using UnityEngine; namespace DCFApixels.DebugXCore.Samples { [SelectionBase] public class DebugXSample_Other : MonoBehaviour { public Gradient Gradient; public float GradientMultiplier = 5; public Transform[] Points; private static readonly Color _background = new Color(0, 0, 0, 0.5f); #if UNITY_EDITOR private void OnDrawGizmos() { Draw(); } #else private void Update() { Draw(); } #endif private void Draw() { int i = -1; const float RADIUS_M = 0.5f; i++; DebugX.Draw(GetColor(Points[i])).Cross(Points[i].position, Points[i].localScale.x); i++; DebugX.Draw(GetColor(Points[i])).BillboardCircle(Points[i].position, Points[i].localScale.x * RADIUS_M); i++; DebugX.Draw(GetColor(Points[i])).WireMesh(Points[i].position, Points[i].rotation, Points[i].localScale * RADIUS_M); i++; DebugX.Draw(GetColor(Points[i])).Text(Points[i].position, Points[i].name, DebugXTextSettings.Default.SetBackground(Color.black)); i++; DebugX.Draw(GetColor(Points[i])).Dot(Points[i].position); i++; DebugX.Draw(GetColor(Points[i])).WireDot(Points[i].position); i++; DebugX.Draw(GetColor(Points[i])).DotQuad(Points[i].position); i++; DebugX.Draw(GetColor(Points[i])).WireDotQuad(Points[i].position); i++; DebugX.Draw(GetColor(Points[i])).DotDiamond(Points[i].position); i++; DebugX.Draw(GetColor(Points[i])).WireDotDiamond(Points[i].position); i++; DebugX.Draw(GetColor(Points[i])).DotCross(Points[i].position); } 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)); } } }