mirror of
https://github.com/DCFApixels/Unity-DebugX.git
synced 2025-09-18 01:54:37 +08:00
update
This commit is contained in:
parent
7029d52d3b
commit
505ac24a09
@ -7,8 +7,8 @@ namespace DCFApixels
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{
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internal const MethodImplOptions LINE = MethodImplOptions.AggressiveInlining;
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private const float MinTime = 0f;
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private static readonly Color DefaultColor = Color.white;
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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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private const float DOT_SIZE = DOT_RADIUS * 2f;
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private const float DOT_RADIUS = 0.05f;
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@ -197,17 +197,28 @@ namespace DCFApixels
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#endregion
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#region Draw/DrawHandler
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private static float GetCurrentDefaultDuration()
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{
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if(GetCurrentContextController().Context.Camera == null)
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{
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return DEFAULT_DURATION;
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}
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else
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{
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return IMMEDIATE_DURATION;
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}
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}
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public static DrawHandler Draw()
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{
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return new DrawHandler(MinTime, DefaultColor);
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return new DrawHandler(GetCurrentDefaultDuration(), DEFAULT_COLOR);
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}
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public static DrawHandler Draw(float duration)
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{
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return new DrawHandler(duration, DefaultColor);
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return new DrawHandler(duration, DEFAULT_COLOR);
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}
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public static DrawHandler Draw(Color color)
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{
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return new DrawHandler(MinTime, color);
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return new DrawHandler(GetCurrentDefaultDuration(), color);
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}
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public static DrawHandler Draw(float duration, Color color)
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{
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@ -456,34 +467,33 @@ namespace DCFApixels
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GetCurrentContextController().AddRange(values, Duration, Color);
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return this;
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}
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}
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private static RenderContextController GetCurrentContextController()
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{
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//RenderContextController controller;
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//if (ContextController == null)
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//{
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// controller = DrawHandler.GetCurrentContextController();
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//}
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//else
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//{
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// controller = ContextController;
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//}
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//return controller;
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private static RenderContextController GetCurrentContextController()
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if (_isCameraContext)
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{
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//RenderContextController controller;
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//if (ContextController == null)
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//{
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// controller = DrawHandler.GetCurrentContextController();
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//}
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//else
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//{
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// controller = ContextController;
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//}
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//return controller;
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if (_isCameraContext)
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if (_currenRenderContextControler.Context.Camera != GetCurrentCamera())
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{
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if (_currenRenderContextControler.Context.Camera != GetCurrentCamera())
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{
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_currenRenderContextControler = RenderContextController.GetController(new RenderContext(Camera.current));
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}
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_currenRenderContextControler = RenderContextController.GetController(new RenderContext(Camera.current));
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}
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else
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{
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_currenRenderContextControler = RenderContextController.StaicContextController;
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}
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return _currenRenderContextControler;
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}
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else
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{
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_currenRenderContextControler = RenderContextController.StaicContextController;
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}
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return _currenRenderContextControler;
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}
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#endregion
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@ -15,15 +15,16 @@ namespace DCFApixels
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[IN(LINE)]
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public DrawHandler LineFade(Vector3 start, Vector3 end)
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{
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const int StepsCount = 7;
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const int StepsCount = 6;
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const float Step = 1f / StepsCount;
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const float ColorStep = 1f / (StepsCount + 1);
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Color color = Color;
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Vector3 startPoint = start;
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for (int i = 1; i < StepsCount; i++)
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for (int i = 1; i <= StepsCount; i++)
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{
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Vector3 endPoint = Vector3.Lerp(start, end, i * Step);
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color.a = 1f - Color.a * i * Step;
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color.a = 1f - Color.a * i * ColorStep;
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Setup(color).Line(startPoint, endPoint);
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startPoint = endPoint;
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}
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@ -129,7 +129,7 @@ namespace DCFApixels
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#region Raycast2D
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[IN(LINE)] public DrawHandler Raycast2D(Ray ray, RaycastHit2D hit) => Raycast2D(ray.origin, ray.direction, hit);
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[IN(LINE)]
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public DrawHandler Raycast2D(Vector2 origin, Vector2 direction, RaycastHit2D hit)
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public DrawHandler Raycast2D(Vector3 origin, Vector2 direction, RaycastHit2D hit)
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{
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if (hit.collider == null)
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{
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@ -137,10 +137,10 @@ namespace DCFApixels
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}
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else
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{
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Line(origin, origin + direction * hit.distance);
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Line(origin, origin + (Vector3)direction * hit.distance);
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DotDiamond(hit.point);
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RayArrow(hit.point, hit.normal);
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DotDiamond(new Vector3(hit.point.x, hit.point.y, origin.z));
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RayArrow(new Vector3(hit.point.x, hit.point.y, origin.z), hit.normal);
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}
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return this;
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}
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@ -150,7 +150,7 @@ namespace DCFApixels
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private static readonly Vector3 Normal2D = Vector3.forward;
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[IN(LINE)] public DrawHandler CircleCast2D(Ray ray, float radius, RaycastHit2D hit) => CircleCast2D(ray.origin, ray.direction, radius, hit);
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[IN(LINE)]
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public DrawHandler CircleCast2D(Vector2 origin, Vector2 direction, float radius, RaycastHit2D hit)
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public DrawHandler CircleCast2D(Vector3 origin, Vector2 direction, float radius, RaycastHit2D hit)
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{
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WireCircle(origin, Normal2D, radius);
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if (hit.collider == null)
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@ -159,13 +159,13 @@ namespace DCFApixels
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}
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else
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{
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Vector2 end = origin + direction * hit.distance;
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Vector3 end = origin + (Vector3)direction * hit.distance;
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//WidthOutLine(origin, end, radius * 2f);
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DotDiamond(hit.point);
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DotDiamond(new Vector3(hit.point.x, hit.point.y, origin.z));
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WireCircle(end, Normal2D, radius);
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RayArrow(hit.point, hit.normal);
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RayArrow(new Vector3(hit.point.x, hit.point.y, origin.z), hit.normal);
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//Setup(Color.SetAlpha(ShadowAlphaMultiplier)).
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Line(origin, end);
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@ -177,7 +177,7 @@ namespace DCFApixels
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#region BoxCast2D
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[IN(LINE)] public DrawHandler BoxCast2D(Ray ray, float angle, Vector3 size, RaycastHit2D hit) => BoxCast2D(ray.origin, ray.direction, angle, size, hit);
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[IN(LINE)]
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public DrawHandler BoxCast2D(Vector2 origin, Vector2 direction, float angle, Vector3 size, RaycastHit2D hit)
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public DrawHandler BoxCast2D(Vector3 origin, Vector2 direction, float angle, Vector3 size, RaycastHit2D hit)
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{
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size *= 0.5f;
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Quaternion rotation = Quaternion.Euler(0, 0, angle);
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@ -188,13 +188,13 @@ namespace DCFApixels
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}
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else
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{
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Vector3 end = origin + direction * hit.distance;
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Vector3 end = origin + (Vector3)direction * hit.distance;
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//WidthOutLine(origin, end, size.x * 2f);
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DotDiamond(hit.point);
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DotDiamond(new Vector3(hit.point.x, hit.point.y, origin.z));
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WireQuad(end, rotation, size * 2f);
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RayArrow(hit.point, hit.normal);
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RayArrow(new Vector3(hit.point.x, hit.point.y, origin.z), hit.normal);
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//Setup(Color.SetAlpha(ShadowAlphaMultiplier)).
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@ -207,7 +207,7 @@ namespace DCFApixels
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#region CapsuleCast2D
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[IN(LINE)] public DrawHandler CapsuleCast2D(Ray ray, float angle, Vector2 size, CapsuleDirection2D capsuleDirection, RaycastHit2D hit) => CapsuleCast2D(ray.origin, ray.direction, angle, size, capsuleDirection, hit);
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[IN(LINE)]
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public DrawHandler CapsuleCast2D(Vector2 origin, Vector2 direction, float angle, Vector2 size, CapsuleDirection2D capsuleDirection, RaycastHit2D hit)
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public DrawHandler CapsuleCast2D(Vector3 origin, Vector2 direction, float angle, Vector2 size, CapsuleDirection2D capsuleDirection, RaycastHit2D hit)
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{
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var rotation = Quaternion.Euler(0, 0, angle);
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var height = (capsuleDirection == CapsuleDirection2D.Vertical ? size.y : size.x);
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@ -219,13 +219,13 @@ namespace DCFApixels
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}
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else
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{
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Vector3 end = origin + direction * hit.distance;
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Vector3 end = origin + (Vector3)direction * hit.distance;
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//WidthOutLine(origin, end, radius * 2f);
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DotDiamond(hit.point);
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DotDiamond(new Vector3(hit.point.x, hit.point.y, origin.z));
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WireFlatCapsule(end, rotation, radius, height);
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RayArrow(hit.point, hit.normal);
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RayArrow(new Vector3(hit.point.x, hit.point.y, origin.z), hit.normal);
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//Setup(Color.SetAlpha(ShadowAlphaMultiplier)).
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1220
Samples/Other/FakeLight.shadergraph
Normal file
1220
Samples/Other/FakeLight.shadergraph
Normal file
File diff suppressed because it is too large
Load Diff
10
Samples/Other/FakeLight.shadergraph.meta
Normal file
10
Samples/Other/FakeLight.shadergraph.meta
Normal file
@ -0,0 +1,10 @@
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fileFormatVersion: 2
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guid: f5563b73be1540b4d9eae3ee64144b25
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 11500000, guid: 625f186215c104763be7675aa2d941aa, type: 3}
|
59
Samples/Other/FakeLightMat.mat
Normal file
59
Samples/Other/FakeLightMat.mat
Normal file
@ -0,0 +1,59 @@
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%YAML 1.1
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%TAG !u! tag:unity3d.com,2011:
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--- !u!114 &-7614504890241344171
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MonoBehaviour:
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m_ObjectHideFlags: 11
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m_CorrespondingSourceObject: {fileID: 0}
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m_PrefabInstance: {fileID: 0}
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m_PrefabAsset: {fileID: 0}
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m_GameObject: {fileID: 0}
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m_Script: {fileID: 11500000, guid: d0353a89b1f911e48b9e16bdc9f2e058, type: 3}
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m_PrefabAsset: {fileID: 0}
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m_Name: FakeLightMat
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m_Shader: {fileID: -6465566751694194690, guid: f5563b73be1540b4d9eae3ee64144b25, type: 3}
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m_Parent: {fileID: 0}
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m_ModifiedSerializedProperties: 0
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m_ValidKeywords: []
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m_InvalidKeywords: []
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m_LightmapFlags: 4
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m_EnableInstancingVariants: 0
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m_DoubleSidedGI: 0
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stringTagMap: {}
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disabledShaderPasses:
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- MOTIONVECTORS
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m_LockedProperties:
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m_SavedProperties:
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serializedVersion: 3
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m_TexEnvs:
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- unity_Lightmaps:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_LightmapsInd:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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- unity_ShadowMasks:
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m_Texture: {fileID: 0}
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m_Scale: {x: 1, y: 1}
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m_Offset: {x: 0, y: 0}
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m_Ints: []
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m_Floats:
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m_Colors:
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m_BuildTextureStacks: []
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m_AllowLocking: 1
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Normal file
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Normal file
@ -0,0 +1,8 @@
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|
@ -157,9 +157,9 @@ Material:
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- _WorkflowMode: 1
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- _ZWrite: 1
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m_Colors:
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- _BaseColor: {r: 0.21332264, g: 0.12896049, b: 0.4339623, a: 0.23529412}
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- _BaseColor: {r: 0.20061173, g: 0.19406372, b: 0.46226418, a: 0.23529412}
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- _CameraFadeParams: {r: 0, g: Infinity, b: 0, a: 0}
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- _Color: {r: 0.21332261, g: 0.12896046, b: 0.43396226, a: 0.23529412}
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- _Color: {r: 0.20061168, g: 0.1940637, b: 0.46226412, a: 0.23529412}
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- _EmissionColor: {r: 0, g: 0, b: 0, a: 1}
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- _Flip: {r: 1, g: 1, b: 1, a: 1}
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- _RendererColor: {r: 1, g: 1, b: 1, a: 1}
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File diff suppressed because it is too large
Load Diff
@ -2,6 +2,7 @@ using UnityEngine;
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namespace DCFApixels
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{
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[SelectionBase]
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public class DebugXSample_Lines : MonoBehaviour
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{
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public Gradient Gradient;
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@ -11,7 +12,18 @@ namespace DCFApixels
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public float WidthMultiplier = 1f;
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#if UNITY_EDITOR
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private void OnDrawGizmos()
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{
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Draw();
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}
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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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{
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int i = -1;
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@ -3,13 +3,26 @@ using UnityEngine;
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namespace DCFApixels
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{
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[SelectionBase]
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public class DebugXSample_Other : MonoBehaviour
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{
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public Gradient Gradient;
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public float GradientMultiplier = 5;
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public Transform[] Points;
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#if UNITY_EDITOR
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private void OnDrawGizmos()
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{
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Draw();
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}
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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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{
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int i = -1;
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const float RADIUS_M = 0.5f;
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|
@ -2,13 +2,26 @@ using UnityEngine;
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namespace DCFApixels
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{
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[SelectionBase]
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public class DebugXSample_Primitives2D : MonoBehaviour
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{
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public Gradient Gradient;
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public float GradientMultiplier = 5;
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public Transform[] Points;
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#if UNITY_EDITOR
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private void OnDrawGizmos()
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{
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Draw();
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}
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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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{
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int i = -1;
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const float RADIUS_M = 0.5f;
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|
@ -2,13 +2,27 @@ using UnityEngine;
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namespace DCFApixels
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||||
{
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[SelectionBase]
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||||
public class DebugXSample_Primitives3D : MonoBehaviour
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||||
{
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||||
public Gradient Gradient;
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||||
public float GradientMultiplier = 5;
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||||
public Transform[] Points;
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||||
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||||
#if UNITY_EDITOR
|
||||
private void OnDrawGizmos()
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||||
{
|
||||
Draw();
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||||
}
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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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||||
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||||
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||||
private void Draw()
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||||
{
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||||
int i = -1;
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const float RADIUS_M = 0.5f;
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||||
|
@ -2,13 +2,26 @@ using UnityEngine;
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namespace DCFApixels
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||||
{
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||||
[SelectionBase]
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public class DebugXSample_Raycasts2D : MonoBehaviour
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{
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public Gradient Gradient;
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public float GradientMultiplier = 5;
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public Transform[] Points;
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#if UNITY_EDITOR
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private void OnDrawGizmos()
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{
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Draw();
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}
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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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||||
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||||
private void Draw()
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||||
{
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||||
int i = 0;
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const float RADIUS_M = 0.5f;
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|
@ -2,13 +2,26 @@ using UnityEngine;
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namespace DCFApixels
|
||||
{
|
||||
[SelectionBase]
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||||
public class DebugXSample_Raycasts3D : MonoBehaviour
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||||
{
|
||||
public Gradient Gradient;
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||||
public float GradientMultiplier = 5;
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||||
public Transform[] Points;
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||||
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||||
#if UNITY_EDITOR
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||||
private void OnDrawGizmos()
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||||
{
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||||
Draw();
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||||
}
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||||
#else
|
||||
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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||||
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||||
private void Draw()
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||||
{
|
||||
int i = 0;
|
||||
const float RADIUS_M = 0.5f;
|
||||
|
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Reference in New Issue
Block a user