using System.Runtime.CompilerServices; using UnityEngine; using UnityEngine.Rendering; namespace DCFApixels { public static class DebugXConsts { public const float IMMEDIATE_DURATION = -1; public const float DOT_SIZE = 0.05f; public readonly static bool IsSRP = GraphicsSettings.currentRenderPipeline != null; public readonly static bool IsSupportsComputeShaders = SystemInfo.supportsComputeShaders; } 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 string GLOBAL_TIME_SCALE_PREF_NAME = "DCFApixels.DebugX.TimeScale"; private const string GLOBAL_DOT_SIZE_PREF_NAME = "DCFApixels.DebugX.DotSize"; private const string GLOBAL_COLOR_PREF_NAME = "DCFApixels.DebugX.Color"; private readonly static int GlobalDotSizePropertyID = Shader.PropertyToID("_DebugX_GlobalDotSize"); private readonly static int GlobalColorPropertyID = Shader.PropertyToID("_DebugX_GlobalColor"); internal readonly static int ColorPropertyID = Shader.PropertyToID("_Color"); private enum DebugXPauseState { Unpaused = 0, PreUnpaused = 1, //нужно чтобы отщелкунть паузу с задержкой в один тик Paused = 2, } } public enum DebugXLine { Default, Arrow, Fade, } } namespace DCFApixels.DebugXCore { public static class DebugXDefines { public const bool DISABLE_DEBUGX_INBUILD = #if DISABLE_DEBUGX_INBUILD true; #else false; #endif } }