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  1. 0
      CHANGELOG.md
  2. 7
      CHANGELOG.md.meta
  3. 8
      Documentation.meta
  4. 0
      Documentation/debugdrawex.md
  5. 7
      Documentation/debugdrawex.md.meta
  6. 0
      LICENSE.md
  7. 7
      LICENSE.md.meta
  8. 0
      README.md
  9. 7
      README.md.meta
  10. 8
      Runtime.meta
  11. 8
      Runtime/DebugDrawEx.meta
  12. 142
      Runtime/DebugDrawEx/DebugDraw.cs
  13. 11
      Runtime/DebugDrawEx/DebugDraw.cs.meta
  14. 65
      Runtime/DebugDrawEx/Line.cs
  15. 11
      Runtime/DebugDrawEx/Line.cs.meta
  16. 22
      Runtime/DebugDrawEx/LineMonoBehaviour.cs
  17. 3
      Runtime/DebugDrawEx/LineMonoBehaviour.cs.meta
  18. 14
      Runtime/ropogames.debugdrawex.asmdef
  19. 7
      Runtime/ropogames.debugdrawex.asmdef.meta
  20. 8
      Samples.meta
  21. 8
      Samples/Scenes.meta
  22. 534
      Samples/Scenes/SampleScene.unity
  23. 7
      Samples/Scenes/SampleScene.unity.meta
  24. 24
      Samples/Test.cs
  25. 11
      Samples/Test.cs.meta
  26. 15
      package.json
  27. 7
      package.json.meta

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Runtime/DebugDrawEx/DebugDraw.cs

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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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Runtime/DebugDrawEx/Line.cs

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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()
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public void AddLine(Vector3 from, Vector3 to, Color color)
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_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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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()
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7
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24
Samples/Test.cs

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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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15
package.json

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{
"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/"
}
}

7
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