using Unity.Entities; using Unity.Mathematics; using static WaterSystem.BuoyantObject_DOTS; public struct BuoyantData : IComponentData { public BuoyancyType type; public float voxelResolution; public float3 normal; public float3 localArchimedesForce; public float percentSubmerged; public float baseDrag; public float baseAngularDrag; } public struct VoxelOffset : IBufferElementData { public float3 Value; } public struct VoxelHeight : IBufferElementData { public float3 Value; } public struct DrivingData : IComponentData { public bool isHuman; public float torque; public float horsePower; public float3 engineOffset; public float throttle; public float steering; }