using UnityEngine; public interface RealWaterInterface { void MainLoop(); void DisturbBufferAt(int row, int column, int force, bool ambient); void Reset(); void Pause(); void Play(); void SetObstructions(); void SetObstructionTexture(); void SetSpeed(float s); float GetSpeed(); int GetCols(); int GetRows(); bool GetVisibility(); void SetReady(bool val); void SetInputPos(Vector2 pos); void EnableObstructionTexture(bool val); void SetObstructionTextureTo(Texture2D img); ObstructionSettings.setRate GetObstructionSetRate(); void SetObstructionSetRate(ObstructionSettings.setRate rate); ObstructionTextureSettings.setRate GetObstructionTextureSetRate(); void SetObstructionTextureSetRate(ObstructionTextureSettings.setRate rate); void SetObstructionTextureAppearance(Appearance settings); void EnableObstructions(bool val); ObstructionTextureSettings GetObstructionTextureSettings(); ObstructionSettings GetObstructionSettings(); float GetDamping(); void SetDamping(float val); bool GetPaused(); bool IsFullPlaneSim(); void SetPaused(bool val); float GetExitPauseDelay(); float GetInterPlanePauseDelay(); void SetExitPauseDelay(float val); void SetInterPlanePauseDelay(float val); bool GetCollisionCulling(); void SetCollisionCulling(bool val); bool GetAmbientMode(); bool GetInteractiveAmbientMode(); int GetSmoothingLevel(); void SetSmoothingLevel(int val); int GetBR(); void SetBR(int val); }