C# 클래스 LostPolygon.DynamicWaterSystem.DynamicWater

상속: FluidVolume, IDynamicWaterSettings, IDynamicWaterMeshSettings
파일 보기 프로젝트 열기: cortexarts/Feiko-Unity-OLD 1 사용 예제들

공개 프로퍼티들

프로퍼티 타입 설명
UpdateWhenNotVisible bool
UsePlaneCollider bool

공개 메소드들

메소드 설명
CreateSplash ( Vector3 start, Vector3 end, float radius, float force ) : void

Creates a circular drop splashes on the fluid surface across the line.

CreateSplash ( Vector3 center, float radius, float force ) : void

Creates a circular drop splash on the fluid surface (if available).

ErodeObstructionField ( int iterations, byte field ) : byte[]
GetObstructionInfoArray ( GameObject gameObjects ) : ObstructionInfo[]

Gets the info required for obstruction mask generation for an array of GameObject.

GetWaterLevel ( Vector3 position ) : float

Returns water level at the given position in world space.

GetWaterLevel ( float x, float z ) : float

Returns water level at the given position in world space.

GetWaterLevel ( float x, float y, float z ) : float

Returns water level at the given position in world space.

MaxResolution ( ) : int

Returns maximum resolution (along largest side) possible for this water plane dimensions.

MaxSpeed ( ) : float

Returns maximum wave propagation speed possible for this quality level.

RecalculateObstructions ( ) : void

Recalculate the static obstructions.

보호된 메소드들

메소드 설명
CreatePlaneCollider ( ) : void

Create the child gameObject for interacting with water plane.

GetGameObjectsWithTagInBounds ( string searchTag, Bounds bounds ) : UnityEngine.GameObject[]

Returns GameObjects with tag within Bounds .

Initialize ( ) : void

Initializes the required components and creates initial Mesh.

PropertyChanged ( ) : void

Called when any property connected with the mesh is changed.

UpdateCollider ( ) : void

Update the collider boundaries.

비공개 메소드들

메소드 설명
ClearMeshes ( ) : void

Removes the meshes from the memory.

CreateSplashLine ( Vector2Int start, Vector2Int end, float radius, float force ) : void
CreateSplashNormalized ( Vector2 center, float radius, float force ) : void

Creates a circular drop splash on the fluid surface (if available).

FixedUpdate ( ) : void
OnDestroy ( ) : void
OnDrawGizmos ( ) : void
SizeToGridResolution ( Vector2 size, int resolution ) : Vector2Int

The size to grid resolution.

Start ( ) : void
StepSimulation ( ) : void
UpdateComponents ( ) : void
UpdateProperties ( ) : void

Called when any property that defines the water simulation, changes.

메소드 상세

CreatePlaneCollider() 보호된 메소드

Create the child gameObject for interacting with water plane.
protected CreatePlaneCollider ( ) : void
리턴 void

CreateSplash() 공개 메소드

Creates a circular drop splashes on the fluid surface across the line.
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. ///
리턴 void

CreateSplash() 공개 메소드

Creates a circular drop splash on the fluid surface (if available).
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. ///
리턴 void

ErodeObstructionField() 공개 메소드

public ErodeObstructionField ( int iterations, byte field ) : byte[]
iterations int
field byte
리턴 byte[]

GetGameObjectsWithTagInBounds() 보호된 메소드

Returns GameObjects with tag within Bounds .
protected GetGameObjectsWithTagInBounds ( string searchTag, Bounds bounds ) : UnityEngine.GameObject[]
searchTag string /// The tag to find GameObjects with. ///
bounds UnityEngine.Bounds /// The bounds to search within. ///
리턴 UnityEngine.GameObject[]

GetObstructionInfoArray() 공개 메소드

Gets the info required for obstruction mask generation for an array of GameObject.
public GetObstructionInfoArray ( GameObject gameObjects ) : ObstructionInfo[]
gameObjects UnityEngine.GameObject /// The array of . ///
리턴 ObstructionInfo[]

GetWaterLevel() 공개 메소드

Returns water level at the given position in world space.
public GetWaterLevel ( Vector3 position ) : float
position Vector3 /// The position at which to query the water level. ///
리턴 float

GetWaterLevel() 공개 메소드

Returns water level at the given position in world space.
public GetWaterLevel ( float x, float z ) : float
x float /// The x coordinate. ///
z float /// The z coordinate. ///
리턴 float

GetWaterLevel() 공개 메소드

Returns water level at the given position in world space.
public GetWaterLevel ( float x, float y, float z ) : float
x float /// The x coordinate. ///
y float /// The y coordinate. ///
z float /// The z coordinate. ///
리턴 float

Initialize() 보호된 메소드

Initializes the required components and creates initial Mesh.
protected Initialize ( ) : void
리턴 void

MaxResolution() 공개 메소드

Returns maximum resolution (along largest side) possible for this water plane dimensions.
public MaxResolution ( ) : int
리턴 int

MaxSpeed() 공개 메소드

Returns maximum wave propagation speed possible for this quality level.
public MaxSpeed ( ) : float
리턴 float

PropertyChanged() 보호된 메소드

Called when any property connected with the mesh is changed.
protected PropertyChanged ( ) : void
리턴 void

RecalculateObstructions() 공개 메소드

Recalculate the static obstructions.
public RecalculateObstructions ( ) : void
리턴 void

UpdateCollider() 보호된 메소드

Update the collider boundaries.
protected UpdateCollider ( ) : void
리턴 void

프로퍼티 상세

UpdateWhenNotVisible 공개적으로 프로퍼티

Value indicating whether to update the simulation when the mesh is not visible.
public bool UpdateWhenNotVisible
리턴 bool

UsePlaneCollider 공개적으로 프로퍼티

Value indicating whether to generate the static plane collider on initialization.
public bool UsePlaneCollider
리턴 bool