using UnityEngine; using ERAGANX.WaterReflection2D; public sealed class GuideWaterEvents : MonoBehaviour { [SerializeField] WaterReflectionSurface water = null; void OnEnable() { if (!water) return; water.DiagnosticChanged += OnDiagnostic; water.ReflectionUpdated += OnReflectionUpdated; } void OnDisable() { if (!water) return; water.DiagnosticChanged -= OnDiagnostic; water.ReflectionUpdated -= OnReflectionUpdated; } void OnDiagnostic(ReflectionDiagnostic info) { Debug.Log(info.Status + ": " + info.Message, this); } void OnReflectionUpdated(WaterReflectionSurface source) { // Optional UI/status work. Do not start nested renders. } public void StaticSceneryChanged() { if (water) water.RefreshCachedReflection(); } }