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water.cs
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water.cs
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using UnityEngine;
using System.Collections;
public class water : MonoBehaviour {
public ParticleSystem water_ps;
public int water_level=30;
void Start () {
water_ps=Instantiate(water_ps,Vector3.zero,Quaternion.Euler(-90,0,0)) as ParticleSystem;
}
public void OnTriggerEnter (Collider c) {
water_ps.transform.position=c.transform.position;
water_ps.Emit(50);
if (c.transform.root.GetComponent<catmech_physics>()) {
c.transform.root.BroadcastMessage("WaterTracing",this,SendMessageOptions.DontRequireReceiver);
}
}
public void OnTriggerExit(Collider c) {
if (c.transform.root.GetComponent<catmech_physics>()) {
c.transform.root.BroadcastMessage("StopWaterTracing",this,SendMessageOptions.DontRequireReceiver);
}
}
public void WaterSplash (Vector3 pos) {
pos.y=water_level;
water_ps.transform.position=pos;
water_ps.Emit(50);
}
}