2025-02-22 17:25:54 +08:00
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using System.Runtime.CompilerServices;
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using UnityEngine;
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namespace DCFApixels
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{
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public static partial class DebugX
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{
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internal const MethodImplOptions LINE = MethodImplOptions.AggressiveInlining;
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2025-02-23 20:03:13 +08:00
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private const float DEFAULT_DURATION = 0f;
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private static readonly Color DEFAULT_COLOR = Color.white;
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2025-02-22 17:25:54 +08:00
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private const float DOT_SIZE = DOT_RADIUS * 2f;
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private const float DOT_RADIUS = 0.05f;
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private const float BackfaceAlphaMultiplier = 0.3f;
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internal readonly static int ColorPropertyID = Shader.PropertyToID("_Color");
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internal readonly static int GlobalDotSizePropertyID = Shader.PropertyToID("_DebugX_GlobalDotSize");
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internal readonly static int GlobalColorPropertyID = Shader.PropertyToID("_DebugX_GlobalColor");
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private readonly static bool IsSRP;
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private readonly static bool IsSupportsComputeShaders = SystemInfo.supportsComputeShaders;
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public const float IMMEDIATE_DURATION = -1;
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2025-02-24 13:16:30 +08:00
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private enum PauseStateX
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{
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Unpaused = 0,
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PreUnpaused = 1, //нужно чтобы отщелкунть паузу с задержкой в один тик
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Paused = 2,
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}
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}
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2025-02-22 17:25:54 +08:00
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public enum DebugXLine
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{
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Default,
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Arrow,
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Fade,
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}
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}
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