Ejemplo n.º 1
0
    void OnSceneGUI()
    {
        FOV_Debug myTarget = (FOV_Debug)target;

        if (myTarget.mode3D)
        {
            // character's range
            Handles.color = new Color(1, 0, 0, 0.2f);
            Handles.DrawSolidDisc(myTarget.transform.position, Vector3.up, myTarget.radius);

            // direction of sight
            Handles.color = new Color(0, 1, 0, 0.3f);
            // right
            Handles.DrawSolidArc(
                myTarget.transform.position,
                myTarget.transform.up,
                myTarget.transform.forward,
                myTarget.angle / 2,
                myTarget.radius);
            // left
            Handles.DrawSolidArc(
                myTarget.transform.position,
                myTarget.transform.up,
                myTarget.transform.forward,
                -myTarget.angle / 2,
                myTarget.radius);

            // character's forward
            Handles.color   = new Color(0, 1, 1, 1f);
            myTarget.radius = Handles.ScaleValueHandle(myTarget.radius,
                                                       myTarget.transform.position + myTarget.transform.forward * myTarget.radius,
                                                       myTarget.transform.rotation,
                                                       8f,
                                                       Handles.ConeCap,
                                                       1f);
        }
        else
        {
            Vector3 spritePos = new Vector3(myTarget.transform.position.x, myTarget.transform.position.y, 0);
            // character's range
            Handles.color = new Color(1, 0, 0, 0.2f);
            Handles.DrawSolidDisc(spritePos, Vector3.forward, myTarget.radius);

            switch (myTarget.curDir2D)
            {
            case FOV_Debug.direction2D.up:
                // direction of sight
                Handles.color = new Color(0, 1, 0, 0.3f);
                // right
                Handles.DrawSolidArc(
                    spritePos,
                    myTarget.transform.forward,
                    myTarget.transform.up,
                    -myTarget.angle / 2f,
                    myTarget.radius);
                // left
                Handles.DrawSolidArc(
                    spritePos,
                    myTarget.transform.forward,
                    myTarget.transform.up,
                    myTarget.angle / 2f,
                    myTarget.radius);
                break;

            case FOV_Debug.direction2D.down:
                // direction of sight
                Handles.color = new Color(0, 1, 0, 0.3f);
                // right
                Handles.DrawSolidArc(
                    spritePos,
                    myTarget.transform.forward,
                    new Vector3(myTarget.transform.right.x, -40f, 0f),
                    myTarget.angle / 2f,
                    myTarget.radius);
                Handles.DrawSolidArc(
                    spritePos,
                    myTarget.transform.forward,
                    new Vector3(myTarget.transform.right.x, -40f, 0f),
                    -myTarget.angle / 2f,
                    myTarget.radius);
                break;

            case FOV_Debug.direction2D.left:
                // direction of sight
                Handles.color = new Color(0, 1, 0, 0.3f);
                // right
                Handles.DrawSolidArc(
                    spritePos,
                    myTarget.transform.forward,
                    new Vector3(myTarget.transform.up.x - 50f, 0f, 0f),
                    myTarget.angle / 2f,
                    myTarget.radius);
                Handles.DrawSolidArc(
                    spritePos,
                    myTarget.transform.forward,
                    new Vector3(myTarget.transform.up.x - 50f, 0f, 0f),
                    -myTarget.angle / 2f,
                    myTarget.radius);
                break;

            case FOV_Debug.direction2D.right:
                // direction of sight
                Handles.color = new Color(0, 1, 0, 0.3f);
                // right
                Handles.DrawSolidArc(
                    spritePos,
                    myTarget.transform.forward,
                    new Vector3(myTarget.transform.up.x + 50f, 0f, 0f),
                    myTarget.angle / 2f,
                    myTarget.radius);
                Handles.DrawSolidArc(
                    spritePos,
                    myTarget.transform.forward,
                    new Vector3(myTarget.transform.up.x + 50f, 0f, 0f),
                    -myTarget.angle / 2f,
                    myTarget.radius);
                break;
            }
        }
    }
Ejemplo n.º 2
0
 // Use this for initialization
 void Start()
 {
     _animator = GetComponent <Animator>();
     fovDebug  = GetComponent <FOV_Debug>();
 }