public static void AddVector(Vector3 destinationPosition, Color vectorColor, string identifier) { if (!CheckInited() && !KeyAlreadyExist(identifier)) { return; } CameraInternals.CameraDebugger cameraDebugger = renderCamera.gameObject.AddComponent <CameraInternals.CameraDebugger>(); cameraDebugger.hideFlags = HideFlags.HideInInspector; List <Vector3> positions = new List <Vector3>(); positions.Add(Vector3.zero); positions.Add(destinationPosition); cameraDebugger.Init(positions, vectorColor); debuggers.Add(identifier, cameraDebugger); }
public static void AddVectorsSecuence(List <Vector3> positions, bool useTheFirstVertexAsZero, Color vectorColor, string identifier) { if (!CheckInited() && !KeyAlreadyExist(identifier)) { return; } CameraInternals.CameraDebugger cameraDebugger = renderCamera.gameObject.AddComponent <CameraInternals.CameraDebugger>(); cameraDebugger.hideFlags = HideFlags.HideInInspector; if (!useTheFirstVertexAsZero) { positions.Insert(0, Vector3.zero); } cameraDebugger.Init(positions, vectorColor); debuggers.Add(identifier, cameraDebugger); }
public static void AddVector(Vector3 originPosition, Vector3 destinationPosition, string identifier) { if (!CheckInited() && !KeyAlreadyExist(identifier)) { return; } CameraInternals.CameraDebugger cameraDebugger = renderCamera.gameObject.AddComponent <CameraInternals.CameraDebugger>(); cameraDebugger.hideFlags = HideFlags.HideInInspector; List <Vector3> positions = new List <Vector3>(); positions.Add(originPosition); positions.Add(destinationPosition); cameraDebugger.Init(positions); if (showedInEditor) { cameraDebugger.EnableShowInEditor(); } if (showedCoordinates) { cameraDebugger.EnableShowCoordinates(); } debuggers.Add(identifier, cameraDebugger); }