Files
UltimateFishing2020/Assets/Scripts/Assembly-CSharp/RealWaterInterface.cs
2026-03-04 10:03:45 +08:00

87 lines
1.4 KiB
C#

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);
}