using UnityEngine; namespace DCFApixels.DebugXCore.Samples { [SelectionBase] public class DebugXSample_Primitives2D : MonoBehaviour { public Gradient Gradient; public float GradientMultiplier = 5; public Transform[] Points; #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])).Quad(Points[i].position, Points[i].rotation, Points[i].localScale); i++; DebugX.Draw(GetColor(Points[i])).WireQuad(Points[i].position, Points[i].rotation, Points[i].localScale); i++; DebugX.Draw(GetColor(Points[i])).QuadGrid(Points[i].position, Points[i].rotation, Points[i].localScale, Vector2Int.one * 3); i++; DebugX.Draw(GetColor(Points[i])).QuadPoints(Points[i].position, Points[i].rotation, Points[i].localScale); i++; i++; DebugX.Draw(GetColor(Points[i])).Triangle(Points[i].position, Points[i].rotation, Points[i].localScale); i++; DebugX.Draw(GetColor(Points[i])).WireTriangle(Points[i].position, Points[i].rotation, Points[i].localScale); i++; i++; DebugX.Draw(GetColor(Points[i])).Circle(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M); i++; DebugX.Draw(GetColor(Points[i])).WireCircle(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M); i++; DebugX.Draw(GetColor(Points[i])).FlatCapsule(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y); i++; DebugX.Draw(GetColor(Points[i])).WireFlatCapsule(Points[i].position, Points[i].rotation, Points[i].localScale.x * RADIUS_M, Points[i].localScale.y); } 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)); } } }