Unity-DebugX/Samples/Scripts/DebugXSample_Primitives3D.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_Primitives3D : MonoBehaviour
{
public Gradient Gradient;
public float GradientMultiplier = 5;
public Transform[] Points;
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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;
const float RADIUS_M = 0.5f;
i++; DebugX.Draw(GetColor(Points[i])).Cube(Points[i].position, Points[i].rotation, Points[i].localScale);
i++; DebugX.Draw(GetColor(Points[i])).WireCube(Points[i].position, Points[i].rotation, Points[i].localScale);
i++; DebugX.Draw(GetColor(Points[i])).CubeGrid(Points[i].position, Points[i].rotation, Points[i].localScale, Vector3Int.one * 3);
i++; DebugX.Draw(GetColor(Points[i])).CubePoints(Points[i].position, Points[i].rotation, Points[i].localScale);
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i++; DebugX.Draw(GetColor(Points[i])).Cylinder(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
i++; DebugX.Draw(GetColor(Points[i])).WireCylinder(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
i++; DebugX.Draw(GetColor(Points[i])).Cone(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
i++; DebugX.Draw(GetColor(Points[i])).WireCone(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
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i++; DebugX.Draw(GetColor(Points[i])).Sphere(Points[i].position, Points[i].localScale.x * RADIUS_M);
i++; DebugX.Draw(GetColor(Points[i])).WireSphere(Points[i].position, Points[i].localScale.x * RADIUS_M);
i++; DebugX.Draw(GetColor(Points[i])).Capsule(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
i++; DebugX.Draw(GetColor(Points[i])).WireCapsule(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y);
}
private Color GetColor(Transform pos1)
{
Vector3 pos = pos1.localPosition;
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));
}
}
}