protected virtual void OnDrawGizmos() { #if UNITY_EDITOR UpdateBoundsOfCollider(); Color colorToDraw = GIZMO_COLOR; DebugSettings.DrawLine(bounds.bottomLeft, bounds.bottomRight, colorToDraw); DebugSettings.DrawLine(bounds.bottomRight, bounds.topRight, colorToDraw); DebugSettings.DrawLine(bounds.topRight, bounds.topLeft, colorToDraw); DebugSettings.DrawLine(bounds.topLeft, bounds.bottomLeft, colorToDraw); #endif }
protected virtual void OnDrawGizmos() { if (!Application.isPlaying) { UpdateBoundsOfCollider(); } Color colorToDraw = Color.green; DebugSettings.DrawLine(bounds.bottomLeft, bounds.bottomRight, colorToDraw); DebugSettings.DrawLine(bounds.bottomRight, bounds.topRight, colorToDraw); DebugSettings.DrawLine(bounds.topRight, bounds.topLeft, colorToDraw); DebugSettings.DrawLine(bounds.topLeft, bounds.bottomLeft, colorToDraw); }
private void OnDrawGizmos() { if (!Application.isPlaying) { UpdateBoundsOfCollider(); } Color colorToDraw = GIZMO_COLOR; #if UNITY_EDITOR if (!drawHorizontal) { DebugSettings.DrawLine(bounds.rectBounds.topLeft, bounds.rectBounds.bottomLeft, colorToDraw); DebugSettings.DrawLine(bounds.rectBounds.topRight, bounds.rectBounds.bottomRight, colorToDraw); Vector2 offsetToCenter = (bounds.rectBounds.topRight - bounds.rectBounds.topLeft) / 2f; UnityEditor.Handles.color = colorToDraw; UnityEditor.Handles.DrawWireDisc(bounds.topCircleBounds.center, Vector3.forward, radius); UnityEditor.Handles.DrawWireDisc(bounds.bottomCircleBounds.center, Vector3.forward, radius); } #endif }