errorcode
3 years ago
39 changed files with 3045 additions and 0 deletions
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40.gitignore
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13.idea/.idea.DebugDraw/.idea/.gitignore
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4.idea/.idea.DebugDraw/.idea/encodings.xml
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8.idea/.idea.DebugDraw/.idea/indexLayout.xml
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8Assets/DebugDrawEx.meta
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142Assets/DebugDrawEx/DebugDraw.cs
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11Assets/DebugDrawEx/DebugDraw.cs.meta
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65Assets/DebugDrawEx/Line.cs
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11Assets/DebugDrawEx/Line.cs.meta
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22Assets/DebugDrawEx/LineMonoBehaviour.cs
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3Assets/DebugDrawEx/LineMonoBehaviour.cs.meta
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8Assets/Scenes.meta
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534Assets/Scenes/SampleScene.unity
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7Assets/Scenes/SampleScene.unity.meta
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24Assets/Test.cs
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11Assets/Test.cs.meta
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43Packages/manifest.json
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357Packages/packages-lock.json
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19ProjectSettings/AudioManager.asset
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6ProjectSettings/ClusterInputManager.asset
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34ProjectSettings/DynamicsManager.asset
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8ProjectSettings/EditorBuildSettings.asset
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30ProjectSettings/EditorSettings.asset
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63ProjectSettings/GraphicsSettings.asset
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295ProjectSettings/InputManager.asset
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91ProjectSettings/NavMeshAreas.asset
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43ProjectSettings/PackageManagerSettings.asset
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56ProjectSettings/Physics2DSettings.asset
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7ProjectSettings/PresetManager.asset
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701ProjectSettings/ProjectSettings.asset
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2ProjectSettings/ProjectVersion.txt
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232ProjectSettings/QualitySettings.asset
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43ProjectSettings/TagManager.asset
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9ProjectSettings/TimeManager.asset
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35ProjectSettings/UnityConnectSettings.asset
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12ProjectSettings/VFXManager.asset
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8ProjectSettings/VersionControlSettings.asset
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10ProjectSettings/XRSettings.asset
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30UserSettings/EditorUserSettings.asset
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[Ll]ibrary/ |
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[Tt]emp/ |
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[Oo]bj/ |
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[Bb]uild/ |
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[Bb]uilds/ |
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[Ll]ogs/ |
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Assets/AssetStoreTools* |
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|
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# Visual Studio cache directory |
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.vs/ |
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|
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# Autogenerated VS/MD/Consulo solution and project files |
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ExportedObj/ |
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.consulo/ |
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*.csproj |
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*.unityproj |
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*.sln |
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*.suo |
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*.tmp |
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*.user |
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*.userprefs |
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*.pidb |
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*.booproj |
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*.svd |
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*.pdb |
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*.opendb |
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|
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# Unity3D generated meta files |
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*.pidb.meta |
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*.pdb.meta |
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|
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# Unity3D Generated File On Crash Reports |
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sysinfo.txt |
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|
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# Builds |
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*.apk |
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*.unitypackage |
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|
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SwitchIL2CPPCache/ |
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SwitchIL2CPPStats/ |
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# Default ignored files |
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/shelf/ |
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/workspace.xml |
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# Rider ignored files |
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/.idea.DebugDraw.iml |
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/modules.xml |
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/projectSettingsUpdater.xml |
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/contentModel.xml |
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# Datasource local storage ignored files |
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/dataSources/ |
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/dataSources.local.xml |
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# Editor-based HTTP Client requests |
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/httpRequests/ |
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<?xml version="1.0" encoding="UTF-8"?> |
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<project version="4"> |
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<component name="Encoding" addBOMForNewFiles="with BOM under Windows, with no BOM otherwise" /> |
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</project> |
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<?xml version="1.0" encoding="UTF-8"?> |
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<project version="4"> |
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<component name="UserContentModel"> |
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<attachedFolders /> |
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<explicitIncludes /> |
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<explicitExcludes /> |
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</component> |
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</project> |
@ -0,0 +1,8 @@ |
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fileFormatVersion: 2 |
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guid: 8cf6f82e62b403b48b531af84b48251c |
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folderAsset: yes |
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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: |
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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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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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|
icon: {instanceID: 0} |
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|
userData: |
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|
assetBundleName: |
||||
|
assetBundleVariant: |
@ -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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} |
@ -0,0 +1,11 @@ |
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fileFormatVersion: 2 |
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|
guid: 058673d64d6600b42a67a06926f156f0 |
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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 +1,22 @@ |
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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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} |
@ -0,0 +1,3 @@ |
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fileFormatVersion: 2 |
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|
guid: c00083303fe24687900c8c43b4960781 |
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timeCreated: 1650843949 |
@ -0,0 +1,8 @@ |
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fileFormatVersion: 2 |
||||
|
guid: 6e641c7a768ae7d4db89f417a4f1ecfc |
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|
folderAsset: yes |
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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 +1,534 @@ |
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%YAML 1.1 |
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%TAG !u! tag:unity3d.com,2011: |
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--- !u!29 &1 |
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OcclusionCullingSettings: |
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|
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serializedVersion: 2 |
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m_OcclusionBakeSettings: |
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smallestOccluder: 5 |
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smallestHole: 0.25 |
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backfaceThreshold: 100 |
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m_SceneGUID: 00000000000000000000000000000000 |
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m_OcclusionCullingData: {fileID: 0} |
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|
--- !u!104 &2 |
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RenderSettings: |
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|
m_ObjectHideFlags: 0 |
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|
serializedVersion: 9 |
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m_Fog: 0 |
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m_FogColor: {r: 0.5, g: 0.5, b: 0.5, a: 1} |
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m_FogMode: 3 |
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m_FogDensity: 0.01 |
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m_LinearFogStart: 0 |
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m_LinearFogEnd: 300 |
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m_AmbientSkyColor: {r: 0.212, g: 0.227, b: 0.259, a: 1} |
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m_AmbientEquatorColor: {r: 0.114, g: 0.125, b: 0.133, a: 1} |
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m_AmbientGroundColor: {r: 0.047, g: 0.043, b: 0.035, a: 1} |
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m_AmbientIntensity: 1 |
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m_AmbientMode: 0 |
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m_SubtractiveShadowColor: {r: 0.42, g: 0.478, b: 0.627, a: 1} |
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m_SkyboxMaterial: {fileID: 10304, guid: 0000000000000000f000000000000000, type: 0} |
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m_HaloStrength: 0.5 |
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m_FlareFadeSpeed: 3 |
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m_DefaultReflectionResolution: 128 |
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m_ReflectionBounces: 1 |
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m_ReflectionIntensity: 1 |
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m_CustomReflection: {fileID: 0} |
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m_Sun: {fileID: 705507994} |
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m_IndirectSpecularColor: {r: 0.44657898, g: 0.4964133, b: 0.5748178, a: 1} |
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m_UseRadianceAmbientProbe: 0 |
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--- !u!157 &3 |
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m_EnableBakedLightmaps: 1 |
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serializedVersion: 12 |
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m_Resolution: 2 |
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m_BakeResolution: 40 |
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m_AtlasSize: 1024 |
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m_AO: 0 |
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m_AOMaxDistance: 1 |
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m_CompAOExponent: 1 |
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using DebugDrawEx; |
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using UnityEngine; |
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public class Test : MonoBehaviour |
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{ |
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{ |
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void Update() |
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{ |
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/* |
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var point2 = new Vector3(3, 0, 0); |
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DebugDraw.DrawLine(point1, point2, Color.green, 0, true); |
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