Unity-DebugX/Samples/Scripts/DebugXSample_Lines.cs

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using UnityEngine;
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namespace DCFApixels.DebugXCore.Samples
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{
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[SelectionBase]
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public class DebugXSample_Lines : MonoBehaviour
{
public Gradient Gradient;
public float GradientMultiplier = 5;
public Transform[] StartLines;
public Transform[] EndLines;
public float WidthMultiplier = 1f;
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#if UNITY_EDITOR
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private void OnDrawGizmos()
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{
Draw();
}
#else
private void Update()
{
Draw();
}
#endif
private void Draw()
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{
int i = -1;
i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).Line(StartLines[i].position, EndLines[i].position);
i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).WidthLine(StartLines[i].position, EndLines[i].position, 0.2f * WidthMultiplier);
i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).WidthOutLine(StartLines[i].position, EndLines[i].position, 0.2f * WidthMultiplier);
i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).ZigzagLine(StartLines[i].position, EndLines[i].position, 0.2f * WidthMultiplier);
i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).LineFade(StartLines[i].position, EndLines[i].position);
i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).LineArrow(StartLines[i].position, EndLines[i].position);
i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).Line(StartLines[i].position, EndLines[i].position, DebugXLine.Arrow, DebugXLine.Arrow);
i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).Line(StartLines[i].position, EndLines[i].position, DebugXLine.Arrow, DebugXLine.Fade);
i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).Line(StartLines[i].position, EndLines[i].position, DebugXLine.Fade, DebugXLine.Fade);
}
private Color GetColor(Transform pos1, Transform pos2)
{
Vector3 pos = (pos1.localPosition + pos2.localPosition) * 0.5f;
pos /= GradientMultiplier == 0 ? 1 : GradientMultiplier;
pos += Vector3.one * 0.5f;
float t = pos.x + pos.y + pos.z;
t /= 3f;
return Gradient.Evaluate(Mathf.Clamp01(t));
}
}
}