コード例 #1
0
        /// <summary>
        /// Draws a debug cross of the specified size and color at the specified point
        /// </summary>
        /// <param name="spot">Spot.</param>
        /// <param name="crossSize">Cross size.</param>
        /// <param name="color">Color.</param>
        public static void DebugDrawCross(Vector3 spot, float crossSize, Color color)
        {
            if (!DebugDrawEnabled)
            {
                return;
            }

            Vector3 tempOrigin    = Vector3.zero;
            Vector3 tempDirection = Vector3.zero;

            tempOrigin.x    = spot.x - crossSize / 2;
            tempOrigin.y    = spot.y - crossSize / 2;
            tempOrigin.z    = spot.z;
            tempDirection.x = 1;
            tempDirection.y = 1;
            tempDirection.z = 0;
            Debug.DrawRay(tempOrigin, tempDirection * crossSize, color);

            tempOrigin.x    = spot.x - crossSize / 2;
            tempOrigin.y    = spot.y + crossSize / 2;
            tempOrigin.z    = spot.z;
            tempDirection.x = 1;
            tempDirection.y = -1;
            tempDirection.z = 0;
            Debug.DrawRay(tempOrigin, tempDirection * crossSize, color);
        }
コード例 #2
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ファイル: ASpheroidGenerator.cs プロジェクト: aKowa/PolyDev
 protected void ShowNormals(Mesh normalMesh)
 {
     for (int i = 0; i < normalMesh.vertexCount; i++)
     {
         UDebug.DrawRay(normalMesh.vertices[i], normalMesh.normals[i] * 0.1f, Color.red);
     }
 }
コード例 #3
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        /// <summary>
        /// Draws the arrow end for DebugDrawArrow
        /// </summary>
        /// <param name="drawGizmos">If set to <c>true</c> draw gizmos.</param>
        /// <param name="arrowEndPosition">Arrow end position.</param>
        /// <param name="direction">Direction.</param>
        /// <param name="color">Color.</param>
        /// <param name="arrowHeadLength">Arrow head length.</param>
        /// <param name="arrowHeadAngle">Arrow head angle.</param>
        private static void DrawArrowEnd(bool drawGizmos, Vector3 arrowEndPosition, Vector3 direction, Color color, float arrowHeadLength = 0.25f, float arrowHeadAngle = 40.0f)
        {
            if (!DebugDrawEnabled)
            {
                return;
            }

            if (direction == Vector3.zero)
            {
                return;
            }
            Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(arrowHeadAngle, 0, 0) * Vector3.back;
            Vector3 left  = Quaternion.LookRotation(direction) * Quaternion.Euler(-arrowHeadAngle, 0, 0) * Vector3.back;
            Vector3 up    = Quaternion.LookRotation(direction) * Quaternion.Euler(0, arrowHeadAngle, 0) * Vector3.back;
            Vector3 down  = Quaternion.LookRotation(direction) * Quaternion.Euler(0, -arrowHeadAngle, 0) * Vector3.back;

            if (drawGizmos)
            {
                Gizmos.color = color;
                Gizmos.DrawRay(arrowEndPosition + direction, right * arrowHeadLength);
                Gizmos.DrawRay(arrowEndPosition + direction, left * arrowHeadLength);
                Gizmos.DrawRay(arrowEndPosition + direction, up * arrowHeadLength);
                Gizmos.DrawRay(arrowEndPosition + direction, down * arrowHeadLength);
            }
            else
            {
                Debug.DrawRay(arrowEndPosition + direction, right * arrowHeadLength, color);
                Debug.DrawRay(arrowEndPosition + direction, left * arrowHeadLength, color);
                Debug.DrawRay(arrowEndPosition + direction, up * arrowHeadLength, color);
                Debug.DrawRay(arrowEndPosition + direction, down * arrowHeadLength, color);
            }
        }
コード例 #4
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    private void MoveUpdate()
    {
#if UNITY_EDITOR
        _animator.SetFloat(_setup.MoveMultiplierParamName, _setup.MoveAnimSpeed);
#endif

        // TODO FRS 161115 Ahora mismo deja al boomon encajonado al primer contacto, pero seguir investigando
        //if ((_controller.collisionFlags & CollisionFlags.Sides) != 0)
        //{
        //	CurrentState = State.Idle;
        //	return;
        //}

        if (_controller.isGrounded ||
            Physics.Raycast(transform.position, -_refSystem.Up, _setup.FallHeightMin))
        {
            _controller.SimpleMove(_velocity);
            Debug.DrawRay(transform.position, -_setup.FallHeightMin * _refSystem.Up, Color.green);
        }
        else
        {
            Throw(_velocity);
            Debug.DrawRay(transform.position, -_setup.FallHeightMin * _refSystem.Up, Color.red);
        }
    }
コード例 #5
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        private string GetHitTag()
        {
            //TODO: rethink this someday
            if (canDrawDebug)
            {
                Debug.DrawRay(transform.position, Vector3.forward * 2, Color.green, 2.0f);
            }
            if (!Physics.Raycast(transform.position, Vector3.forward, out var hitRes))
            {
                return(null);
            }
            if (hitRes.transform.CompareTag("MetallicBarrier"))
            {
                return("MetallicBarrier");
            }
            if (hitRes.transform.CompareTag("RedBarrier"))
            {
                return("RedBarrier");
            }
            if (hitRes.transform.CompareTag("JumpBooster"))
            {
                return("JumpBooster");
            }
            if (hitRes.transform.CompareTag("JumpBoosterCenter"))
            {
                return("JumpBoosterCenter");
            }

            return(null);
        }
コード例 #6
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    private bool IsGrounded()
    {
        float        extraHeightText = 0.1f;
        RaycastHit2D raycastHit      = Physics2D.BoxCast(_boxCollider2.bounds.center, _boxCollider2.bounds.size, 0f,
                                                         Vector2.down, extraHeightText, 1 << 8);

        Color rayColor;

        if (raycastHit.collider != null)
        {
            rayColor = Color.green;
        }
        else
        {
            rayColor = Color.red;
        }

        Debug.DrawRay(_boxCollider2.bounds.center + new Vector3(_boxCollider2.bounds.extents.x, 0),
                      Vector2.down * (_boxCollider2.bounds.extents.y + extraHeightText), rayColor);
        Debug.DrawRay(_boxCollider2.bounds.center - new Vector3(_boxCollider2.bounds.extents.x, 0),
                      Vector2.down * (_boxCollider2.bounds.extents.y + extraHeightText), rayColor);
        Debug.DrawRay(
            _boxCollider2.bounds.center - new Vector3(_boxCollider2.bounds.extents.x,
                                                      _boxCollider2.bounds.extents.y + extraHeightText),
            Vector2.right * (_boxCollider2.bounds.extents.x * 2f), rayColor);

        return(raycastHit.collider != null);
    }
コード例 #7
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ファイル: DebugDrawer.cs プロジェクト: jeffhong21/ProjectBANG
        public static void DrawCone(Vector3 position, Vector3 direction, Color color = default, float angle = 45, float duration = 0, bool depthTest = true)
        {
            /// Debug Extension
            /// By Arkham Interactive
            /// Source: https://assetstore.unity.com/packages/tools/debug-drawing-extension-11396
            ///     - Static class that extends Unity's debugging functionallity.
            ///     - Attempts to mimic Unity's existing debugging behaviour for ease-of-use.
            ///     - Includes gizmo drawing methods for less memory-intensive debug visualization.

            float length = direction.magnitude;

            Vector3 _forward = direction;
            Vector3 _up      = Vector3.Slerp(_forward, -_forward, 0.5f);
            Vector3 _right   = Vector3.Cross(_forward, _up).normalized *length;

            direction = direction.normalized;

            Vector3 slerpedVector = Vector3.Slerp(_forward, _up, angle / 90.0f);

            float dist;
            var   farPlane = new Plane(-direction, position + _forward);
            var   distRay  = new Ray(position, slerpedVector);

            farPlane.Raycast(distRay, out dist);

            color = color != default ? color : Color.white;
            Debug.DrawRay(position, slerpedVector.normalized * dist, color);
            Debug.DrawRay(position, Vector3.Slerp(_forward, -_up, angle / 90.0f).normalized *dist, color, duration, depthTest);
            Debug.DrawRay(position, Vector3.Slerp(_forward, _right, angle / 90.0f).normalized *dist, color, duration, depthTest);
            Debug.DrawRay(position, Vector3.Slerp(_forward, -_right, angle / 90.0f).normalized *dist, color, duration, depthTest);

            DrawCircle(position + _forward, direction, (_forward - (slerpedVector.normalized * dist)).magnitude, color, duration, depthTest);
            DrawCircle(position + (_forward * 0.5f), direction, ((_forward * 0.5f) - (slerpedVector.normalized * (dist * 0.5f))).magnitude, color, duration, depthTest);
        }
コード例 #8
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 public static void DrawRay(Vector3 from, Vector3 dist, Color c, float duration = 0.0f)
 {
     if (!showDebugging)
     {
         return;
     }
     Debug.DrawRay(from, dist, c, duration);
 }
コード例 #9
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 /// <summary>
 /// Draws a debug ray in 2D and does the actual raycast
 /// </summary>
 /// <returns>The raycast hit.</returns>
 /// <param name="rayOriginPoint">Ray origin point.</param>
 /// <param name="rayDirection">Ray direction.</param>
 /// <param name="rayDistance">Ray distance.</param>
 /// <param name="mask">Mask.</param>
 /// <param name="debug">If set to <c>true</c> debug.</param>
 /// <param name="color">Color.</param>
 public static RaycastHit2D RayCast(Vector2 rayOriginPoint, Vector2 rayDirection, float rayDistance, LayerMask mask, Color color, bool drawGizmo = false)
 {
     if (drawGizmo && DebugDrawEnabled)
     {
         Debug.DrawRay(rayOriginPoint, rayDirection * rayDistance, color);
     }
     return(Physics2D.Raycast(rayOriginPoint, rayDirection, rayDistance, mask));
 }
コード例 #10
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 private void Update()
 {
     SetInputs(); //Temp
     transformPosition        = Motor.transform.position;
     playerMaxStableMoveSpeed = player.MaxStableMoveSpeed;
     _playerIsCrouching       = player._isCrouching;
     Debug.DrawRay(Motor.transform.position, storedDeviationDir, Color.red);
 }
コード例 #11
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        public static void DrawArrow(Vector3 pos, Vector3 direction, Color color, float arrowHeadLength = 0.25f, float arrowHeadAngle = 20.0f)
        {
            Debug.DrawRay(pos, direction, color);

            Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 + arrowHeadAngle, 0) * new Vector3(0, 0, 1);
            Vector3 left  = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 - arrowHeadAngle, 0) * new Vector3(0, 0, 1);

            Debug.DrawRay(pos + direction, right * arrowHeadLength, color);
            Debug.DrawRay(pos + direction, left * arrowHeadLength, color);
        }
コード例 #12
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        private void CheckIsGrounded()
        {
            RaycastHit2D hit = Physics2D.Raycast(transform.position, Vector2.down, distanceToGround + 0.1f, collisionMask);

            Debug.DrawRay(transform.position, Vector2.down * (distanceToGround + 0.1f), Color.red);

            if (IsGrounded != hit)
            {
                IsGrounded = hit;
            }
        }
コード例 #13
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        /// <summary>
        /// Draws a debug arrow going from the origin position and along the direction Vector3
        /// </summary>
        /// <param name="origin">Origin.</param>
        /// <param name="direction">Direction.</param>
        /// <param name="color">Color.</param>
        /// <param name="arrowLength">Arrow length.</param>
        /// <param name="arrowHeadLength">Arrow head length.</param>
        /// <param name="arrowHeadAngle">Arrow head angle.</param>
        public static void DebugDrawArrow(Vector3 origin, Vector3 direction, Color color, float arrowLength, float arrowHeadLength = 0.20f, float arrowHeadAngle = 35.0f)
        {
            if (!DebugDrawEnabled)
            {
                return;
            }

            Debug.DrawRay(origin, direction * arrowLength, color);

            DrawArrowEnd(false, origin, direction * arrowLength, color, arrowHeadLength, arrowHeadAngle);
        }
コード例 #14
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        /// <summary>
        /// Draws a debug ray in 3D and does the actual raycast
        /// </summary>
        /// <returns>The raycast hit.</returns>
        /// <param name="rayOriginPoint">Ray origin point.</param>
        /// <param name="rayDirection">Ray direction.</param>
        /// <param name="rayDistance">Ray distance.</param>
        /// <param name="mask">Mask.</param>
        /// <param name="debug">If set to <c>true</c> debug.</param>
        /// <param name="color">Color.</param>
        /// <param name="drawGizmo">If set to <c>true</c> draw gizmo.</param>
        public static RaycastHit Raycast3D(Vector3 rayOriginPoint, Vector3 rayDirection, float rayDistance, LayerMask mask, Color color, bool drawGizmo = false)
        {
            if (drawGizmo && DebugDrawEnabled)
            {
                Debug.DrawRay(rayOriginPoint, rayDirection * rayDistance, color);
            }
            RaycastHit hit;

            Physics.Raycast(rayOriginPoint, rayDirection, out hit, rayDistance, mask);
            return(hit);
        }
コード例 #15
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ファイル: DebugDrawer.cs プロジェクト: jeffhong21/ProjectBANG
        public static void DrawArrow(Vector3 position, Vector3 direction, Color?color = null, float duration = 0, bool depthTest = true)
        {
            /// Debug Extension
            /// By Arkham Interactive
            /// Source: https://assetstore.unity.com/packages/tools/debug-drawing-extension-11396
            ///     - Static class that extends Unity's debugging functionallity.
            ///     - Attempts to mimic Unity's existing debugging behaviour for ease-of-use.
            ///     - Includes gizmo drawing methods for less memory-intensive debug visualization.

            Debug.DrawRay(position, direction, color ?? DefaultColor, duration, depthTest);
            DrawCone(position + direction, -direction * 0.333f, color ?? DefaultColor, 15, duration, depthTest);
        }
コード例 #16
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    private bool FireRaycasts(IStateMachine stateMachine)
    {
        var agentEyes  = stateMachine.GetAgent().GetEyes();
        var agentStats = stateMachine.GetAgent().GetStats();

        for (var i = 0; i < 5; i++)
        {
            RaycastHit hit;
            Vector3    rayDirection;

            switch (i)
            {
            case 0:
                rayDirection = agentEyes.transform.forward - agentEyes.right;
                break;

            case 1:
                rayDirection = (agentEyes.transform.forward - agentEyes.right / 2);
                break;

            case 2:
                rayDirection = agentEyes.transform.forward;
                break;

            case 3:
                rayDirection = (agentEyes.transform.forward + agentEyes.right / 2);
                break;

            case 4:
                rayDirection = agentEyes.transform.forward + agentEyes.right;
                break;

            default:
                rayDirection = new Vector3();
                break;
            }

            Debug.DrawRay(agentEyes.transform.position, rayDirection * agentStats.ViewDistance, stateMachine.GetCurrentState().GetCurrentStateColor());
            var layerMask = 1 << 10;

            // invert bitmask to collide with all layers except 10
            layerMask = ~layerMask;

            if (Physics.Raycast(agentEyes.transform.position, rayDirection, out hit, agentStats.ViewDistance, layerMask) &&
                hit.collider.CompareTag("agent"))
            {
                stateMachine.GetAgent().Target = hit.transform;
                return(true);
            }
        }

        return(false);
    }
コード例 #17
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 /// <summary>
 /// Draws a debug ray without allocating memory
 /// </summary>
 /// <returns>The ray cast non alloc.</returns>
 /// <param name="array">Array.</param>
 /// <param name="rayOriginPoint">Ray origin point.</param>
 /// <param name="rayDirection">Ray direction.</param>
 /// <param name="rayDistance">Ray distance.</param>
 /// <param name="mask">Mask.</param>
 /// <param name="color">Color.</param>
 /// <param name="drawGizmo">If set to <c>true</c> draw gizmo.</param>
 public static RaycastHit2D MonoRayCastNonAlloc(RaycastHit2D[] array, Vector2 rayOriginPoint, Vector2 rayDirection, float rayDistance, LayerMask mask, Color color, bool drawGizmo = false)
 {
     if (drawGizmo && DebugDrawEnabled)
     {
         Debug.DrawRay(rayOriginPoint, rayDirection * rayDistance, color);
     }
     if (Physics2D.RaycastNonAlloc(rayOriginPoint, rayDirection, array, rayDistance, mask) > 0)
     {
         return(array[0]);
     }
     return(new RaycastHit2D());
 }
コード例 #18
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 private void TouchBegan(Vector3 position)
 {
     var ray = Camera.main.ScreenPointToRay(position);
     Debug.DrawRay(ray.origin, ray.direction, Color.green);
     Debug.Log("origin:"+ray.origin);
     Debug.Log("direction:" + ray.direction);
     var hit = new RaycastHit();
     if (Physics.Raycast(ray, out hit, rayDistance))
     {
         hit.collider.gameObject.GetComponent<Cube>()?.TapHold(ref hit);
     }
 }
コード例 #19
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ファイル: DebugDrawer.cs プロジェクト: jeffhong21/ProjectBANG
 public static void DrawPoint(Vector3 position, Color color = default, float scale = 1.0f, float duration = 0, bool depthTest = true)
 {
     /// Debug Extension
     /// By Arkham Interactive
     /// Source: https://assetstore.unity.com/packages/tools/debug-drawing-extension-11396
     ///     - Static class that extends Unity's debugging functionallity.
     ///     - Attempts to mimic Unity's existing debugging behaviour for ease-of-use.
     ///     - Includes gizmo drawing methods for less memory-intensive debug visualization.
     color = (color != default) ? color : DefaultColor;
     Debug.DrawRay(position + (Vector3.up * (scale * 0.25f)), -Vector3.up * scale * 0.5f, color, duration, depthTest);
     Debug.DrawRay(position + (Vector3.right * (scale * 0.25f)), -Vector3.right * scale * 0.5f, color, duration, depthTest);
     Debug.DrawRay(position + (Vector3.forward * (scale * 0.25f)), -Vector3.forward * scale * 0.5f, color, duration, depthTest);
 }
コード例 #20
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ファイル: EnemyController.cs プロジェクト: ZROS98/KrakJam
    private void DrawLines()
    {
        var position = childrenPosition;

        position.y = -0.20f;
        var right = transform.right;

        Debug.DrawRay(position, right, Color.red, 1f);
        Debug.DrawRay(position, -right, Color.red, 1f);
        var forward = transform.forward;

        Debug.DrawRay(position, forward, Color.red, 1f);
        Debug.DrawRay(position, -forward, Color.red, 1f);
    }
コード例 #21
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    private bool IsGrounded()
    {
        float   extraHeight    = 0.02f;
        Bounds  colliderBounds = _collider.bounds;
        Vector2 origin         = new Vector2(colliderBounds.center.x - colliderBounds.extents.x, colliderBounds.center.y - (colliderBounds.extents.y + extraHeight));
        float   distance       = colliderBounds.size.x;

        RaycastHit2D hit = Physics2D.Raycast(origin, Vector2.right, distance, groundLayers);

        Color color;

        color = hit.collider != null ? Color.green : Color.red;
        Debug.DrawRay(origin, Vector2.right * distance, color);
        return(hit.collider != null);
    }
コード例 #22
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    private bool DecideJump()
    {
        //Positive (Moves Right)
        Vector3 spawn = (transform.position + GetComponent <CapsuleCollider>().center);

        //Shoots the Raycasts
        bool hit1Hit = Physics.Raycast(spawn + (RightDirection * 0.5f), Vector3.down, 5, Move.layerMask);
        bool hit2Hit = Physics.Raycast(spawn + (RightDirection * PitLength), Vector3.down, 5, Move.layerMask);

        //Should Jump
        if (!hit1Hit && hit2Hit)
        {
            return(true);
        }

        Debug.DrawRay(spawn + (RightDirection * PitLength * Horizontal), Vector3.down, Color.red);
        Debug.DrawRay(spawn + (RightDirection * 0.5f * Horizontal), Vector3.down, Color.red);
        return(false);
    }
コード例 #23
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    float Eye6()
    {
        RaycastHit intersect;
        Quaternion q      = Quaternion.AngleAxis(direction[5], Vector3.up);
        Vector3    offset = new Vector3(0, 0, 0);

        if (Physics.Raycast(transform.position + offset, q * transform.forward, out intersect, magnitude[5]))
        {
            //Debug.Log("LEFT RAY WAS HIT");
            Debug.DrawRay(transform.position + offset, q * transform.forward * intersect.distance, Color.red);
            //script.movedir++;
            //Debug.Log("Left eye sees something "+intersect.distance+" meters away!");
            return(intersect.distance);
        }
        else
        {
            //Debug.DrawRay(transform.position+offset,q * transform.forward * intersect,Color.green);
            return(0);
        }
    }
コード例 #24
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    //壁があるない
    void RayObject()
    {
        Ray        ray = new Ray(transform.position, transform.up);
        RaycastHit hit;
        float      a = 1000;

        for (int i = 0; i < 3; i++)
        {
            ray = new Ray(transform.position + Vector3.right * (i - 1) * 2.0f, transform.up);
            Debug.DrawRay(transform.position + Vector3.right * 2.0f * (i - 1), transform.up * rayline, Color.red, 0, true);
            //レイの判定(飛ばすレイ、レイが当たったものの情報、レイの長さ)
            if (Physics.Raycast(ray, out hit, rayline)) //壁がある時
            {
                Physics.queriesHitTriggers = false;     //こいつでトリガーのやつは無視するぽい
                if (hit.collider.tag == "Wall")
                {
                    rayFlag = true;
                    ob.SetActive(true);
                    //令の長さを取得
                    float dis = Vector3.Distance(hit.point, transform.position + Vector3.right * 2.0f * (i - 1));
                    if (a > dis)
                    {
                        a = dis;
                        //ヒットしてる位置を取得
                        hitPoint = hit.point;
                        //オブジェクトを取得
                        hitObject = hit.collider.gameObject;
                    }
                }
            }
            else //壁がない時
            {
                rayFlag = false;
                ob.SetActive(false);
            }
        }
        test();
    }
コード例 #25
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    public void Shoot(float weaponRange, Transform origin)
    {
        Vector3 fwd = origin.transform.TransformDirection(Vector3.forward);

        Debug.DrawRay(origin.transform.position, fwd * weaponRange, Color.green, 2);

        RaycastHit hit;

        if (Physics.Raycast(origin.transform.position, fwd, out hit, weaponRange))
        {
            GameObject obj = hit.transform.gameObject;
            Debug.Log(obj.name);
            switch (obj.tag)
            {
            case "Enemy":
                var id = obj.GetComponent <OtherPlayer>().id;
                PlayerEventChannel.SendEvent(PlayerEvent.Hit(id));
                return;
            }

            PlayerEventChannel.SendEvent(PlayerEvent.Shoot());
        }
    }
コード例 #26
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    // Virtual just if at any case we want to override thie per weapon.
    protected virtual void Fire()
    {
        if (ammo > 0)
        {
            if (!openFireParticles.isPlaying)
            {
                openFireParticles.Play();
            }
            //fire ray from center of the screen
            ray = Camera.main.ViewportPointToRay(new Vector3(0.5f, 0.5f, 0f));
            Debug.DrawRay(ray.origin, ray.direction, Color.green, 5);

            if (Physics.Raycast(ray, out hit, 20, layer_mask))
            {
                Debug.Log(hit.collider.gameObject.name);
                hit.collider.gameObject.GetComponent <Enemy>().ReceiveDamage(damage);
                playerHUD.playerHUD.CrossHair.color = Color.red;
            }
            else
            {
                playerHUD.playerHUD.CrossHair.color = Color.white;
            }

            ammo--;
            playerHUD.UpdatePlayerHUD();
        }
        else
        {
            if (!isReloading)
            {
                Debug.Log("Reload please"); //TODO Adding UI
                openFireParticles.Stop();
                StartCoroutine(Reload());
            }
        }
    }
コード例 #27
0
ファイル: Logger.cs プロジェクト: Avatarchik/OutOfTheBox
 public static void DrawRay(Vector3 start, Vector3 direction, Color color, float duration, bool depthTest)
 {
     Debug.DrawRay(start, direction, color, duration, depthTest);
 }
コード例 #28
0
ファイル: Logger.cs プロジェクト: Avatarchik/OutOfTheBox
 public static void DrawRay(Vector3 start, Vector3 direction, Color color, float duration)
 {
     Debug.DrawRay(start, direction, color, duration);
 }
コード例 #29
0
ファイル: Logger.cs プロジェクト: Avatarchik/OutOfTheBox
 public static void DrawRay(Vector3 start, Vector3 direction, Color color)
 {
     Debug.DrawRay(start, direction, color);
 }
コード例 #30
0
ファイル: Logger.cs プロジェクト: Avatarchik/OutOfTheBox
 public static void DrawRay(Vector3 start, Vector3 direction)
 {
     Debug.DrawRay(start, direction);
 }