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 }
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 } } }
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(); } } }