private void Block(bool bStatic) { if (m_collider && m_fluid) { points = m_collider.points; int size = points.Length; if (size >= 3) { ray1 = new Ray(transform.TransformPoint(points[0]), Vector3.forward); if (m_tempCol.Raycast(ray1, out h1, distance)) { ray2 = new Ray(transform.TransformPoint(points[1]), Vector3.forward); if (m_tempCol.Raycast(ray2, out h2, distance)) { for (int i = 2; i < size; ++i) { ray3 = new Ray(transform.TransformPoint(points[i]), Vector3.forward); if (m_tempCol.Raycast(ray3, out h3, distance)) { m_fluid.AddObstacleTriangle(h1.textureCoord, h2.textureCoord, h3.textureCoord, bStatic); } h2 = h3; } } } } } }