Repository: nailuj05/FusionWater Branch: main Commit: 831d9c633ae7 Files: 104 Total size: 355.7 KB Directory structure: gitextract_95r1gt5o/ ├── .github/ │ └── ISSUE_TEMPLATE/ │ ├── bug_report.md │ └── feature_request.md ├── .gitignore ├── CODE_OF_CONDUCT.md ├── CODE_OF_CONDUCT.md.meta ├── CONTRIBUTING.md ├── CONTRIBUTING.md.meta ├── FusionWater.unitypackage ├── LICENSE ├── Materials/ │ ├── Materials/ │ │ ├── prototype_512x512_blue1 1.mat │ │ └── prototype_512x512_blue1 1.mat.meta │ ├── Materials.meta │ ├── Standard/ │ │ ├── AlienWater.mat │ │ ├── AlienWater.mat.meta │ │ ├── Deck.mat │ │ ├── Deck.mat.meta │ │ ├── Grey.mat │ │ ├── Grey.mat.meta │ │ ├── Metal.mat │ │ ├── Metal.mat.meta │ │ ├── Prototype_512x512_Blue1 1.mat │ │ ├── Prototype_512x512_Blue1 1.mat.meta │ │ ├── Water.mat │ │ ├── Water.mat.meta │ │ ├── Window.mat │ │ └── Window.mat.meta │ ├── Standard.meta │ ├── Textures/ │ │ ├── Deck_Base_color.png.meta │ │ ├── Deck_Height.png.meta │ │ ├── Deck_Mixed_AO.png.meta │ │ ├── Deck_Normal_OpenGL.png.meta │ │ ├── Metal_Base_color.png.meta │ │ ├── Metal_Height.png.meta │ │ ├── Metal_Mixed_AO.png.meta │ │ ├── Metal_Normal_OpenGL.png.meta │ │ ├── Window_Base_color.png.meta │ │ ├── Window_Metallic.png.meta │ │ ├── Window_Mixed_AO.png.meta │ │ ├── Window_Normal_OpenGL.png.meta │ │ └── Window_Roughness.png.meta │ ├── Textures.meta │ ├── URP/ │ │ ├── AlienWater.mat │ │ ├── AlienWater.mat.meta │ │ ├── DeckURP.mat │ │ ├── DeckURP.mat.meta │ │ ├── GreyURP.mat │ │ ├── GreyURP.mat.meta │ │ ├── MetalURP.mat │ │ ├── MetalURP.mat.meta │ │ ├── Water.mat │ │ ├── Water.mat.meta │ │ ├── WindowURP.mat │ │ └── WindowURP.mat.meta │ ├── URP.meta │ └── prototype_512x512_blue1 1.png.meta ├── Materials.meta ├── Meshes/ │ ├── TestBoat.fbx │ ├── TestBoat.fbx.meta │ ├── WaterBox.fbx │ ├── WaterBox.fbx.meta │ ├── blenderMeshes/ │ │ ├── TestBoat.blend │ │ ├── TestBoat.blend.meta │ │ ├── TestBoat.blend1 │ │ ├── TestBoat.blend1.meta │ │ ├── WaterBox.blend │ │ └── WaterBox.blend.meta │ └── blenderMeshes.meta ├── Meshes.meta ├── Prefabs/ │ ├── Basic.prefab │ ├── Basic.prefab.meta │ ├── Complex.prefab │ ├── Complex.prefab.meta │ ├── TestBoat.prefab │ ├── TestBoat.prefab.meta │ ├── TestWater.prefab │ ├── TestWater.prefab.meta │ ├── WaterBox.prefab │ └── WaterBox.prefab.meta ├── Prefabs.meta ├── README.md ├── README.md.meta ├── Scenes/ │ ├── BoatExample.unity │ ├── BoatExample.unity.meta │ ├── MultipleFluids.unity │ ├── MultipleFluids.unity.meta │ ├── WaterExample.unity │ └── WaterExample.unity.meta ├── Scenes.meta ├── Scripts/ │ ├── BaseFluidInteractor.cs │ ├── BaseFluidInteractor.cs.meta │ ├── BasicFluidInteractor.cs │ ├── BasicFluidInteractor.cs.meta │ ├── BoatController.cs │ ├── BoatController.cs.meta │ ├── ComplexFluidInteractor.cs │ ├── ComplexFluidInteractor.cs.meta │ ├── DampedFollow.cs │ ├── DampedFollow.cs.meta │ ├── Editor/ │ │ ├── SetupFluid.cs │ │ └── SetupFluid.cs.meta │ ├── Editor.meta │ ├── Fluid.cs │ └── Fluid.cs.meta └── Scripts.meta ================================================ FILE CONTENTS ================================================ ================================================ FILE: .github/ISSUE_TEMPLATE/bug_report.md ================================================ --- name: Bug report about: Create a report to help us improve title: '' labels: '' assignees: '' --- **Describe the bug** A clear and concise description of what the bug is. **To Reproduce** Steps to reproduce the behavior: 1. Go to '...' 2. Click on '....' 3. Scroll down to '....' 4. See error **Expected behavior** A clear and concise description of what you expected to happen. **Screenshots** If applicable, add screenshots to help explain your problem. **Desktop (please complete the following information):** - OS: [e.g. iOS] - Browser [e.g. chrome, safari] - Version [e.g. 22] **Smartphone (please complete the following information):** - Device: [e.g. iPhone6] - OS: [e.g. iOS8.1] - Browser [e.g. stock browser, safari] - Version [e.g. 22] **Additional context** Add any other context about the problem here. ================================================ FILE: .github/ISSUE_TEMPLATE/feature_request.md ================================================ --- name: Feature request about: Suggest an idea for this project title: '' labels: '' assignees: '' --- **Is your feature request related to a problem? Please describe.** A clear and concise description of what the problem is. Ex. I'm always frustrated when [...] **Describe the solution you'd like** A clear and concise description of what you want to happen. **Describe alternatives you've considered** A clear and concise description of any alternative solutions or features you've considered. **Additional context** Add any other context or screenshots about the feature request here. ================================================ FILE: .gitignore ================================================ *FusionWater.unitypackage.meta *LICENSE.meta *package.json.meta * README.md.meta ================================================ FILE: CODE_OF_CONDUCT.md ================================================ # Contributor Covenant Code of Conduct ## Our Pledge We as members, contributors, and leaders pledge to make participation in our community a harassment-free experience for everyone, regardless of age, body size, visible or invisible disability, ethnicity, sex characteristics, gender identity and expression, level of experience, education, socio-economic status, nationality, personal appearance, race, religion, or sexual identity and orientation. We pledge to act and interact in ways that contribute to an open, welcoming, diverse, inclusive, and healthy community. ## Our Standards Examples of behavior that contributes to a positive environment for our community include: * Demonstrating empathy and kindness toward other people * Being respectful of differing opinions, viewpoints, and experiences * Giving and gracefully accepting constructive feedback * Accepting responsibility and apologizing to those affected by our mistakes, and learning from the experience * Focusing on what is best not just for us as individuals, but for the overall community Examples of unacceptable behavior include: * The use of sexualized language or imagery, and sexual attention or advances of any kind * Trolling, insulting or derogatory comments, and personal or political attacks * Public or private harassment * Publishing others' private information, such as a physical or email address, without their explicit permission * Other conduct which could reasonably be considered inappropriate in a professional setting ## Enforcement Responsibilities Community leaders are responsible for clarifying and enforcing our standards of acceptable behavior and will take appropriate and fair corrective action in response to any behavior that they deem inappropriate, threatening, offensive, or harmful. Community leaders have the right and responsibility to remove, edit, or reject comments, commits, code, wiki edits, issues, and other contributions that are not aligned to this Code of Conduct, and will communicate reasons for moderation decisions when appropriate. ## Scope This Code of Conduct applies within all community spaces, and also applies when an individual is officially representing the community in public spaces. Examples of representing our community include using an official e-mail address, posting via an official social media account, or acting as an appointed representative at an online or offline event. ## Enforcement Instances of abusive, harassing, or otherwise unacceptable behavior may be reported to the community leaders responsible for enforcement at sil3nt@gmx.de. All complaints will be reviewed and investigated promptly and fairly. All community leaders are obligated to respect the privacy and security of the reporter of any incident. ## Enforcement Guidelines Community leaders will follow these Community Impact Guidelines in determining the consequences for any action they deem in violation of this Code of Conduct: ### 1. Correction **Community Impact**: Use of inappropriate language or other behavior deemed unprofessional or unwelcome in the community. **Consequence**: A private, written warning from community leaders, providing clarity around the nature of the violation and an explanation of why the behavior was inappropriate. A public apology may be requested. ### 2. Warning **Community Impact**: A violation through a single incident or series of actions. **Consequence**: A warning with consequences for continued behavior. No interaction with the people involved, including unsolicited interaction with those enforcing the Code of Conduct, for a specified period of time. This includes avoiding interactions in community spaces as well as external channels like social media. Violating these terms may lead to a temporary or permanent ban. ### 3. Temporary Ban **Community Impact**: A serious violation of community standards, including sustained inappropriate behavior. **Consequence**: A temporary ban from any sort of interaction or public communication with the community for a specified period of time. No public or private interaction with the people involved, including unsolicited interaction with those enforcing the Code of Conduct, is allowed during this period. Violating these terms may lead to a permanent ban. ### 4. Permanent Ban **Community Impact**: Demonstrating a pattern of violation of community standards, including sustained inappropriate behavior, harassment of an individual, or aggression toward or disparagement of classes of individuals. **Consequence**: A permanent ban from any sort of public interaction within the community. ## Attribution This Code of Conduct is adapted from the [Contributor Covenant][homepage], version 2.0, available at https://www.contributor-covenant.org/version/2/0/code_of_conduct.html. Community Impact Guidelines were inspired by [Mozilla's code of conduct enforcement ladder](https://github.com/mozilla/diversity). [homepage]: https://www.contributor-covenant.org For answers to common questions about this code of conduct, see the FAQ at https://www.contributor-covenant.org/faq. Translations are available at https://www.contributor-covenant.org/translations. ================================================ FILE: CODE_OF_CONDUCT.md.meta ================================================ fileFormatVersion: 2 guid: eed3f6bd6e3c26a408932c071453ba01 TextScriptImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: CONTRIBUTING.md ================================================ # Contributing to FusionWater We love your input! We want to make contributing to this project as easy and transparent as possible, whether it's: - Reporting a bug - Discussing the current state of the code - Submitting a fix - Proposing new features ## You can contribute in any way you want - Make a pull request - Open an issue - Report bugs - Propose improvements - Send me something you made, which might fit ## Any contributions you make will be under the MIT Software License In 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. ## Report bugs using Github's [issues](https://github.com/nailuj05/FusionWater/issues) We 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! **Great Bug Reports** tend to have: - A quick summary and/or background - Steps to reproduce - Be specific! - What you expected would happen - What actually happens - Notes (possibly including why you think this might be happening, or stuff you tried that didn't work) ## License By contributing, you agree that your contributions will be licensed under its MIT License. ## References This document was adapted from the open-source contribution guidelines for [Facebook's Draft](https://github.com/facebook/draft-js/blob/a9316a723f9e918afde44dea68b5f9f39b7d9b00/CONTRIBUTING.md) And this nice [template](https://gist.github.com/briandk/3d2e8b3ec8daf5a27a62) ================================================ FILE: CONTRIBUTING.md.meta ================================================ fileFormatVersion: 2 guid: 69ac0d995a7c8c74ea625f8467f42a85 TextScriptImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: LICENSE ================================================ MIT License Copyright (c) 2021 nailuj05 Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. 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userData: assetBundleName: assetBundleVariant: ================================================ FILE: Prefabs.meta ================================================ fileFormatVersion: 2 guid: 03a73c531cd2337439759c005e165a0b folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: README.md ================================================ # FusionWater A simple way to add buoyancy / water physics in Unity, built on the existing physics engine. This package can be downloaded from the releases section and dragged into any Unity Project to install. There are Shaders/Materials provided for both URP and Standard RP. ![BoatDemo_repeat](https://user-images.githubusercontent.com/57530068/132723739-422869ae-c104-4038-a6ef-3d7cbfd650fd.gif) ## Setup Guide Add 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. ### The Base Fluid Interactor This class can and should NOT be used as a component, as it has no actual code, that gets executed and is only internal. ```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. The BaseFluidInteractor also defines the basic settings all Interactors inherit. Those are ``` - Custom Volume: Used to set a custom volume. 0 means the volume will be calculated using the colliders - Dampening Factor: The dampening applied to the object - Simulate Water Turbulence: Adds random disturbence forces generated from perlin noise - Turbulence Strength: The strength of the applied forces - Float Strength: Use this for changing the buoyant force without changing the mass ``` ### The Basic Fluid Interactor ```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. ### The Complex Fluid Interactor ```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. This 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. In 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. 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39a9c44024dc8bb46b5bda2e79c7e546 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Scripts/BaseFluidInteractor.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace Fusion.Fluid { [RequireComponent(typeof(Rigidbody))] public abstract class BaseFluidInteractor : MonoBehaviour { [HideInInspector] public Rigidbody rb; [HideInInspector] public Collider coll; [HideInInspector] public float volume; public float customVolume = 0; public float dampeningFactor = .1f; private float waterDrag = 3f; private float waterAngularDrag = 1f; [HideInInspector] float airDrag; [HideInInspector] float airAngularDrag; [HideInInspector] public int inFluidCount; [HideInInspector] public Fluid fluid; public bool simulateWaterTurbulence; [Range(0, 5)] public float turbulenceStrength = 1; [HideInInspector] public float[] rndTimeOffset = new float[6]; private float time; public float floatStrength = 2; public abstract void FluidUpdate(); #region UnityFunctions public virtual void Start() { coll = GetComponent(); rb = GetComponent(); airDrag = rb.drag; airAngularDrag = rb.angularDrag; if (customVolume != 0) volume = customVolume; else volume = CalculateVolume(); } private void Update() { if (customVolume != 0) volume = customVolume; } public void Awake() { rndTimeOffset = new float[6]; for (int i = 0; i < 6; i++) { rndTimeOffset[i] = Random.Range(0f, 6f); } } #endregion #region Functions for FluidUpdate private void FixedUpdate() { time += Time.fixedDeltaTime / 4; if (inFluidCount > 0) FluidUpdate(); } public Vector3 GenerateTurbulence() { Vector3 turbulence = new Vector3(Mathf.PerlinNoise(time + rndTimeOffset[0], time + rndTimeOffset[1]) * 2 - 1, 0, Mathf.PerlinNoise(time + rndTimeOffset[4], time + rndTimeOffset[5]) * 2 - 1); Debug.DrawRay(transform.position, turbulence); return turbulence * turbulenceStrength; } public void EnterFluid(Fluid enteredFluid) { fluid = enteredFluid; inFluidCount++; waterDrag = fluid.drag; waterAngularDrag = fluid.angularDrag; rb.drag = waterDrag; rb.angularDrag = waterAngularDrag; } public void ExitFluid(Fluid fluidToExit) { if(fluid == fluidToExit) fluid = null; inFluidCount--; if(inFluidCount == 0) { rb.drag = airDrag; rb.angularDrag = airAngularDrag; } } #endregion #region Functions public float CalculateVolume() { return coll.bounds.size.x * coll.bounds.size.y * coll.bounds.size.z; } #endregion } } ================================================ FILE: Scripts/BaseFluidInteractor.cs.meta ================================================ fileFormatVersion: 2 guid: aa166f354dba3ef4bb321a7ccfa1d13e MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Scripts/BasicFluidInteractor.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Fusion.Fluid { [AddComponentMenu("FusionWater/BasicFluidInteractor")] public class BasicFluidInteractor : BaseFluidInteractor { public override void FluidUpdate() { var fluidSurface = fluid.coll ? fluid.coll.bounds.max.y : fluid.transform.position.y; float difference = transform.position.y - fluidSurface; if(difference < 0) { Vector3 buoyancy = Vector3.up * floatStrength * Mathf.Abs(difference) * Physics.gravity.magnitude * volume * fluid.density; if (simulateWaterTurbulence) { buoyancy += GenerateTurbulence(); rb.AddTorque(GenerateTurbulence() * 0.5f); } rb.AddForceAtPosition(buoyancy, transform.position, ForceMode.Force); rb.AddForceAtPosition(-rb.velocity * dampeningFactor * volume, transform.position, ForceMode.Force); } } } } ================================================ FILE: Scripts/BasicFluidInteractor.cs.meta ================================================ fileFormatVersion: 2 guid: 9b0518df79242404ca2c704182b71dce MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Scripts/BoatController.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; [AddComponentMenu("FusionWater/_Examples/BoatController")] public class BoatController : MonoBehaviour { public float moveSpeed = 10f; public float turnSpeed = 10f; [Range(0.5f, 5)] public float accelerationTime = 3f; private float accTime = 0; public AnimationCurve accelerationCurve; public Transform boatMotor; private Vector3 startRotation; private Rigidbody rb; private void Awake() { rb = GetComponent(); startRotation = boatMotor.localEulerAngles; } void FixedUpdate() { float moveInput = Input.GetAxis("Vertical"); float turnInput = Input.GetAxis("Horizontal"); if (moveInput == 0) accTime = 0; else accTime += Time.fixedDeltaTime; float accelerationFactor = 1 / accelerationTime; float acceleration = accelerationCurve.Evaluate(accTime * accelerationFactor); //Add Force at Boat Motors Position rb.AddForceAtPosition(moveInput * acceleration * moveSpeed * boatMotor.forward, boatMotor.position); //Rotate the Motor itself (subtract: Motor turning left = Boat turning right) boatMotor.localEulerAngles = startRotation; boatMotor.Rotate(Vector3.right, turnInput * turnSpeed, Space.Self); } } ================================================ FILE: Scripts/BoatController.cs.meta ================================================ fileFormatVersion: 2 guid: 19345fd9032b95a44be98f7a5b742e38 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Scripts/ComplexFluidInteractor.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace Fusion.Fluid { [AddComponentMenu("FusionWater/ComplexFluidInteractor")] public class ComplexFluidInteractor : BaseFluidInteractor { public List floaters = new List(); public override void Start() { coll = GetComponent(); rb = GetComponent(); if (customVolume != 0) volume = customVolume; else volume = CalculateVolume(); } public override void FluidUpdate() { foreach (Transform floater in floaters) { float difference = floater.position.y - fluid.transform.position.y; if(difference < 0) { Vector3 buoyancy = (Vector3.up * floatStrength * Mathf.Abs(difference) * Physics.gravity.magnitude * volume * fluid.density); if (simulateWaterTurbulence) { buoyancy += GenerateTurbulence(); } rb.AddForceAtPosition(buoyancy, floater.position, ForceMode.Force); rb.AddForceAtPosition(rb.velocity * (dampeningFactor / floaters.Count) * volume, floater.position, ForceMode.Force); } } } private void OnDrawGizmos() { //Gizmos.DrawWireCube(transform.position, GetComponent().bounds.size); foreach (Transform floater in floaters) { float difference = 0; if (inFluidCount > 0) difference = floater.position.y - fluid.transform.position.y; if (difference < 0) { Gizmos.color = Color.green; } else { Gizmos.color = Color.red; } Gizmos.DrawSphere(floater.position, .1f); } } #region Functions public bool IsPointUnderWater(Vector3 point) { return fluid.GetComponent().bounds.Contains(point); } public Vector3[] DefineCorners() { Vector3 extents = coll.bounds.size / 2; Vector3[] corners = new Vector3[] { new Vector3(extents[0], extents[1], extents[2]), new Vector3(extents[0], extents[1], extents[2]) * -1, new Vector3(-extents[0], extents[1], extents[2]), new Vector3(-extents[0], extents[1], extents[2]) * -1, new Vector3(extents[0], -extents[1], extents[2]), new Vector3(extents[0], -extents[1], extents[2]) * -1, new Vector3(extents[0], extents[1], -extents[2]), new Vector3(extents[0], extents[1], -extents[2]) * -1, }; return corners; } #endregion } #if UNITY_EDITOR [CustomEditor(typeof(ComplexFluidInteractor))] public class ComplexFluidInteractorEditor : Editor { [Range(0.1f, 2f)] public float boundsScaler = 1; public override void OnInspectorGUI() { base.OnInspectorGUI(); ComplexFluidInteractor complexFluidInteractor = (ComplexFluidInteractor)target; if(GUILayout.Button("Use Bounding Box Corners")) { complexFluidInteractor.coll = complexFluidInteractor.GetComponent(); Vector3[] corners = complexFluidInteractor.DefineCorners(); complexFluidInteractor.floaters = new List(); foreach (Vector3 corner in corners) { GameObject cornerObj = new GameObject("CornerFloater"); cornerObj.transform.position = complexFluidInteractor.transform.position + corner; cornerObj.transform.parent = complexFluidInteractor.transform; complexFluidInteractor.floaters.Add(cornerObj.transform); } } } } #endif } ================================================ FILE: Scripts/ComplexFluidInteractor.cs.meta ================================================ fileFormatVersion: 2 guid: 4cc69c89cb92f534387cab1d00267087 MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Scripts/DampedFollow.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; [AddComponentMenu("FusionWater/_Examples/DampedFollow")] public class DampedFollow : MonoBehaviour { public Transform followTransform; public float smoothTime = 0.3f; public float angleSmooth = 10f; private Vector3 velocity = Vector3.zero; private Vector3 angVel = Vector3.zero; void LateUpdate() { // Smoothly move the camera towards that target position transform.position = Vector3.SmoothDamp(transform.position, followTransform.position, ref velocity, smoothTime); transform.rotation = Quaternion.RotateTowards(transform.rotation, Quaternion.LookRotation(followTransform.forward, Vector3.up), angleSmooth); } } ================================================ FILE: Scripts/DampedFollow.cs.meta ================================================ fileFormatVersion: 2 guid: 1423297741cb9fc46bff941bf197de5b MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Scripts/Editor/SetupFluid.cs ================================================ using System; using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEditor; namespace Fusion.Fluid { public class SetupFluid : EditorWindow { [MenuItem("Fusion/Fluid/Setup Rigidbodys (Basic)")] static void SetupBasic() { int setupObjects = 0; Rigidbody[] rigidbodies = FindObjectsOfType(); foreach(Rigidbody rb in rigidbodies) { try { if(rb.gameObject.GetComponent() == null && rb.gameObject.GetComponent() == null) { rb.gameObject.AddComponent(); setupObjects++; } } catch (ArgumentException e) { Debug.LogWarning(e); } } Debug.Log("Successfull Setup of " + setupObjects + " Rigidbody(s)"); } [MenuItem("Fusion/Fluid/Setup Rigidbodys (Complex)")] static void SetupComplex() { int setupObjects = 0; Rigidbody[] rigidbodies = FindObjectsOfType(); foreach (Rigidbody rb in rigidbodies) { try { if (rb.gameObject.GetComponent() == null && rb.gameObject.GetComponent() == null) { rb.gameObject.AddComponent(); setupObjects++; } } catch (ArgumentException e) { Debug.LogWarning(e); } } Debug.Log("Successfull Setup of " + setupObjects + " Rigidbody(s)"); } [MenuItem("Fusion/Fluid/Setup Fluid")] static void Fluid() { GameObject[] gameObjects = Selection.gameObjects; int setupObjects = 0; foreach (GameObject obj in gameObjects) { try { if (obj.gameObject.GetComponent() == null && obj.gameObject.GetComponent() == null) { obj.gameObject.AddComponent(); setupObjects++; } } catch (ArgumentException e) { Debug.LogWarning(e); } } Debug.Log("Successfull Setup of " + setupObjects + " Object(s)"); } } } ================================================ FILE: Scripts/Editor/SetupFluid.cs.meta ================================================ fileFormatVersion: 2 guid: dfe13dcddec2a45409f01f8ecf76d45f MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Scripts/Editor.meta ================================================ fileFormatVersion: 2 guid: c8a3c052b664715438d606c000c40b72 folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Scripts/Fluid.cs ================================================ using System.Collections; using System.Collections.Generic; using UnityEngine; namespace Fusion.Fluid { [AddComponentMenu("FusionWater/Fluid")] public class Fluid : MonoBehaviour { public float density = 1; public float drag = 1; public float angularDrag = 1f; public Collider coll { get; private set; } private void Start() { coll = GetComponent(); } private void OnTriggerEnter(Collider other) { if(other.TryGetComponent(out BaseFluidInteractor fluidInteractor)) { fluidInteractor.EnterFluid(this); } } private void OnTriggerExit(Collider other) { if (other.TryGetComponent(out BaseFluidInteractor fluidInteractor)) { fluidInteractor.ExitFluid(this); } } } } ================================================ FILE: Scripts/Fluid.cs.meta ================================================ fileFormatVersion: 2 guid: 57932b374ac969d40900d06cf0d457fa MonoImporter: externalObjects: {} serializedVersion: 2 defaultReferences: [] executionOrder: 0 icon: {instanceID: 0} userData: assetBundleName: assetBundleVariant: ================================================ FILE: Scripts.meta ================================================ fileFormatVersion: 2 guid: 8c45fdec6729e4b44b0d306cb337044f folderAsset: yes DefaultImporter: externalObjects: {} userData: assetBundleName: assetBundleVariant: