using DCFApixels.DebugXCore.Samples.Internal; using UnityEngine; namespace DCFApixels.DebugXCore.Samples { [SelectionBase] public class DebugXSample_Raycasts2D : MonoBehaviour { public Gradient Gradient; public float GradientMultiplier = 5; public Transform[] Points; public Transform WarrningPoint; #if UNITY_EDITOR private void OnDrawGizmos() { Draw(); } #else private void Update() { Draw(); } #endif private void Draw() { #if DEBUGX_ENABLE_PHYSICS2D int i = 0; const float RADIUS_M = 0.5f; Transform point; Ray ray; RaycastHit2D hit; point = Points[i++]; ray = new Ray(point.position, point.forward); hit = Physics2D.Raycast(ray.origin, ray.direction, float.PositiveInfinity, -1); DebugX.Draw(GetColor(point)).Raycast2D(ray, hit); point = Points[i++]; ray = new Ray(point.position, point.forward); hit = Physics2D.CircleCast(ray.origin, point.localScale.x * RADIUS_M, ray.direction, float.PositiveInfinity, int.MaxValue); DebugX.Draw(GetColor(point)).CircleCast2D(ray, point.localScale.x * RADIUS_M, hit); point = Points[i++]; ray = new Ray(point.position, point.forward); hit = Physics2D.BoxCast(ray.origin, point.localScale, point.eulerAngles.z, ray.direction, float.PositiveInfinity, int.MaxValue); DebugX.Draw(GetColor(point)).BoxCast2D(ray, point.eulerAngles.z, point.localScale, hit); point = Points[i++]; ray = new Ray(point.position, point.forward); hit = Physics2D.CapsuleCast(ray.origin, point.localScale, CapsuleDirection2D.Vertical, point.eulerAngles.z, ray.direction, float.PositiveInfinity, int.MaxValue); DebugX.Draw(GetColor(point)).CapsuleCast2D(ray, point.eulerAngles.z, point.localScale, CapsuleDirection2D.Vertical, hit); #else DebugX.Draw(GetColor(WarrningPoint).Inverse()).Text(WarrningPoint.position, "Add \"DEBUGX_ENABLE_PHYSICS2D\" define", DebugXTextSettings.WorldSpaceScale.SetSize(22).SetAnchor(TextAnchor.MiddleCenter)); #endif } private Color GetColor(Transform pos1) { return Gradient.Evaluate(pos1, GradientMultiplier); } } }