public override void DrawAdditionalGizmosSelected() { // red lines show the aiming heights Gizmos.color = Color.red; Gizmos.DrawLine(transform.position, new Vector2(transform.position.x + 1, transform.position.y + aimHeight)); Gizmos.DrawLine(transform.position, new Vector2(transform.position.x + 1, transform.position.y - aimHeight)); Gizmos.color = UnityUtils.Color(225, 100, 100); base.DrawAdditionalGizmosSelected(); }
public override void DrawAdditionalGizmosSelected() { if (UnityUtils.Exists(collider2d)) { var footCenter = GetFeetCenter(); var direction = animator.SkeletonIsFlipped ? -1 : 1; // red is the ground var groundCheckRay = CreateCloseGroundRay(direction, footCenter); Gizmos.color = UnityUtils.Color(255, 0, 0); Gizmos.DrawLine(footCenter, groundCheckRay.GetPoint(groundCheckDistance)); if (groundCheckHit.transform != null) { Gizmos.DrawSphere(groundCheckHit.point, 0.1f); } // orange is the far ground var jumpAcrossRay = CreateJumpAcrossRay(direction, footCenter); Gizmos.color = UnityUtils.Color(255, 128, 0); Gizmos.DrawLine(footCenter, jumpAcrossRay.GetPoint(jumpAcrossDistance)); if (jumpAcrossHit.transform != null) { Gizmos.DrawSphere(jumpAcrossHit.point, 0.1f); } // yellow is forward var forwardRay = CreateForwardRay(direction); Gizmos.color = UnityUtils.Color(255, 255, 0); Gizmos.DrawLine(transform.position, forwardRay.GetPoint(forwardCheckDistance)); if (forwardCheckHit.transform != null) { Gizmos.DrawSphere(forwardCheckHit.point, 0.1f); } // green is top / jump up var jumpUpRay = CreateJumpUpRay(direction); Gizmos.color = Color.green; Gizmos.DrawLine(transform.position, jumpUpRay.GetPoint(jumpUpDistance)); if (jumpUpHit.transform != null) { Gizmos.DrawSphere(jumpUpHit.point, 0.1f); } // blue is jump down var jumpDownRay = CreateJumpDownRay(direction, footCenter); Gizmos.color = Color.blue; Gizmos.DrawLine(footCenter, jumpDownRay.GetPoint(jumpDownDistance)); if (jumpDownHit.transform != null) { Gizmos.DrawSphere(jumpDownHit.point, 0.1f); } } base.DrawAdditionalGizmosSelected(); }
private void OnDrawGizmosSelected() { Gizmos.color = UnityUtils.Color(200, 130, 30); if (setRangeWidthMin < 0f || setRangeWidthMin > 0f) { Gizmos.DrawWireCube(setPosition, new Vector3(RangeWidth / 2, RangeHeight / 2, 0)); } else { Gizmos.DrawWireCube(transform.position, new Vector3(RangeWidth / 2, RangeHeight / 2, 0)); } }
private void OnDrawGizmosSelected() { // up Gizmos.color = UnityUtils.Color(255, 0, 0); Gizmos.DrawLine(transform.position, new Vector3(transform.position.x, transform.position.y + verticalSize)); // down Gizmos.color = UnityUtils.Color(0, 0, 255); Gizmos.DrawLine(transform.position, new Vector3(transform.position.x, transform.position.y - verticalSize)); // left Gizmos.color = UnityUtils.Color(0, 255, 0); Gizmos.DrawLine(transform.position, new Vector3(transform.position.x - horizontalSize, transform.position.y)); // right Gizmos.color = UnityUtils.Color(255, 255, 255); Gizmos.DrawLine(transform.position, new Vector3(transform.position.x + horizontalSize, transform.position.y)); }
public override void DrawAdditionalGizmosSelected() { if (Positions.Any()) { foreach (var position in Positions) { Gizmos.color = position.GizmoColor; Gizmos.DrawWireCube(position.Position, new Vector2(position.Range, 3)); } } // red lines show the aiming heights Gizmos.color = Color.red; Gizmos.DrawLine(transform.position, new Vector2(transform.position.x + 1, transform.position.y + aimHeight)); Gizmos.DrawLine(transform.position, new Vector2(transform.position.x + 1, transform.position.y - aimHeight)); Gizmos.color = UnityUtils.Color(225, 100, 100); base.DrawAdditionalGizmosSelected(); }
private void OnDrawGizmosSelected() { Gizmos.color = UnityUtils.Color(255, 128, 75); Gizmos.DrawWireCube(transform.position, new Vector3(EmissionRangeWidth / 2, EmissionRangeHeight / 2, 0)); }