private void OuterFlow() { if (overFlow > 1) { float transfer = (overFlow * overFlowRate) * Time.deltaTime; overFlow -= transfer; Faucet.spawnWater(spawnPoint.transform.position, transfer, true); } }
private void OverFlow() { float transfer = (overFlow * overFlowRate) * Time.deltaTime; Vector3 positionEdge = transform.position; positionEdge.y = Edge + 0.5f; Faucet.spawnWater(positionEdge + new Vector3(Random.Range(-bassinWidth / 2, bassinWidth / 2), 0, (bassinLenght / 2) + 1.9f), transfer / 12); Faucet.spawnWater(positionEdge + new Vector3((bassinWidth / 2) + 1.9f, 0, Random.Range(-bassinLenght / 2, bassinLenght / 2)), transfer / 12); Faucet.spawnWater(positionEdge + new Vector3(Random.Range(-bassinWidth / 2, bassinWidth / 2), 0, (-bassinLenght / 2) - 1.9f), transfer / 12); Faucet.spawnWater(positionEdge + new Vector3((-bassinWidth / 2) - 1.9f, 0, Random.Range(-bassinLenght / 2, bassinLenght / 2)), transfer / 12); //instance.transform.localScale = new Vector3(overflow, overflow, overflow) * 2; WaterLevel -= transfer / volume; Water.transform.position = Water.transform.position - new Vector3(0, transfer / volume, 0); /* foreach (Bassin child in childs) * { * child.outerWaterOffset = Mathf.Max(((Edge - Deept + WaterLevel) - (child.WaterLevel - child.Deept + child.Edge)),0); * }*/ }