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