public void OnFluidVolumeStay(FluidVolumeMessage message) { if (message.collider == buoyancyCollider && (ignoreLayers & (1 << message.fluidVolume.gameObject.layer)) == 0) { SimulateBuoyancy(message.fluidVolume); } }
public void OnFluidVolumeExit(FluidVolumeMessage message) { if (message.collider == buoyancyCollider) { fluidVolumes.Remove(message.fluidVolume); } }
public void OnFluidVolumeEnter(FluidVolumeMessage message) { if (message.collider == buoyancyCollider && (ignoreLayers & (1 << message.fluidVolume.gameObject.layer)) == 0) { if (!fluidVolumes.Contains(message.fluidVolume)) { fluidVolumes.Add(message.fluidVolume); } } }
private void SendFluidVolumeStay(Component receiver, FluidVolumeMessage message) { receiver.SendMessageUpwards("OnFluidVolumeStay", message, SendMessageOptions.DontRequireReceiver); }
private void SendFluidVolumeExit(Component receiver, FluidVolumeMessage message) { receiver.SendMessageUpwards("OnFluidVolumeExit", message, SendMessageOptions.DontRequireReceiver); }