using UnityEngine; namespace DCFApixels.DebugXCore.Samples { [SelectionBase] public class DebugXSample_Raycasts2D : 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 = 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); } 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; float t = pos.x + pos.z; t /= 2f; return Gradient.Evaluate(Mathf.Clamp01(t)); } } }