Exemple #1
0
    void Awake()
    {
        DontDestroyOnLoad(this);

        // Register itself
        RegisterSystem(this, "General", null, true);

        // Those should not be changed...
        _gameSystems[this].isDebuggingEnabled = true;
        _gameSystems[this].showLog            = true;

        // Create and register log subsystem
        _log = new LogSystem();
        RegisterSystem(_log, "LogSystem", this, true);
        // Log(this, "Log open!", LogType.Log);

        // Register GLRendering subsystem
        GLRenderingUtils render = new GLRenderingUtils();

        RegisterSystem(render, "RenderingUtils", this, true, false);
        _gameSystems[render].isDebuggingEnabled = true;
        _gameSystems[render].showLog            = true;

        PlayMakerGUI playMakerGUI = (PlayMakerGUI)FindObjectOfType(typeof(PlayMakerGUI));

        if (playMakerGUI != null)
        {
            RegisterSystem(new PlayMakerDebuggable(playMakerGUI), "PlayMaker", null, true, true);
        }
    }
Exemple #2
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    public void OnDrawDebug()
    {
#if DEBUG
        Vector3 position = Vector3.zero;
        GetPosition(ref position);
        GLRenderingUtils.DoDrawLine(_gameCameraLookAt, position, Color.green);

        GLRenderingUtils.DoDrawSphere(_gameCameraLookAt, 0.8f, Color.yellow);
        GLRenderingUtils.DoDrawSphere(position, 0.8f, Color.red);
#endif
    }
Exemple #3
0
    public void OnDrawDebug()
    {
        if (!drawDebug || (AmILocal() && !fakeLocalDebugging))
        {
            return;
        }

        const float SphereRad = 0.3f;

        GLRenderingUtils.DoDrawSphere(_hostPosition, SphereRad * 0.3f, Color.green);
        const float AxisScale = 1.5f;

        GLRenderingUtils.DoDrawScaledAxes(_hostRotation, _hostPosition, AxisScale);

        int trans = Mathf.Max(0, _networkTransforms.Count - maxNetworkTransformsToDraw);         // don't draw more network transforms than required

        for (; trans < _networkTransforms.Count; ++trans)
        {
            if (!drawFutureUpdatesInLoopMode && loopMode && CalculateLoopModeTime() < _networkTransforms[trans].time)
            {
                break;
            }

            NetworkTransform temp = _networkTransforms[trans];

            GLRenderingUtils.DoDrawSphere(temp.position, SphereRad, Color.red);                                                                 // draw the position of this network transform

            GLRenderingUtils.DoDrawLine(temp.position, temp.position + temp.predictedVelocity * GetNetworkUpdateInterval(), Color.green);       // draw a line from this network transform position to predicted velocity end
            GLRenderingUtils.DoDrawSphere(temp.position + temp.predictedVelocity * GetNetworkUpdateInterval(), SphereRad * 0.5f, Color.yellow); // draw a line at the end of the predicted velocity

            GLRenderingUtils.DoDrawSphere(temp.extrapolatedPosition, SphereRad * 0.5f, Color.blue);                                             // where hs the position been extrapolated to upto now

            if (trans > 0)
            {
                NetworkTransform prev = _networkTransforms[trans - 1];
                GLRenderingUtils.DoDrawLine(temp.position, prev.position, Color.white);                 // draw a line to the previous network update position
            }
        }
    }
Exemple #4
0
    private void DrawEdges()
    {
        if (closeDistanceEdges > 0f || doDrawEdgeNormals)
        {
            PlayerController player = PlayerManager.LocalPlayerController();
            if (null != player)
            {
                if (closeDistanceEdges > 0f)
                {
                    GLRenderingUtils.DoDrawSphere(player.transform.position, closeDistanceEdges, Color.red);
                }

                List <ObstacleVertex> obstacles = new List <ObstacleVertex>();
                GetSimulator().GetStaticAndDynamicObstacles(obstacles, player.transform.position, closeDistanceEdges * closeDistanceEdges);

                GL.Begin(GL.LINES);
                for (int i = 0; i < obstacles.Count; i++)
                {
                    DrawObstacleAndNormal(obstacles[i], closeDistanceEdges > 0f, doDrawEdgeNormals, doDrawEdgeTop, Color.black);
                }
                GL.End();
            }
        }
    }
Exemple #5
0
    private void DrawNodeCosts()
    {
        if (doDrawNodeCosts)
        {
            PlayerController player = PlayerManager.LocalPlayerController();
            if (null != player)
            {
                NNInfo           info = AstarPath.active.GetNearest(player.GetComponent <LocomotionComponentAPP>().Destination);
                TriangleMeshNode node = info.node as TriangleMeshNode;
                if (null != node)
                {
                    for (int i = 0; i < 3; ++i)
                    {
                        int     next = (i + 1) % 3;
                        Vector3 one  = (Vector3)node.GetVertex(i);
                        Vector3 two  = (Vector3)node.GetVertex(next);
                        GLRenderingUtils.DoDrawLine(one, two, Color.white);
                    }

                    int highestConnectionCostIndex = 0;
                    for (int connect = 1; connect < node.connections.Length; ++connect)
                    {
                        if (node.connectionCosts[connect] > node.connectionCosts[highestConnectionCostIndex])
                        {
                            highestConnectionCostIndex = connect;
                        }
                    }

                    Color[]     colors       = new Color[] { Color.red, Color.green, Color.blue };
                    string[]    colorNames   = new string[] { "Color.red", "Color.green", "Color.blue" };
                    const float HeightOffset = 2f;
                    for (int connect = 0; connect < node.connections.Length; ++connect)
                    {
                        TriangleMeshNode nodeConnect = node.connections[connect] as TriangleMeshNode;
                        GLRenderingUtils.DoDrawLine((Vector3)node.position, (Vector3)nodeConnect.position, colors[Mathf.Min(connect, colors.Length - 1)]);
                        float   dist   = GameUtils.SubXZ((Vector3)node.position, (Vector3)nodeConnect.position).magnitude;
                        Vector3 offset = new Vector3(0f, ((float)node.connectionCosts[connect] / (float)node.connectionCosts[highestConnectionCostIndex]) * HeightOffset, 0f);

                        for (int i = 0; i < 3; ++i)
                        {
                            int     next = (i + 1) % 3;
                            Vector3 one  = (Vector3)nodeConnect.GetVertex(i);
                            Vector3 two  = (Vector3)nodeConnect.GetVertex(next);

                            Vector3 oneOffset = one + offset;
                            Vector3 twoOffset = two + offset;

                            Color col = colors[Mathf.Min(connect, colors.Length - 1)];
                            GLRenderingUtils.DoDrawLine(oneOffset, twoOffset, col);
                            GLRenderingUtils.DoDrawLine(one, oneOffset, col);
                            GLRenderingUtils.DoDrawLine(two, twoOffset, col);
                        }
                        if (doPrintNodeCosts)
                        {
                            DebugSystem.Log(colorNames[Mathf.Min(connect, colorNames.Length - 1)] + ": Cost: " + node.connectionCosts[connect] + " Dist: " + dist, "Pathfinding");
                        }
                    }
                }
            }
        }
        doPrintNodeCosts = false;
    }