Unity-DebugX/Runtime/Consts.cs

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using System.Runtime.CompilerServices;
using UnityEngine;
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using UnityEngine.Rendering;
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namespace DCFApixels
{
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public static class DebugXConsts
{
public const float IMMEDIATE_DURATION = -1;
public const float DOT_SIZE = 0.05f;
public readonly static bool IsSRP = GraphicsSettings.currentRenderPipeline != null;
public readonly static bool IsSupportsComputeShaders = SystemInfo.supportsComputeShaders;
}
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public static partial class DebugX
{
internal const MethodImplOptions LINE = MethodImplOptions.AggressiveInlining;
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private const float DEFAULT_DURATION = 0f;
private static readonly Color DEFAULT_COLOR = Color.white;
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private const string GLOBAL_TIME_SCALE_PREF_NAME = "DCFApixels.DebugX.TimeScale";
private const string GLOBAL_DOT_SIZE_PREF_NAME = "DCFApixels.DebugX.DotSize";
private const string GLOBAL_COLOR_PREF_NAME = "DCFApixels.DebugX.Color";
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private readonly static int GlobalDotSizePropertyID = Shader.PropertyToID("_DebugX_GlobalDotSize");
private readonly static int GlobalColorPropertyID = Shader.PropertyToID("_DebugX_GlobalColor");
internal readonly static int ColorPropertyID = Shader.PropertyToID("_Color");
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private enum DebugXPauseState
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{
Unpaused = 0,
PreUnpaused = 1, //нужно чтобы отщелкунть паузу с задержкой в один тик
Paused = 2,
}
}
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public enum DebugXLine
{
Default,
Arrow,
Fade,
}
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}
namespace DCFApixels.DebugXCore
{
public static class DebugXDefines
{
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public const bool DEBUGX_DISABLE_INBUILD =
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#if DEBUGX_DISABLE_INBUILD
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true;
#else
false;
#endif
public const bool DEBUGX_ENABLE_PHYSICS2D =
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#if DEBUGX_ENABLE_PHYSICS2D
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true;
#else
false;
#endif
public const bool DEBUGX_ENABLE_PHYSICS3D =
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#if DEBUGX_ENABLE_PHYSICS3D
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true;
#else
false;
#endif
}
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}