2025-02-22 23:02:05 +08:00
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using UnityEngine;
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2025-02-24 10:59:58 +08:00
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namespace DCFApixels.DebugXCore.Samples
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2025-02-22 23:02:05 +08:00
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{
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2025-02-23 20:03:13 +08:00
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[SelectionBase]
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2025-02-22 23:02:05 +08:00
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public class DebugXSample_Lines : MonoBehaviour
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{
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public Gradient Gradient;
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public float GradientMultiplier = 5;
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2025-02-28 20:06:12 +08:00
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public float WidthMultiplier = 1f;
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2025-02-22 23:02:05 +08:00
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public Transform[] StartLines;
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public Transform[] EndLines;
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2025-02-23 20:03:13 +08:00
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#if UNITY_EDITOR
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2025-02-28 20:06:12 +08:00
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private void OnDrawGizmos()
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{
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Draw();
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}
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2025-02-23 20:03:13 +08:00
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#else
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private void Update()
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{
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Draw();
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}
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#endif
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private void Draw()
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2025-02-22 23:02:05 +08:00
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{
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int i = -1;
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i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).Line(StartLines[i].position, EndLines[i].position);
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i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).WidthLine(StartLines[i].position, EndLines[i].position, 0.2f * WidthMultiplier);
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i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).WidthOutLine(StartLines[i].position, EndLines[i].position, 0.2f * WidthMultiplier);
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i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).ZigzagLine(StartLines[i].position, EndLines[i].position, 0.2f * WidthMultiplier);
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i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).LineFade(StartLines[i].position, EndLines[i].position);
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i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).LineArrow(StartLines[i].position, EndLines[i].position);
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i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).Line(StartLines[i].position, EndLines[i].position, DebugXLine.Arrow, DebugXLine.Arrow);
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i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).Line(StartLines[i].position, EndLines[i].position, DebugXLine.Arrow, DebugXLine.Fade);
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i++; DebugX.Draw(GetColor(StartLines[i], EndLines[i])).Line(StartLines[i].position, EndLines[i].position, DebugXLine.Fade, DebugXLine.Fade);
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}
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private Color GetColor(Transform pos1, Transform pos2)
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{
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Vector3 pos = (pos1.localPosition + pos2.localPosition) * 0.5f;
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pos /= GradientMultiplier == 0 ? 1 : GradientMultiplier;
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pos += Vector3.one * 0.5f;
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float t = pos.x + pos.y + pos.z;
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t /= 3f;
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return Gradient.Evaluate(Mathf.Clamp01(t));
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}
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}
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}
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