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  {
    "path": ".github/ISSUE_TEMPLATE/bug_report.md",
    "content": "---\nname: Bug report\nabout: Create a report to help us improve\ntitle: ''\nlabels: ''\nassignees: ''\n\n---\n\n**Describe the bug**\nA clear and concise description of what the bug is.\n\n**To Reproduce**\nSteps to reproduce the behavior:\n1. Go to '...'\n2. Click on '....'\n3. Scroll down to '....'\n4. See error\n\n**Expected behavior**\nA clear and concise description of what you expected to happen.\n\n**Screenshots**\nIf applicable, add screenshots to help explain your problem.\n\n**Desktop (please complete the following information):**\n - OS: [e.g. iOS]\n - Browser [e.g. chrome, safari]\n - Version [e.g. 22]\n\n**Smartphone (please complete the following information):**\n - Device: [e.g. iPhone6]\n - OS: [e.g. iOS8.1]\n - Browser [e.g. stock browser, safari]\n - Version [e.g. 22]\n\n**Additional context**\nAdd any other context about the problem here.\n"
  },
  {
    "path": ".github/ISSUE_TEMPLATE/feature_request.md",
    "content": "---\nname: Feature request\nabout: Suggest an idea for this project\ntitle: ''\nlabels: ''\nassignees: ''\n\n---\n\n**Is your feature request related to a problem? Please describe.**\nA clear and concise description of what the problem is. Ex. I'm always frustrated when [...]\n\n**Describe the solution you'd like**\nA clear and concise description of what you want to happen.\n\n**Describe alternatives you've considered**\nA clear and concise description of any alternative solutions or features you've considered.\n\n**Additional context**\nAdd any other context or screenshots about the feature request here.\n"
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    "path": ".gitignore",
    "content": "*FusionWater.unitypackage.meta\n*LICENSE.meta\n*package.json.meta\n* README.md.meta"
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  {
    "path": "CODE_OF_CONDUCT.md",
    "content": "# Contributor Covenant Code of Conduct\n\n## Our Pledge\n\nWe as members, contributors, and leaders pledge to make participation in our\ncommunity a harassment-free experience for everyone, regardless of age, body\nsize, visible or invisible disability, ethnicity, sex characteristics, gender\nidentity and expression, level of experience, education, socio-economic status,\nnationality, personal appearance, race, religion, or sexual identity\nand orientation.\n\nWe pledge to act and interact in ways that contribute to an open, welcoming,\ndiverse, inclusive, and healthy community.\n\n## Our Standards\n\nExamples of behavior that contributes to a positive environment for our\ncommunity include:\n\n* Demonstrating empathy and kindness toward other people\n* Being respectful of differing opinions, viewpoints, and experiences\n* Giving and gracefully accepting constructive feedback\n* Accepting responsibility and apologizing to those affected by our mistakes,\n  and learning from the experience\n* Focusing on what is best not just for us as individuals, but for the\n  overall community\n\nExamples of unacceptable behavior include:\n\n* The use of sexualized language or imagery, and sexual attention or\n  advances of any kind\n* Trolling, insulting or derogatory comments, and personal or political attacks\n* Public or private harassment\n* Publishing others' private information, such as a physical or email\n  address, without their explicit permission\n* Other conduct which could reasonably be considered inappropriate in a\n  professional setting\n\n## Enforcement Responsibilities\n\nCommunity leaders are responsible for clarifying and enforcing our standards of\nacceptable behavior and will take appropriate and fair corrective action in\nresponse to any behavior that they deem inappropriate, threatening, offensive,\nor harmful.\n\nCommunity leaders have the right and responsibility to remove, edit, or reject\ncomments, commits, code, wiki edits, issues, and other contributions that are\nnot aligned to this Code of Conduct, and will communicate reasons for moderation\ndecisions when appropriate.\n\n## Scope\n\nThis Code of Conduct applies within all community spaces, and also applies when\nan individual is officially representing the community in public spaces.\nExamples of representing our community include using an official e-mail address,\nposting via an official social media account, or acting as an appointed\nrepresentative at an online or offline event.\n\n## Enforcement\n\nInstances of abusive, harassing, or otherwise unacceptable behavior may be\nreported to the community leaders responsible for enforcement at\nsil3nt@gmx.de.\nAll complaints will be reviewed and investigated promptly and fairly.\n\nAll community leaders are obligated to respect the privacy and security of the\nreporter of any incident.\n\n## Enforcement Guidelines\n\nCommunity leaders will follow these Community Impact Guidelines in determining\nthe consequences for any action they deem in violation of this Code of Conduct:\n\n### 1. Correction\n\n**Community Impact**: Use of inappropriate language or other behavior deemed\nunprofessional or unwelcome in the community.\n\n**Consequence**: A private, written warning from community leaders, providing\nclarity around the nature of the violation and an explanation of why the\nbehavior was inappropriate. A public apology may be requested.\n\n### 2. Warning\n\n**Community Impact**: A violation through a single incident or series\nof actions.\n\n**Consequence**: A warning with consequences for continued behavior. No\ninteraction with the people involved, including unsolicited interaction with\nthose enforcing the Code of Conduct, for a specified period of time. This\nincludes avoiding interactions in community spaces as well as external channels\nlike social media. Violating these terms may lead to a temporary or\npermanent ban.\n\n### 3. Temporary Ban\n\n**Community Impact**: A serious violation of community standards, including\nsustained inappropriate behavior.\n\n**Consequence**: A temporary ban from any sort of interaction or public\ncommunication with the community for a specified period of time. No public or\nprivate interaction with the people involved, including unsolicited interaction\nwith those enforcing the Code of Conduct, is allowed during this period.\nViolating these terms may lead to a permanent ban.\n\n### 4. Permanent Ban\n\n**Community Impact**: Demonstrating a pattern of violation of community\nstandards, including sustained inappropriate behavior,  harassment of an\nindividual, or aggression toward or disparagement of classes of individuals.\n\n**Consequence**: A permanent ban from any sort of public interaction within\nthe community.\n\n## Attribution\n\nThis Code of Conduct is adapted from the [Contributor Covenant][homepage],\nversion 2.0, available at\nhttps://www.contributor-covenant.org/version/2/0/code_of_conduct.html.\n\nCommunity Impact Guidelines were inspired by [Mozilla's code of conduct\nenforcement ladder](https://github.com/mozilla/diversity).\n\n[homepage]: https://www.contributor-covenant.org\n\nFor answers to common questions about this code of conduct, see the FAQ at\nhttps://www.contributor-covenant.org/faq. Translations are available at\nhttps://www.contributor-covenant.org/translations.\n"
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    "path": "CONTRIBUTING.md",
    "content": "# Contributing to FusionWater\nWe love your input! We want to make contributing to this project as easy and transparent as possible, whether it's:\n\n- Reporting a bug\n- Discussing the current state of the code\n- Submitting a fix\n- Proposing new features\n\n## You can contribute in any way you want\n\n- Make a pull request\n- Open an issue\n- Report bugs\n- Propose improvements\n- Send me something you made, which might fit\n\n## Any contributions you make will be under the MIT Software License\nIn short, when you submit code changes, your submissions are understood to be under the same [MIT License](http://choosealicense.com/licenses/mit/) that covers the project. Feel free to contact the maintainers if that's a concern.\n\n## Report bugs using Github's [issues](https://github.com/nailuj05/FusionWater/issues)\nWe use GitHub issues to track public bugs. Report a bug by [opening a new issue](https://github.com/nailuj05/FusionWater/issues/new/choose); it's that easy!\n\n**Great Bug Reports** tend to have:\n\n- A quick summary and/or background\n- Steps to reproduce\n  - Be specific!\n- What you expected would happen\n- What actually happens\n- Notes (possibly including why you think this might be happening, or stuff you tried that didn't work)\n\n## License\nBy contributing, you agree that your contributions will be licensed under its MIT License.\n\n## References\nThis document was adapted from the open-source contribution guidelines for [Facebook's Draft](https://github.com/facebook/draft-js/blob/a9316a723f9e918afde44dea68b5f9f39b7d9b00/CONTRIBUTING.md)\n\nAnd this nice [template](https://gist.github.com/briandk/3d2e8b3ec8daf5a27a62)\n"
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    "path": "LICENSE",
    "content": "MIT License\n\nCopyright (c) 2021 nailuj05\n\nPermission is hereby granted, free of charge, to any person obtaining a copy\nof this software and associated documentation files (the \"Software\"), to deal\nin the Software without restriction, including without limitation the rights\nto use, copy, modify, merge, publish, distribute, sublicense, and/or sell\ncopies of the Software, and to permit persons to whom the Software is\nfurnished to do so, subject to the following conditions:\n\nThe above copyright notice and this permission notice shall be included in all\ncopies or substantial portions of the Software.\n\nTHE SOFTWARE IS PROVIDED \"AS IS\", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\nIMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\nFITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\nAUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\nLIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\nOUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE\nSOFTWARE.\n"
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    "content": "# FusionWater\n\nA simple way to add buoyancy / water physics in Unity, built on the existing physics engine.\nThis package can be downloaded from the releases section and dragged into any Unity Project to install.\nThere are Shaders/Materials provided for both URP and Standard RP.\n\n![BoatDemo_repeat](https://user-images.githubusercontent.com/57530068/132723739-422869ae-c104-4038-a6ef-3d7cbfd650fd.gif)\n\n\n## Setup Guide\n\nAdd the ```Fluid.cs``` to your water (or any fluids) plane, be sure to have a collider for the volume setup, add a ```FluidInteractor``` to all your objects, that you want to be affected.\n\n### The Base Fluid Interactor\n\nThis class can and should NOT be used as a component, as it has no actual code, that gets executed and is only internal.\n```BaseFluidInteractor.cs```, not to be confused with ```BasicFluidInteractor.cs```, is the base class all FluidInteractors should derive from the BaseFluidInteractor, as it handles entering/exiting a fluid and calls the ```FluidUpdate()``` function. Global Functions, that are needed on all FluidInteractors, like the Turbulence Functions, are also defined here.\n\nThe BaseFluidInteractor also defines the basic settings all Interactors inherit. Those are \n```\n- Custom Volume: Used to set a custom volume. 0 means the volume will be calculated using the colliders\n- Dampening Factor: The dampening applied to the object\n- Simulate Water Turbulence: Adds random disturbence forces generated from perlin noise\n- Turbulence Strength: The strength of the applied forces\n- Float Strength: Use this for changing the buoyant force without changing the mass\n```\n\n\n### The Basic Fluid Interactor\n\n```BasicFluidInteractor.cs``` this is the simplest and easiest FluidInteractor. It calculates everything from the center of the objects, this can cause weird behaviours with more streched out objects, like a wooden plank for example. There for it is great for smaller objects, backgroud props, cuboids and spheres. Using the simulated turbulence you can easily add some slight movement, so your objects float, rotate and move a bit and aren't just staying \"frozen\" after a while. \n\n### The Complex Fluid Interactor\n\n```ComplexFluidInteractor.cs``` this a more complex FluidInteractor to get a more realistic/belivable result, especially with larger, more complex objects. This is great for boats, ships, large debris or long wooden planks ;). Instead of calulating the buoyant forces for the center of an object, the ComplexFluidInteractor calculates it for multiple points, that can be placed on your object. Those \"floaters\" calculate their buoyant forces based on their own submergance and then apply it on the main objects rigidbody at the according position. \nThis allows one to place floaters on the edges of a longer object or along the hull of a ship to better model its submerged volume and buoyancy.  \nIn the Unity Editor the floaters can be automatically placed at the corners of the colliders bounding box or placed manually. A floater is nothing more than an empty gameobject, that is added to the ComplexFluidInteractors ```Floaters``` List. The floaters are drawn as spheres in the scene view, green if in air, red if submerged.\n\n![BoatFloaters_repeat](https://user-images.githubusercontent.com/57530068/132723767-227807fd-65e4-4f0a-8c63-6c03e4aa73d3.gif)\n\n"
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    "path": "Scripts/BaseFluidInteractor.cs",
    "content": "using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing UnityEditor;\r\n\r\nnamespace Fusion.Fluid\r\n{\r\n    [RequireComponent(typeof(Rigidbody))]\r\n    public abstract class BaseFluidInteractor : MonoBehaviour\r\n    {\r\n        [HideInInspector] public Rigidbody rb;\r\n        [HideInInspector] public Collider coll;\r\n\r\n        [HideInInspector] public float volume;\r\n\r\n        public float customVolume = 0;\r\n\r\n        public float dampeningFactor = .1f;\r\n\r\n        private float waterDrag = 3f;\r\n        private float waterAngularDrag = 1f;\r\n\r\n        [HideInInspector] float airDrag;\r\n        [HideInInspector] float airAngularDrag;\r\n\r\n        [HideInInspector] public int inFluidCount;\r\n        [HideInInspector] public Fluid fluid;\r\n\r\n        public bool simulateWaterTurbulence;\r\n        [Range(0, 5)] public float turbulenceStrength = 1;\r\n\r\n        [HideInInspector] public float[] rndTimeOffset = new float[6];\r\n\r\n        private float time;\r\n\r\n        public float floatStrength = 2;\r\n\r\n        public abstract void FluidUpdate();\r\n\r\n        #region UnityFunctions\r\n        public virtual void Start()\r\n        {\r\n            coll = GetComponent<Collider>();\r\n            rb = GetComponent<Rigidbody>();\r\n\r\n            airDrag = rb.drag;\r\n            airAngularDrag = rb.angularDrag;\r\n\r\n            if (customVolume != 0)\r\n                volume = customVolume;\r\n            else\r\n                volume = CalculateVolume();\r\n        }\r\n\r\n        private void Update()\r\n        {\r\n            if (customVolume != 0)\r\n                volume = customVolume;\r\n        }\r\n\r\n        public void Awake()\r\n        {\r\n            rndTimeOffset = new float[6];\r\n\r\n            for (int i = 0; i < 6; i++)\r\n            {\r\n                rndTimeOffset[i] = Random.Range(0f, 6f);\r\n            }\r\n        }\r\n\r\n        #endregion\r\n\r\n        #region Functions for FluidUpdate\r\n        private void FixedUpdate()\r\n        {\r\n            time += Time.fixedDeltaTime / 4;\r\n\r\n            if (inFluidCount > 0)\r\n                FluidUpdate();\r\n        }\r\n\r\n        public Vector3 GenerateTurbulence()\r\n        {\r\n            Vector3 turbulence = new Vector3(Mathf.PerlinNoise(time + rndTimeOffset[0], time + rndTimeOffset[1]) * 2 - 1,\r\n                                        0,\r\n                                        Mathf.PerlinNoise(time + rndTimeOffset[4], time + rndTimeOffset[5]) * 2 - 1);\r\n\r\n            Debug.DrawRay(transform.position, turbulence);\r\n\r\n            return turbulence * turbulenceStrength;\r\n        }\r\n\r\n        public void EnterFluid(Fluid enteredFluid)\r\n        {\r\n            fluid = enteredFluid;\r\n            inFluidCount++;\r\n\r\n            waterDrag = fluid.drag;\r\n            waterAngularDrag = fluid.angularDrag;\r\n\r\n            rb.drag = waterDrag;\r\n            rb.angularDrag = waterAngularDrag;\r\n        }\r\n\r\n        public void ExitFluid(Fluid fluidToExit)\r\n        {\r\n            if(fluid == fluidToExit)\r\n                fluid = null;\r\n\r\n            inFluidCount--;\r\n\r\n            if(inFluidCount == 0)\r\n            {\r\n                rb.drag = airDrag;\r\n                rb.angularDrag = airAngularDrag;\r\n            }\r\n        }\r\n        #endregion\r\n\r\n        #region Functions\r\n        public float CalculateVolume()\r\n        {\r\n            return coll.bounds.size.x * coll.bounds.size.y * coll.bounds.size.z;\r\n        }\r\n        #endregion\r\n    }\r\n}"
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    "path": "Scripts/BasicFluidInteractor.cs",
    "content": "using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\n\r\nnamespace Fusion.Fluid {\r\n    [AddComponentMenu(\"FusionWater/BasicFluidInteractor\")]\r\n    public class BasicFluidInteractor : BaseFluidInteractor\r\n    {\r\n        public override void FluidUpdate()\r\n        {\r\n            var fluidSurface = fluid.coll ? fluid.coll.bounds.max.y : fluid.transform.position.y;\r\n            float difference = transform.position.y - fluidSurface;\r\n\r\n            if(difference < 0)\r\n            {\r\n                Vector3 buoyancy = Vector3.up * floatStrength * Mathf.Abs(difference) * Physics.gravity.magnitude * volume * fluid.density;\r\n\r\n                if (simulateWaterTurbulence)\r\n                {\r\n                    buoyancy += GenerateTurbulence();\r\n\r\n                    rb.AddTorque(GenerateTurbulence() * 0.5f);\r\n                }\r\n\r\n                rb.AddForceAtPosition(buoyancy, transform.position, ForceMode.Force);\r\n                rb.AddForceAtPosition(-rb.velocity * dampeningFactor * volume, transform.position, ForceMode.Force);\r\n            }\r\n        }\r\n    }\r\n}"
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  {
    "path": "Scripts/BoatController.cs",
    "content": "using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n[AddComponentMenu(\"FusionWater/_Examples/BoatController\")]\npublic class BoatController : MonoBehaviour\n{\n    public float moveSpeed = 10f;\n    public float turnSpeed = 10f;\n\n    [Range(0.5f, 5)]\n    public float accelerationTime = 3f;\n    private float accTime = 0;\n\n    public AnimationCurve accelerationCurve;\n\n    public Transform boatMotor;\n    private Vector3 startRotation;\n\n    private Rigidbody rb;\n\n    private void Awake()\n    {\n        rb = GetComponent<Rigidbody>();\n        startRotation = boatMotor.localEulerAngles;\n    }\n\n    void FixedUpdate()\n    {\n        float moveInput = Input.GetAxis(\"Vertical\");\n        float turnInput = Input.GetAxis(\"Horizontal\");\n\n        if (moveInput == 0)\n            accTime = 0;\n        else\n            accTime += Time.fixedDeltaTime;\n\n        float accelerationFactor = 1 / accelerationTime;\n        float acceleration = accelerationCurve.Evaluate(accTime * accelerationFactor);\n\n        //Add Force at Boat Motors Position\n        rb.AddForceAtPosition(moveInput * acceleration * moveSpeed * boatMotor.forward, boatMotor.position);\n\n        //Rotate the Motor itself (subtract: Motor turning left = Boat turning right)\n        boatMotor.localEulerAngles = startRotation;\n        boatMotor.Rotate(Vector3.right, turnInput * turnSpeed, Space.Self);\n    }\n}\n"
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  {
    "path": "Scripts/ComplexFluidInteractor.cs",
    "content": "using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing UnityEditor;\r\n\r\nnamespace Fusion.Fluid {\r\n    [AddComponentMenu(\"FusionWater/ComplexFluidInteractor\")]\r\n    public class ComplexFluidInteractor : BaseFluidInteractor\r\n    {\r\n        public List<Transform> floaters = new List<Transform>();\r\n\r\n        public override void Start()\r\n        {\r\n            coll = GetComponent<Collider>();\r\n            rb = GetComponent<Rigidbody>();\r\n\r\n            if (customVolume != 0)\r\n                volume = customVolume;\r\n            else\r\n                volume = CalculateVolume();\r\n        }\r\n\r\n        public override void FluidUpdate()\r\n        {\r\n            foreach (Transform floater in floaters)\r\n            {\r\n                float difference = floater.position.y - fluid.transform.position.y;\r\n\r\n                if(difference < 0)\r\n                {\r\n                    Vector3 buoyancy = (Vector3.up * floatStrength * Mathf.Abs(difference) * Physics.gravity.magnitude * volume * fluid.density);\r\n\r\n                    if (simulateWaterTurbulence)\r\n                    {\r\n                        buoyancy += GenerateTurbulence();\r\n                    }\r\n\r\n                    rb.AddForceAtPosition(buoyancy, floater.position, ForceMode.Force);\r\n                    rb.AddForceAtPosition(rb.velocity * (dampeningFactor / floaters.Count) * volume, floater.position, ForceMode.Force);\r\n                }\r\n            }\r\n        }\r\n\r\n        private void OnDrawGizmos()\r\n        {\r\n            //Gizmos.DrawWireCube(transform.position, GetComponent<Collider>().bounds.size);\r\n\r\n            foreach (Transform floater in floaters)\r\n            {\r\n                float difference = 0;\r\n\r\n                if (inFluidCount > 0)\r\n                    difference = floater.position.y - fluid.transform.position.y;\r\n\r\n                if (difference < 0)\r\n                {\r\n                    Gizmos.color = Color.green;    \r\n                }\r\n                else\r\n                {\r\n                    Gizmos.color = Color.red;\r\n                }\r\n\r\n                Gizmos.DrawSphere(floater.position, .1f);\r\n            }\r\n        }\r\n\r\n        #region Functions\r\n\r\n        public bool IsPointUnderWater(Vector3 point)\r\n        {\r\n            return fluid.GetComponent<Collider>().bounds.Contains(point);\r\n        }\r\n\r\n        public Vector3[] DefineCorners()\r\n        {\r\n            Vector3 extents = coll.bounds.size / 2;\r\n\r\n            Vector3[] corners = new Vector3[] {\r\n                new Vector3(extents[0], extents[1], extents[2]),\r\n                new Vector3(extents[0], extents[1], extents[2]) * -1,\r\n                new Vector3(-extents[0], extents[1], extents[2]),\r\n                new Vector3(-extents[0], extents[1], extents[2]) * -1,\r\n                new Vector3(extents[0], -extents[1], extents[2]),\r\n                new Vector3(extents[0], -extents[1], extents[2]) * -1,\r\n                new Vector3(extents[0], extents[1], -extents[2]),\r\n                new Vector3(extents[0], extents[1], -extents[2]) * -1,\r\n            };\r\n\r\n            return corners;\r\n        }\r\n        #endregion\r\n    }\r\n\r\n#if UNITY_EDITOR\r\n    [CustomEditor(typeof(ComplexFluidInteractor))]\r\n    public class ComplexFluidInteractorEditor : Editor\r\n    {\r\n        [Range(0.1f, 2f)]\r\n        public float boundsScaler = 1;\r\n\r\n        public override void OnInspectorGUI()\r\n        {\r\n            base.OnInspectorGUI();\r\n\r\n            ComplexFluidInteractor complexFluidInteractor = (ComplexFluidInteractor)target;\r\n\r\n            if(GUILayout.Button(\"Use Bounding Box Corners\"))\r\n            {\r\n                complexFluidInteractor.coll = complexFluidInteractor.GetComponent<Collider>();\r\n\r\n                Vector3[] corners = complexFluidInteractor.DefineCorners();\r\n\r\n                complexFluidInteractor.floaters = new List<Transform>();\r\n\r\n                foreach (Vector3 corner in corners)\r\n                {\r\n                    GameObject cornerObj = new GameObject(\"CornerFloater\");\r\n                    cornerObj.transform.position = complexFluidInteractor.transform.position + corner;\r\n                    cornerObj.transform.parent = complexFluidInteractor.transform;\r\n\r\n                    complexFluidInteractor.floaters.Add(cornerObj.transform);\r\n                }\r\n            }\r\n        }\r\n    }\r\n#endif\r\n}"
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    "path": "Scripts/DampedFollow.cs",
    "content": "using System.Collections;\nusing System.Collections.Generic;\nusing UnityEngine;\n\n[AddComponentMenu(\"FusionWater/_Examples/DampedFollow\")]\npublic class DampedFollow : MonoBehaviour\n{\n    public Transform followTransform;\n\n    public float smoothTime = 0.3f;\n    public float angleSmooth = 10f;\n    private Vector3 velocity = Vector3.zero;\n    private Vector3 angVel = Vector3.zero;\n\n    void LateUpdate()\n    {\n        // Smoothly move the camera towards that target position\n        transform.position = Vector3.SmoothDamp(transform.position, followTransform.position, ref velocity, smoothTime);\n        transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(followTransform.forward, Vector3.up), angleSmooth);\n    }\n}\n"
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  {
    "path": "Scripts/Editor/SetupFluid.cs",
    "content": "using System;\r\nusing System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\nusing UnityEditor;\r\n\r\nnamespace Fusion.Fluid\r\n{\r\n    public class SetupFluid : EditorWindow\r\n    {\r\n        [MenuItem(\"Fusion/Fluid/Setup Rigidbodys (Basic)\")]\r\n        static void SetupBasic()\r\n        {\r\n            int setupObjects = 0;\r\n            Rigidbody[] rigidbodies = FindObjectsOfType<Rigidbody>();\r\n\r\n            foreach(Rigidbody rb in rigidbodies)\r\n            {\r\n                try\r\n                {\r\n                    if(rb.gameObject.GetComponent<BaseFluidInteractor>() == null && rb.gameObject.GetComponent<Fluid>() == null)\r\n                    {\r\n                        rb.gameObject.AddComponent<BasicFluidInteractor>();\r\n\r\n                        setupObjects++;\r\n                    }\r\n                }\r\n                catch (ArgumentException e)\r\n                {\r\n                    Debug.LogWarning(e);\r\n                }\r\n            }\r\n\r\n            Debug.Log(\"Successfull Setup of \" + setupObjects + \" Rigidbody(s)\");\r\n        }\r\n\r\n        [MenuItem(\"Fusion/Fluid/Setup Rigidbodys (Complex)\")]\r\n        static void SetupComplex()\r\n        {\r\n            int setupObjects = 0;\r\n            Rigidbody[] rigidbodies = FindObjectsOfType<Rigidbody>();\r\n\r\n            foreach (Rigidbody rb in rigidbodies)\r\n            {\r\n                try\r\n                {\r\n                    if (rb.gameObject.GetComponent<BaseFluidInteractor>() == null && rb.gameObject.GetComponent<Fluid>() == null)\r\n                    {\r\n                        rb.gameObject.AddComponent<ComplexFluidInteractor>();\r\n\r\n                        setupObjects++;\r\n                    }\r\n                }\r\n                catch (ArgumentException e)\r\n                {\r\n                    Debug.LogWarning(e);\r\n                }\r\n            }\r\n\r\n            Debug.Log(\"Successfull Setup of \" + setupObjects + \" Rigidbody(s)\");\r\n        }\r\n\r\n        [MenuItem(\"Fusion/Fluid/Setup Fluid\")]\r\n        static void Fluid()\r\n        {\r\n            GameObject[] gameObjects = Selection.gameObjects;\r\n            int setupObjects = 0;\r\n\r\n            foreach (GameObject obj in gameObjects)\r\n            {\r\n                try\r\n                {\r\n                    if (obj.gameObject.GetComponent<Fluid>() == null && obj.gameObject.GetComponent<BaseFluidInteractor>() == null)\r\n                    {\r\n                        obj.gameObject.AddComponent<Fluid>();\r\n\r\n                        setupObjects++;\r\n                    }\r\n\r\n                }\r\n                catch (ArgumentException e)\r\n                {\r\n                    Debug.LogWarning(e);\r\n                }\r\n            }\r\n\r\n            Debug.Log(\"Successfull Setup of \" + setupObjects + \" Object(s)\");\r\n        }\r\n    }\r\n}"
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    "path": "Scripts/Fluid.cs",
    "content": "using System.Collections;\r\nusing System.Collections.Generic;\r\nusing UnityEngine;\r\n\r\nnamespace Fusion.Fluid\r\n{\r\n    [AddComponentMenu(\"FusionWater/Fluid\")]\r\n    public class Fluid : MonoBehaviour\r\n    {\r\n        public float density = 1;\r\n\r\n        public float drag = 1;\r\n\r\n        public float angularDrag = 1f;\r\n\r\n        public Collider coll { get; private set; }\r\n\r\n        private void Start()\r\n        {\r\n            coll = GetComponent<Collider>();\r\n        }\r\n\r\n        private void OnTriggerEnter(Collider other)\r\n        {\r\n            if(other.TryGetComponent(out BaseFluidInteractor fluidInteractor))\r\n            {\r\n                fluidInteractor.EnterFluid(this);\r\n            }\r\n        }\r\n\r\n        private void OnTriggerExit(Collider other)\r\n        {\r\n            if (other.TryGetComponent(out BaseFluidInteractor fluidInteractor))\r\n            {\r\n                fluidInteractor.ExitFluid(this);\r\n            }\r\n        }\r\n    }\r\n}\r\n"
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