Unity-DebugX/Samples/Scripts/DebugXSample_Raycasts2D.cs
2025-04-21 20:26:42 +08:00

77 lines
2.7 KiB
C#

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(Inverse(GetColor(WarrningPoint))).Text(WarrningPoint.position, "Add \"DEBUGX_ENABLE_PHYSICS2D\" define", DebugXTextSettings.WorldSpaceScale.SetSize(22).SetAnchor(TextAnchor.MiddleCenter));
#endif
}
private Color GetColor(Transform pos1)
{
Vector3 pos = pos1.localPosition;
pos /= GradientMultiplier == 0 ? 1 : GradientMultiplier;
pos += Vector3.one * 0.5f;
float t = pos.x + pos.z;
t /= 2f;
return Gradient.Evaluate(Mathf.Clamp01(t));
}
private Color Inverse(Color c)
{
var a = c.a;
c = Color.white - c;
c.a = a;
return c;
}
}
}