27 changed files with 941 additions and 0 deletions
			
			
		- 
					0CHANGELOG.md
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					7CHANGELOG.md.meta
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					8Documentation.meta
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					0Documentation/debugdrawex.md
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					7Documentation/debugdrawex.md.meta
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					0LICENSE.md
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					7LICENSE.md.meta
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					0README.md
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					7README.md.meta
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					8Runtime.meta
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					8Runtime/DebugDrawEx.meta
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					142Runtime/DebugDrawEx/DebugDraw.cs
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					11Runtime/DebugDrawEx/DebugDraw.cs.meta
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					65Runtime/DebugDrawEx/Line.cs
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					11Runtime/DebugDrawEx/Line.cs.meta
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					22Runtime/DebugDrawEx/LineMonoBehaviour.cs
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					3Runtime/DebugDrawEx/LineMonoBehaviour.cs.meta
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					14Runtime/ropogames.debugdrawex.asmdef
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					7Runtime/ropogames.debugdrawex.asmdef.meta
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					8Samples.meta
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					8Samples/Scenes.meta
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					534Samples/Scenes/SampleScene.unity
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					7Samples/Scenes/SampleScene.unity.meta
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					24Samples/Test.cs
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					11Samples/Test.cs.meta
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					15package.json
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					7package.json.meta
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| @ -0,0 +1,142 @@ | |||
| using System.ComponentModel; | |||
| using UnityEngine; | |||
| 
 | |||
| namespace DebugDrawEx | |||
| { | |||
|     public static class DebugDraw | |||
|     { | |||
|         /// <summary>
 | |||
|         ///   <para>Draws a line between specified start and end points.</para>
 | |||
|         /// </summary>
 | |||
|         /// <param name="start">Point in world space where the line should start.</param>
 | |||
|         /// <param name="end">Point in world space where the line should end.</param>
 | |||
|         /// <param name="color">Color of the line.</param>
 | |||
|         /// <param name="duration">How long the line should be visible for.</param>
 | |||
|         /// <param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
 | |||
|         public static void DrawLine(Vector3 start, Vector3 end) | |||
|         { | |||
|             bool depthTest = true; | |||
|             float duration = 0.0f; | |||
|             Color white = Color.white; | |||
|             DrawLine(start, end, white, duration, depthTest); | |||
|         } | |||
|      | |||
|         /// <summary>
 | |||
|         ///   <para>Draws a line between specified start and end points.</para>
 | |||
|         /// </summary>
 | |||
|         /// <param name="start">Point in world space where the line should start.</param>
 | |||
|         /// <param name="end">Point in world space where the line should end.</param>
 | |||
|         /// <param name="color">Color of the line.</param>
 | |||
|         /// <param name="duration">How long the line should be visible for.</param>
 | |||
|         /// <param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
 | |||
|         public static void DrawLine(Vector3 start, Vector3 end, Color color) | |||
|         { | |||
|             bool depthTest = true; | |||
|             float duration = 0.0f; | |||
|             DrawLine(start, end, color, duration, depthTest); | |||
|         } | |||
|      | |||
|         /// <summary>
 | |||
|         ///   <para>Draws a line between specified start and end points.</para>
 | |||
|         /// </summary>
 | |||
|         /// <param name="start">Point in world space where the line should start.</param>
 | |||
|         /// <param name="end">Point in world space where the line should end.</param>
 | |||
|         /// <param name="color">Color of the line.</param>
 | |||
|         /// <param name="duration">How long the line should be visible for.</param>
 | |||
|         /// <param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
 | |||
|         public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration) | |||
|         { | |||
|             bool depthTest = true; | |||
|             DrawLine(start, end, color, duration, depthTest); | |||
|         } | |||
|      | |||
|         /// <summary>
 | |||
|         ///   <para>Draws a line between specified start and end points.</para>
 | |||
|         /// </summary>
 | |||
|         /// <param name="start">Point in world space where the line should start.</param>
 | |||
|         /// <param name="end">Point in world space where the line should end.</param>
 | |||
|         /// <param name="color">Color of the line.</param>
 | |||
|         /// <param name="duration">How long the line should be visible for.</param>
 | |||
|         /// <param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
 | |||
|         public static void DrawLine( | |||
|             Vector3 start, | |||
|             Vector3 end, | |||
|             [DefaultValue("Color.white")] Color color, | |||
|             [DefaultValue("0.0f")] float duration, | |||
|             [DefaultValue("true")] bool depthTest) | |||
|         { | |||
|             var line = new Line | |||
|             { | |||
|                 Duration = duration, | |||
|                 DepthTest = depthTest | |||
|             }; | |||
|             line.AddLine(start, end, color); | |||
|          | |||
|             Graphics.DrawMesh(line.Mesh, Vector3.zero, Quaternion.identity, line.Mat, | |||
|                 0 , null, 0, null, false,false); | |||
|         } | |||
|      | |||
|         /// <summary>
 | |||
|         ///   <para>Draws a line from start to start + dir in world coordinates.</para>
 | |||
|         /// </summary>
 | |||
|         /// <param name="start">Point in world space where the ray should start.</param>
 | |||
|         /// <param name="dir">Direction and length of the ray.</param>
 | |||
|         /// <param name="color">Color of the drawn line.</param>
 | |||
|         /// <param name="duration">How long the line will be visible for (in seconds).</param>
 | |||
|         /// <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
 | |||
|         public static void DrawRay(Vector3 start, Vector3 dir) | |||
|         { | |||
|             bool depthTest = true; | |||
|             float duration = 0.0f; | |||
|             Color white = Color.white; | |||
|             DrawRay(start, dir, white, duration, depthTest); | |||
|         } | |||
|      | |||
|         /// <summary>
 | |||
|         ///   <para>Draws a line from start to start + dir in world coordinates.</para>
 | |||
|         /// </summary>
 | |||
|         /// <param name="start">Point in world space where the ray should start.</param>
 | |||
|         /// <param name="dir">Direction and length of the ray.</param>
 | |||
|         /// <param name="color">Color of the drawn line.</param>
 | |||
|         /// <param name="duration">How long the line will be visible for (in seconds).</param>
 | |||
|         /// <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
 | |||
|         public static void DrawRay(Vector3 start, Vector3 dir, Color color) | |||
|         { | |||
|             bool depthTest = true; | |||
|             float duration = 0.0f; | |||
|             DrawRay(start, dir, color, duration, depthTest); | |||
|         } | |||
|      | |||
|         /// <summary>
 | |||
|         ///   <para>Draws a line from start to start + dir in world coordinates.</para>
 | |||
|         /// </summary>
 | |||
|         /// <param name="start">Point in world space where the ray should start.</param>
 | |||
|         /// <param name="dir">Direction and length of the ray.</param>
 | |||
|         /// <param name="color">Color of the drawn line.</param>
 | |||
|         /// <param name="duration">How long the line will be visible for (in seconds).</param>
 | |||
|         /// <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
 | |||
|         public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration) | |||
|         { | |||
|             bool depthTest = true; | |||
|             DrawRay(start, dir, color, duration, depthTest); | |||
|         } | |||
| 
 | |||
|         /// <summary>
 | |||
|         ///   <para>Draws a line from start to start + dir in world coordinates.</para>
 | |||
|         /// </summary>
 | |||
|         /// <param name="start">Point in world space where the ray should start.</param>
 | |||
|         /// <param name="dir">Direction and length of the ray.</param>
 | |||
|         /// <param name="color">Color of the drawn line.</param>
 | |||
|         /// <param name="duration">How long the line will be visible for (in seconds).</param>
 | |||
|         /// <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
 | |||
|         public static void DrawRay( | |||
|             Vector3 start, | |||
|             Vector3 dir, | |||
|             [DefaultValue("Color.white")] Color color, | |||
|             [DefaultValue("0.0f")] float duration, | |||
|             [DefaultValue("true")] bool depthTest) | |||
|         { | |||
|             DrawLine(start, start + dir, color, duration, depthTest); | |||
|         } | |||
|     } | |||
| } | |||
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| @ -0,0 +1,65 @@ | |||
| using System.Collections.Generic; | |||
| using UnityEngine; | |||
| 
 | |||
| namespace DebugDrawEx | |||
| { | |||
|     public class Line | |||
|     { | |||
|         public Material Mat { get; set; } | |||
|         public Mesh Mesh { get; private set; } | |||
|         public bool DepthTest { get; set; } | |||
|         public float Duration { get; set; } | |||
|         private readonly List<Vector3> _vertices; | |||
|         private readonly List<Color> _colors; | |||
|         private readonly List<int> _indices; | |||
|         private static readonly int ZTest = Shader.PropertyToID("_ZTest"); | |||
| 
 | |||
|         public Line() | |||
|         { | |||
|             _vertices = new List<Vector3>(); | |||
|             _colors = new List<Color>(); | |||
|             _indices = new List<int>(); | |||
|         } | |||
| 
 | |||
|         public void AddLine(Vector3 from, Vector3 to, Color color) | |||
|         { | |||
|             _vertices.Add(from); | |||
|             _vertices.Add(to); | |||
|             _colors.Add(color); | |||
|             _colors.Add(color); | |||
|             _indices.Add(_vertices.Count - 2); | |||
|             _indices.Add(_vertices.Count - 1); | |||
|             Mesh = CreateMesh(); | |||
|          | |||
|             if (Duration != 0) | |||
|                 CreateGameObjectLine(from, to, color); | |||
|         } | |||
| 
 | |||
|         private void CreateGameObjectLine(Vector3 from, Vector3 to, Color color) | |||
|         { | |||
|             var go = new GameObject("line"); | |||
|             go.hideFlags = HideFlags.HideAndDontSave; | |||
|             var lineMonoBehaviour = go.AddComponent<LineMonoBehaviour>(); | |||
|             lineMonoBehaviour.Point1 = from; | |||
|             lineMonoBehaviour.Point2 = to; | |||
|             lineMonoBehaviour.Color = color; | |||
|             lineMonoBehaviour.Duration = Duration; | |||
|             lineMonoBehaviour.DepthTest = DepthTest; | |||
|         } | |||
| 
 | |||
|         private Mesh CreateMesh() | |||
|         { | |||
|             var newMesh = new Mesh(); | |||
|             newMesh.MarkDynamic(); | |||
|          | |||
|             Mat = new Material(Shader.Find("Hidden/Internal-Colored")); | |||
|             Mat.SetInt(ZTest, DepthTest ? 4 : 0); | |||
|          | |||
|             newMesh.SetVertices(_vertices); | |||
|             newMesh.SetColors(_colors); | |||
|             newMesh.SetIndices(_indices.ToArray(), MeshTopology.Lines, 0); | |||
| 
 | |||
|             return newMesh; | |||
|         } | |||
|     } | |||
| } | |||
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| @ -0,0 +1,22 @@ | |||
| using UnityEngine; | |||
| 
 | |||
| namespace DebugDrawEx | |||
| { | |||
|     public class LineMonoBehaviour : MonoBehaviour | |||
|     { | |||
|         public Color Color { get; set; } | |||
|         public Vector3 Point1 { get; set; } | |||
|         public Vector3 Point2 { get; set; } | |||
|         public float Duration { get; set; } | |||
|         public bool DepthTest { get; set; } | |||
| 
 | |||
|         private void Update() | |||
|         { | |||
|             Duration -= Time.unscaledDeltaTime; | |||
|             if (Duration <= 0) | |||
|                 Destroy(gameObject); | |||
|          | |||
|             DebugDraw.DrawLine(Point1, Point2, Color, 0, DepthTest); | |||
|         } | |||
|     } | |||
| } | |||
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|     "name": "ropogames.debugdrawex", | |||
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|   externalObjects: {} | |||
|   userData:  | |||
|   assetBundleName:  | |||
|   assetBundleVariant:  | |||
| @ -0,0 +1,24 @@ | |||
| using DebugDrawEx; | |||
| using UnityEngine; | |||
| 
 | |||
| public class Test : MonoBehaviour | |||
| { | |||
|     void Start() | |||
|     { | |||
|         var point1 = new Vector3(-3, 0, 0); | |||
|         var point2 = new Vector3(3, 0, 0); | |||
|         DebugDraw.DrawLine(point1, point2, Color.green, 5, true); | |||
|         //Debug.DrawLine(point1, point2, Color.green, 1000, false);
 | |||
|         //Debug.DrawLine(point1, point2);
 | |||
|     } | |||
|      | |||
|     void Update() | |||
|     { | |||
|         /* | |||
|         var point1 = new Vector3(-3, 0, 0); | |||
|         var point2 = new Vector3(3, 0, 0); | |||
|         DebugDraw.DrawLine(point1, point2, Color.green, 0, true); | |||
|         //Debug.DrawLine(point1, point2, Color.green, 1000, false);
 | |||
|     */ | |||
|     } | |||
| } | |||
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| @ -0,0 +1,15 @@ | |||
| { | |||
|   "name": "com.ropogames.debugdrawex", | |||
|   "version": "0.1.0", | |||
|   "displayName": "Debug Draw Ex", | |||
|   "description": "Debug draw in runtime", | |||
|   "keywords": [ | |||
|     "debug", | |||
|     "log" | |||
|   ], | |||
|   "author": { | |||
|     "name": "errorcode", | |||
|     "email": "errorcode@mail.ru", | |||
|     "url": "https://chilidoginteractive.com/" | |||
|   } | |||
| } | |||
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