errorcode
3 years ago
27 changed files with 941 additions and 0 deletions
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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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using System.ComponentModel; |
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using UnityEngine; |
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|
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namespace DebugDrawEx |
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{ |
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public static class DebugDraw |
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{ |
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/// <summary>
|
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/// <para>Draws a line between specified start and end points.</para>
|
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/// </summary>
|
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/// <param name="start">Point in world space where the line should start.</param>
|
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/// <param name="end">Point in world space where the line should end.</param>
|
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/// <param name="color">Color of the line.</param>
|
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/// <param name="duration">How long the line should be visible for.</param>
|
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/// <param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
|
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public static void DrawLine(Vector3 start, Vector3 end) |
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{ |
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bool depthTest = true; |
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float duration = 0.0f; |
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Color white = Color.white; |
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DrawLine(start, end, white, duration, depthTest); |
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} |
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|
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/// <summary>
|
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/// <para>Draws a line between specified start and end points.</para>
|
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/// </summary>
|
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/// <param name="start">Point in world space where the line should start.</param>
|
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/// <param name="end">Point in world space where the line should end.</param>
|
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/// <param name="color">Color of the line.</param>
|
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/// <param name="duration">How long the line should be visible for.</param>
|
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/// <param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
|
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public static void DrawLine(Vector3 start, Vector3 end, Color color) |
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{ |
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bool depthTest = true; |
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float duration = 0.0f; |
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DrawLine(start, end, color, duration, depthTest); |
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} |
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|
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/// <summary>
|
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/// <para>Draws a line between specified start and end points.</para>
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/// </summary>
|
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/// <param name="start">Point in world space where the line should start.</param>
|
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/// <param name="end">Point in world space where the line should end.</param>
|
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/// <param name="color">Color of the line.</param>
|
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/// <param name="duration">How long the line should be visible for.</param>
|
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/// <param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
|
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public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration) |
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{ |
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bool depthTest = true; |
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DrawLine(start, end, color, duration, depthTest); |
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} |
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|
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/// <summary>
|
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/// <para>Draws a line between specified start and end points.</para>
|
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/// </summary>
|
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/// <param name="start">Point in world space where the line should start.</param>
|
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/// <param name="end">Point in world space where the line should end.</param>
|
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/// <param name="color">Color of the line.</param>
|
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/// <param name="duration">How long the line should be visible for.</param>
|
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/// <param name="depthTest">Should the line be obscured by objects closer to the camera?</param>
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public static void DrawLine( |
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Vector3 start, |
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Vector3 end, |
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[DefaultValue("Color.white")] Color color, |
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[DefaultValue("0.0f")] float duration, |
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[DefaultValue("true")] bool depthTest) |
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{ |
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var line = new Line |
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{ |
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Duration = duration, |
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DepthTest = depthTest |
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}; |
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line.AddLine(start, end, color); |
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|
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Graphics.DrawMesh(line.Mesh, Vector3.zero, Quaternion.identity, line.Mat, |
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0 , null, 0, null, false,false); |
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} |
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|
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/// <summary>
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/// <para>Draws a line from start to start + dir in world coordinates.</para>
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/// </summary>
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/// <param name="start">Point in world space where the ray should start.</param>
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/// <param name="dir">Direction and length of the ray.</param>
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/// <param name="color">Color of the drawn line.</param>
|
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/// <param name="duration">How long the line will be visible for (in seconds).</param>
|
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/// <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
|
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public static void DrawRay(Vector3 start, Vector3 dir) |
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{ |
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bool depthTest = true; |
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float duration = 0.0f; |
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Color white = Color.white; |
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DrawRay(start, dir, white, duration, depthTest); |
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} |
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|
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/// <summary>
|
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/// <para>Draws a line from start to start + dir in world coordinates.</para>
|
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/// </summary>
|
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/// <param name="start">Point in world space where the ray should start.</param>
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/// <param name="dir">Direction and length of the ray.</param>
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/// <param name="color">Color of the drawn line.</param>
|
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/// <param name="duration">How long the line will be visible for (in seconds).</param>
|
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/// <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
|
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public static void DrawRay(Vector3 start, Vector3 dir, Color color) |
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{ |
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bool depthTest = true; |
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float duration = 0.0f; |
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DrawRay(start, dir, color, duration, depthTest); |
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} |
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|
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/// <summary>
|
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/// <para>Draws a line from start to start + dir in world coordinates.</para>
|
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/// </summary>
|
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/// <param name="start">Point in world space where the ray should start.</param>
|
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/// <param name="dir">Direction and length of the ray.</param>
|
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/// <param name="color">Color of the drawn line.</param>
|
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/// <param name="duration">How long the line will be visible for (in seconds).</param>
|
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/// <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
|
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public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration) |
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{ |
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bool depthTest = true; |
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DrawRay(start, dir, color, duration, depthTest); |
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|
} |
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|
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/// <summary>
|
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|
/// <para>Draws a line from start to start + dir in world coordinates.</para>
|
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|
/// </summary>
|
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|
/// <param name="start">Point in world space where the ray should start.</param>
|
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/// <param name="dir">Direction and length of the ray.</param>
|
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/// <param name="color">Color of the drawn line.</param>
|
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/// <param name="duration">How long the line will be visible for (in seconds).</param>
|
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/// <param name="depthTest">Should the line be obscured by other objects closer to the camera?</param>
|
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public static void DrawRay( |
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Vector3 start, |
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Vector3 dir, |
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[DefaultValue("Color.white")] Color color, |
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[DefaultValue("0.0f")] float duration, |
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[DefaultValue("true")] bool depthTest) |
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{ |
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DrawLine(start, start + dir, color, duration, depthTest); |
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} |
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} |
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|
} |
@ -0,0 +1,11 @@ |
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|
fileFormatVersion: 2 |
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guid: 816219397a19e3d459204148c5e855aa |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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userData: |
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@ -0,0 +1,65 @@ |
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|
using System.Collections.Generic; |
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using UnityEngine; |
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|
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namespace DebugDrawEx |
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{ |
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public class Line |
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{ |
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public Material Mat { get; set; } |
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public Mesh Mesh { get; private set; } |
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public bool DepthTest { get; set; } |
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public float Duration { get; set; } |
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private readonly List<Vector3> _vertices; |
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private readonly List<Color> _colors; |
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private readonly List<int> _indices; |
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private static readonly int ZTest = Shader.PropertyToID("_ZTest"); |
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|
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public Line() |
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{ |
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_vertices = new List<Vector3>(); |
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_colors = new List<Color>(); |
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_indices = new List<int>(); |
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} |
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|
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public void AddLine(Vector3 from, Vector3 to, Color color) |
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{ |
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_vertices.Add(from); |
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_vertices.Add(to); |
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_colors.Add(color); |
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_colors.Add(color); |
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_indices.Add(_vertices.Count - 2); |
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_indices.Add(_vertices.Count - 1); |
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Mesh = CreateMesh(); |
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|
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if (Duration != 0) |
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CreateGameObjectLine(from, to, color); |
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} |
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|
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private void CreateGameObjectLine(Vector3 from, Vector3 to, Color color) |
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{ |
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var go = new GameObject("line"); |
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go.hideFlags = HideFlags.HideAndDontSave; |
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var lineMonoBehaviour = go.AddComponent<LineMonoBehaviour>(); |
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lineMonoBehaviour.Point1 = from; |
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lineMonoBehaviour.Point2 = to; |
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lineMonoBehaviour.Color = color; |
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lineMonoBehaviour.Duration = Duration; |
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lineMonoBehaviour.DepthTest = DepthTest; |
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} |
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|
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private Mesh CreateMesh() |
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{ |
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var newMesh = new Mesh(); |
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newMesh.MarkDynamic(); |
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|
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Mat = new Material(Shader.Find("Hidden/Internal-Colored")); |
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Mat.SetInt(ZTest, DepthTest ? 4 : 0); |
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|
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newMesh.SetVertices(_vertices); |
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newMesh.SetColors(_colors); |
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newMesh.SetIndices(_indices.ToArray(), MeshTopology.Lines, 0); |
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|
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return newMesh; |
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} |
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} |
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|
} |
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@ -0,0 +1,22 @@ |
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using UnityEngine; |
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|
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namespace DebugDrawEx |
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{ |
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public class LineMonoBehaviour : MonoBehaviour |
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{ |
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public Color Color { get; set; } |
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public Vector3 Point1 { get; set; } |
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public Vector3 Point2 { get; set; } |
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public float Duration { get; set; } |
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public bool DepthTest { get; set; } |
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|
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private void Update() |
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{ |
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Duration -= Time.unscaledDeltaTime; |
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if (Duration <= 0) |
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Destroy(gameObject); |
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|
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DebugDraw.DrawLine(Point1, Point2, Color, 0, DepthTest); |
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} |
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} |
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} |
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timeCreated: 1650843949 |
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m_ProbeAnchor: {fileID: 0} |
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m_LightProbeVolumeOverride: {fileID: 0} |
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m_ScaleInLightmap: 1 |
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m_ReceiveGI: 1 |
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m_PreserveUVs: 0 |
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m_IgnoreNormalsForChartDetection: 0 |
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m_ImportantGI: 0 |
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m_StitchLightmapSeams: 1 |
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m_SelectedEditorRenderState: 3 |
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m_MinimumChartSize: 4 |
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m_AutoUVMaxDistance: 0.5 |
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m_AutoUVMaxAngle: 89 |
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m_LightmapParameters: {fileID: 0} |
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m_SortingLayerID: 0 |
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m_SortingLayer: 0 |
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m_SortingOrder: 0 |
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m_AdditionalVertexStreams: {fileID: 0} |
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--- !u!33 &1534016063 |
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MeshFilter: |
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m_ObjectHideFlags: 0 |
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m_CorrespondingSourceObject: {fileID: 0} |
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m_PrefabInstance: {fileID: 0} |
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m_PrefabAsset: {fileID: 0} |
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m_GameObject: {fileID: 1534016060} |
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m_Mesh: {fileID: 10202, guid: 0000000000000000e000000000000000, type: 0} |
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--- !u!4 &1534016064 |
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Transform: |
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m_ObjectHideFlags: 0 |
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m_CorrespondingSourceObject: {fileID: 0} |
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m_PrefabInstance: {fileID: 0} |
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m_PrefabAsset: {fileID: 0} |
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m_GameObject: {fileID: 1534016060} |
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m_LocalRotation: {x: 0, y: 0, z: 0, w: 1} |
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m_LocalPosition: {x: 1.53, y: 0, z: 0} |
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m_LocalScale: {x: 1, y: 1, z: 1} |
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m_Children: [] |
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m_Father: {fileID: 0} |
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m_RootOrder: 4 |
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m_LocalEulerAnglesHint: {x: 0, y: 0, z: 0} |
@ -0,0 +1,7 @@ |
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|
fileFormatVersion: 2 |
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guid: 9fc0d4010bbf28b4594072e72b8655ab |
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DefaultImporter: |
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externalObjects: {} |
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userData: |
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assetBundleName: |
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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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|
*/ |
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|
} |
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|
} |
@ -0,0 +1,11 @@ |
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|
fileFormatVersion: 2 |
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guid: a613bbe57621c0c4bb4ff2524b932ffe |
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MonoImporter: |
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externalObjects: {} |
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serializedVersion: 2 |
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defaultReferences: [] |
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executionOrder: 0 |
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icon: {instanceID: 0} |
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userData: |
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assetBundleName: |
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assetBundleVariant: |
@ -0,0 +1,15 @@ |
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|
{ |
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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/" |
||||
|
} |
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|
} |
@ -0,0 +1,7 @@ |
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|
fileFormatVersion: 2 |
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|
guid: 35d85ff0009227d4889273c1bde83bb0 |
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|
TextScriptImporter: |
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|
externalObjects: {} |
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|
userData: |
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|
assetBundleName: |
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|
assetBundleVariant: |
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