// Update is called once per frame void Update() { //if(Input.GetKeyDown(KeyCode.UpArrow)) { var rigidBody = GetComponent <Rigidbody>(); if (rigidBody) { rigidBody.AddRelativeForce(Vector3.forward * 10.0f); } } if (fluidSim) { Vector3 wake = transform.position + wakePos; Vector3 frontWave = transform.position + frontWavePos; /* * fluidSim.PushVolume(wake + Vector3.forward, Vector3.down * wakeForce); * fluidSim.PushVolume(wake + Vector3.back, Vector3.down * wakeForce); * * fluidSim.PushVolume(frontWave + Vector3.forward, Vector3.up * frontWaveForce); * fluidSim.PushVolume(frontWave + Vector3.back, Vector3.up * frontWaveForce); */ fluidSim.PushVolume(wake, Vector3.down * wakeForce); //fluidSim.PushVolume(frontWave, Vector3.up * frontWaveForce); fluidSim.DisplaceVolume(frontWave, frontWaveForce / 50.0f); } }
// Update is called once per frame void Update() { if (fluidSim) { float surface = fluidSim.simCollider.size.x * fluidSim.simCollider.size.x; uint count = (uint)(surface * countPerM2PerSec * Time.deltaTime); for (uint i = 0; i < count; i++) { float px = Random.Range(fluidSim.simCollider.bounds.min.x, fluidSim.simCollider.bounds.max.x); float pz = Random.Range(fluidSim.simCollider.bounds.min.z, fluidSim.simCollider.bounds.max.z); fluidSim.DisplaceVolume(new Vector3(px, fluidSim.simCollider.bounds.max.y, pz), -strength); } } }