public void OnItemEnteredWater(ItemInWater item) { //GameObject s = (GameObject)GameObject.Instantiate(splashPrefab);//, item.waterEventPoint + Vector3.right * 1000, Quaternion.identity); GameObject s = (GameObject)GameObject.Instantiate(splashPrefab, item.waterEventPoint, splashPrefab.transform.rotation); ParticleSystem p = s.GetComponent <ParticleSystem>(); s.transform.position = item.waterEventPoint; p.maxParticles = (int)Mathf.Clamp(splashSize * item.rigidbody.velocity.magnitude, 0, 500); p.startSpeed = (int)Mathf.Clamp(item.rigidbody.velocity.magnitude, 0, 5); p.Play(); Destroy(s, 3); }
public void OnItemExitedWater(ItemInWater item) { }
public void OnItemCenterExitedWater(ItemInWater item) { }