world space units. /// |
force | float | /// The amount of force applied to create the splash. /// |
return | void |
public ErodeObstructionField ( int iterations, byte field ) : byte[] | ||
iterations | int | |
field | byte | |
return | byte[] |
protected GetGameObjectsWithTagInBounds ( string searchTag, |
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searchTag | string | /// The tag to find GameObjects with. /// |
bounds | /// The bounds to search within. /// | |
return | UnityEngine.GameObject[] |
public GetObstructionInfoArray ( |
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gameObjects |
/// The array of |
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return | ObstructionInfo[] |
public GetWaterLevel ( Vector3 position ) : float | ||
position | Vector3 | /// The position at which to query the water level. /// |
return | float |
public GetWaterLevel ( float x, float z ) : float | ||
x | float | /// The x coordinate. /// |
z | float | /// The z coordinate. /// |
return | float |
public GetWaterLevel ( float x, float y, float z ) : float | ||
x | float | /// The x coordinate. /// |
y | float | /// The y coordinate. /// |
z | float | /// The z coordinate. /// |
return | float |