40 lines
1.9 KiB
C#
40 lines
1.9 KiB
C#
// ╔════════════════════════════════════════════════════════════════╗
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// ║ Copyright © 2025 NWH Coding d.o.o. All rights reserved. ║
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// ║ Licensed under Unity Asset Store Terms of Service: ║
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// ║ https://unity.com/legal/as-terms ║
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// ║ Use permitted only in compliance with the License. ║
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// ║ Distributed "AS IS", without warranty of any kind. ║
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// ╚════════════════════════════════════════════════════════════════╝
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#region
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using NWH.DWP2.WaterObjects;
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using UnityEngine;
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#endregion
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namespace NWH.DWP2.DemoContent
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{
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/// <summary>
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/// An example on how to add WaterObject to an existing object at runtime.
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/// </summary>
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public class WaterObjectFromScript : MonoBehaviour
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{
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private void Start()
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{
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WaterObject waterObject = gameObject.AddComponent<WaterObject>();
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waterObject.convexifyMesh = true;
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waterObject.simplifyMesh = true;
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waterObject.targetTriangleCount = 64;
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waterObject.GenerateSimMesh();
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MassFromVolume massFromVolume = gameObject.AddComponent<MassFromVolume>();
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massFromVolume.SetDefaultAsMaterial(); // Use massFromVolume.SetMaterial() to use a different material
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// instead of the default one.
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// Important. Without running Synchronize() WaterObject will not be registered by the WaterObjectManager and
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// the physics will not work. Just note that running Synchronize() can be expensive, so call it only after
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// all WaterObject setup is complete.
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}
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}
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} |