public static void AddVector(Vector3 destinationPosition, Color vectorColor, string identifier)
        {
            if (!CheckInited() && !KeyAlreadyExist(identifier))
            {
                return;
            }
            CameraInternals.CameraDebugger cameraDebugger = renderCamera.gameObject.AddComponent <CameraInternals.CameraDebugger>();
            cameraDebugger.hideFlags = HideFlags.HideInInspector;
            List <Vector3> positions = new List <Vector3>();

            positions.Add(Vector3.zero);
            positions.Add(destinationPosition);
            cameraDebugger.Init(positions, vectorColor);
            debuggers.Add(identifier, cameraDebugger);
        }
 public static void AddVectorsSecuence(List <Vector3> positions, bool useTheFirstVertexAsZero, Color vectorColor, string identifier)
 {
     if (!CheckInited() && !KeyAlreadyExist(identifier))
     {
         return;
     }
     CameraInternals.CameraDebugger cameraDebugger = renderCamera.gameObject.AddComponent <CameraInternals.CameraDebugger>();
     cameraDebugger.hideFlags = HideFlags.HideInInspector;
     if (!useTheFirstVertexAsZero)
     {
         positions.Insert(0, Vector3.zero);
     }
     cameraDebugger.Init(positions, vectorColor);
     debuggers.Add(identifier, cameraDebugger);
 }
Beispiel #3
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        public static void AddVector(Vector3 originPosition, Vector3 destinationPosition, string identifier)
        {
            if (!CheckInited() && !KeyAlreadyExist(identifier))
            {
                return;
            }
            CameraInternals.CameraDebugger cameraDebugger = renderCamera.gameObject.AddComponent <CameraInternals.CameraDebugger>();
            cameraDebugger.hideFlags = HideFlags.HideInInspector;
            List <Vector3> positions = new List <Vector3>();

            positions.Add(originPosition);
            positions.Add(destinationPosition);
            cameraDebugger.Init(positions);
            if (showedInEditor)
            {
                cameraDebugger.EnableShowInEditor();
            }
            if (showedCoordinates)
            {
                cameraDebugger.EnableShowCoordinates();
            }
            debuggers.Add(identifier, cameraDebugger);
        }