Zdexby TheHolyOneZ
44,741 classes
Class

Buoyancy

: Object
StylizedWater2.Buoyancy, sc.stylizedwater2.runtime 0x0010 (16 B) inherited 0x0010 sc.stylizedwater2.runtime.dll
0x00x0010

Members 22

OffsetSizeNameTypeFlagsDefault
0x08waveParametersWaveParametersPrivateStatic—
0x08lastMaterialMaterialPrivateStatic—
0x04TimeParametersIDintPrivateStatic+1 flags—
0x10sinefloat4PrivateStatic—
0x10cosinefloat4PrivateStatic—
0x10dotABCDfloat4PrivateStatic—
0x10ABfloat4PrivateStatic—
0x10CDfloat4PrivateStatic—
0x10direction1float4PrivateStatic—
0x10direction2float4PrivateStatic—
0x10TIMEfloat4PrivateStatic—
0x08planarPositionfloat2PrivateStatic—
0x10ampfloat4PrivateStatic—
0x10freqfloat4PrivateStatic—
0x10speedfloat4PrivateStatic—
0x10dir1float4PrivateStatic—
0x10dir2float4PrivateStatic—
0x10steepnessfloat4PrivateStatic—
0x10frequencyfloat4PrivateStatic—
0x0Coffsetsfloat3PrivateStatic—
0x2ChitRaycastHitPrivateStatic—
0x0Cm_offsetVector3PrivateStatic—

Functions 13

SignatureFlagsNativeParams
void GetMaterialParameters(Material mat)PrivateStatic—0x08
float get__TimeParameters()PrivateStatic+1 flags0x04
void SetCustomTime(float value)PublicStatic0x04
float3 FindWaterLevelIntersection(const float3& origin, const float3& direction, float waterLevel)PublicStatic0x0C
void Raycast(WaterObject waterObject, const float3& origin, const float3& direction, bool dynamicMaterial, ref RaycastHit& hit)PublicStatic0x2C
void Raycast(Material waterMat, float waterLevel, const float3& origin, const float3& direction, bool dynamicMaterial, ref RaycastHit& hit)PublicStatic0x2C
float SampleWaves(const Vector3& position, WaterObject waterObject, float rollStrength, bool dynamicMaterial, ref Vector3& normal)PublicStatic0x0C
void RecalculateParameters()PrivateStatic0x00
void SampleWaves(const Vector3& position, Material waterMat, float waterLevel, float rollStrength, bool dynamicMaterial, ref Vector3& offset, ref Vector3& normal)PrivateStatic0x0C
float SampleWaves(const Vector3& position, Material waterMat, float waterLevel, float rollStrength, bool dynamicMaterial, ref Vector3& normal)PublicStatic0x0C
bool CanTouchWater(const float3& position, WaterObject waterObject)PublicStatic0x0C
bool CanTouchWater(const float3& position, Material waterMaterial, float waterLevel)PublicStatic0x0C
void .cctor()PrivateStatic+1 flags0x00