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https://github.com/DCFApixels/Unity-DebugX.git
synced 2025-09-17 17:34:35 +08:00
add defines for physics
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45d3885aa2
commit
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@ -25,7 +25,7 @@ namespace DCFApixels.DebugXCore.Internal
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private static bool _isCompilation;
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private bool? _isHasDisableDebugXInBuildSymbols = false;
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private const string DEFINE_NAME = nameof(DebugXDefines.DISABLE_DEBUGX_INBUILD);
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private const string DEFINE_NAME = nameof(DebugXDefines.DEBUGX_DISABLE_INBUILD);
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private void OnGUI()
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{
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@ -47,7 +47,19 @@ namespace DCFApixels.DebugXCore
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{
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public static class DebugXDefines
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{
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public const bool DISABLE_DEBUGX_INBUILD =
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public const bool DEBUGX_DISABLE_INBUILD =
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#if DISABLE_DEBUGX_INBUILD
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true;
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#else
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false;
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#endif
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public const bool DEBUGX_ENABLE_PHYSICS2D =
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#if DISABLE_DEBUGX_INBUILD
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true;
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#else
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false;
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#endif
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public const bool DEBUGX_ENABLE_PHYSICS3D =
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#if DISABLE_DEBUGX_INBUILD
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true;
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#else
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@ -10,6 +10,7 @@ namespace DCFApixels
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private const float ShadowAlphaMultiplier = 0.3f;
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public readonly partial struct DrawHandler
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{
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#if DEBUGX_ENABLE_PHYSICS3D
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#region RaycastHit
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[IN(LINE)]
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public DrawHandler RaycastHit(RaycastHit hit)
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@ -21,25 +22,8 @@ namespace DCFApixels
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}
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return this;
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}
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[IN(LINE)]
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public DrawHandler RaycastHit(RaycastHit2D hit)
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{
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if (hit.collider != null)
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{
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DotDiamond(hit.point);
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RayArrow(hit.point, hit.normal);
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}
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return this;
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}
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[IN(LINE)]
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private void RaycastHit_Internal(float offsetZ, RaycastHit2D hit)
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{
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DotDiamond(new Vector3(hit.point.x, hit.point.y, offsetZ));
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RayArrow(new Vector3(hit.point.x, hit.point.y, offsetZ), hit.normal);
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}
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#endregion
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#region Raycast
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[IN(LINE)] public DrawHandler Raycast(Ray ray, RaycastHit hit) => Raycast(ray.origin, ray.direction, hit);
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[IN(LINE)]
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@ -143,7 +127,27 @@ namespace DCFApixels
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return this;
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}
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#endregion
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#endif
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#if DEBUGX_ENABLE_PHYSICS2D
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#region RaycastHit2D
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[IN(LINE)]
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public DrawHandler RaycastHit(RaycastHit2D hit)
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{
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if (hit.collider != null)
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{
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DotDiamond(hit.point);
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RayArrow(hit.point, hit.normal);
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}
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return this;
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}
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[IN(LINE)]
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private void RaycastHit_Internal(float offsetZ, RaycastHit2D hit)
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{
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DotDiamond(new Vector3(hit.point.x, hit.point.y, offsetZ));
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RayArrow(new Vector3(hit.point.x, hit.point.y, offsetZ), hit.normal);
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}
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#endregion
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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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@ -238,6 +242,7 @@ namespace DCFApixels
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return this;
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}
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#endregion
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#endif
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}
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}
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}
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}
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@ -23,6 +23,7 @@ namespace DCFApixels.DebugXCore.Samples
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private void Draw()
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{
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#if DEBUGX_ENABLE_PHYSICS2D
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int i = 0;
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const float RADIUS_M = 0.5f;
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@ -49,6 +50,7 @@ namespace DCFApixels.DebugXCore.Samples
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ray = new Ray(point.position, point.forward);
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hit = Physics2D.CapsuleCast(ray.origin, point.localScale, CapsuleDirection2D.Vertical, point.eulerAngles.z, ray.direction, float.PositiveInfinity, int.MaxValue);
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DebugX.Draw(GetColor(point)).CapsuleCast2D(ray, point.eulerAngles.z, point.localScale, CapsuleDirection2D.Vertical, hit);
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#endif
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}
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private Color GetColor(Transform pos1)
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{
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@ -9,6 +9,8 @@ namespace DCFApixels.DebugXCore.Samples
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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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@ -23,6 +25,7 @@ namespace DCFApixels.DebugXCore.Samples
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private void Draw()
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{
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#if DEBUGX_ENABLE_PHYSICS3D
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int i = 0;
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const float RADIUS_M = 0.5f;
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@ -51,6 +54,7 @@ namespace DCFApixels.DebugXCore.Samples
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Vector3 point2 = ray.origin + point.up * point.localScale.y * RADIUS_M * -0.5f;
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Physics.CapsuleCast(point1, point2, point.localScale.x * RADIUS_M, ray.direction, out hit, float.PositiveInfinity, int.MaxValue, QueryTriggerInteraction.UseGlobal);
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DebugX.Draw(GetColor(point)).CapsuleCast(point1, point2, ray.direction, point.localScale.x * RADIUS_M, hit);
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#endif
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}
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private Color GetColor(Transform pos1)
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{
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