public override void Draw(DebugRender dr, Matrix transform, Color color) { var w = Width / 2; var h = Height / 2; var d = Depth / 2; dr.DrawBox(new BoundingBox(new Vector3(-w, -h, -d), new Vector3(w, h, d)), transform, color); dr.DrawPoint(transform.TranslationVector, (w + h + d) / 3 / 2, color); }
public Vector3 findWaypoint() { Vector3 zero = Vector3.zero; Vector3 zero2 = Vector3.zero; zero2.Set(UnityEngine.Random.Range(-this._spawner._spawnSphere, this._spawner._spawnSphere), UnityEngine.Random.Range(-this._spawner._spawnSphereHeight, this._spawner._spawnSphereHeight), UnityEngine.Random.Range(-this._spawner._spawnSphereDepth, this._spawner._spawnSphereDepth)); Vector3 vector = this._spawner._thisT.rotation * zero2 + this._spawner._posBuffer; DebugRender.DrawPoint(vector, Color.black, 0.3f, 100f); return(vector); }
public override void DrawNode(GameWorld world, DebugRender dr, Color color, bool selected) { dr.DrawPoint(WorldMatrix.TranslationVector, 0.5f, color, 1); var bbox1 = new BoundingBox(Width, Height, Depth); var bbox2 = new BoundingBox(0.5f, 0.5f, 0.5f); if (selected) { dr.DrawBox(bbox1, WorldMatrix, color); } else { dr.DrawBox(bbox2, WorldMatrix, color); } }
public void SetFlockRandomPosition() { Vector3 vector = Vector3.zero; Vector3 zero = Vector3.zero; zero.Set(UnityEngine.Random.Range(-this._positionSphere, this._positionSphere), UnityEngine.Random.Range(-this._positionSphereHeight, this._positionSphereHeight), UnityEngine.Random.Range(-this._positionSphereDepth, this._positionSphereDepth)); vector = this._thisT.rotation * zero; vector += this._thisT.position; DebugRender.DrawPoint(vector, Color.white, 0.3f, 100f); this._posBuffer = vector; if (this._forceChildWaypoints) { for (int i = 0; i < this._roamers.Count; i++) { this._roamers[i].Wander(UnityEngine.Random.value * this._forcedRandomDelay); } } }
public override void DrawNode(GameWorld world, DebugRender dr, Color color, bool selected) { var transform = WorldMatrix; var lightColor = LightPresetColor.GetColor(LightPreset, Intensity); var max = Math.Max(Math.Max(lightColor.Red, lightColor.Green), Math.Max(lightColor.Blue, 1)); var dispColor = new Color((byte)(lightColor.Red / max * 255), (byte)(lightColor.Green / max * 255), (byte)(lightColor.Blue / max * 255), (byte)255); dr.DrawPoint(transform.TranslationVector, 1, color, 1); if (selected) { dr.DrawSphere(transform.TranslationVector, Radius, dispColor); } else { } }
public override void DrawNode(GameWorld world, DebugRender dr, Color color, bool selected) { var transform = WorldMatrix; var lightColor = LightPresetColor.GetColor(LightPreset, Intensity);; var max = Math.Max(Math.Max(lightColor.Red, lightColor.Green), Math.Max(lightColor.Blue, 1)); var dispColor = new Color((byte)(lightColor.Red / max * 255), (byte)(lightColor.Green / max * 255), (byte)(lightColor.Blue / max * 255), (byte)255); dr.DrawPoint(transform.TranslationVector, 1, color, 2); if (selected) { var frustum = new BoundingFrustum(SpotView * SpotProjection); var points = frustum.GetCorners(); dr.DrawLine(points[0], points[1], color); dr.DrawLine(points[1], points[2], color); dr.DrawLine(points[2], points[3], color); dr.DrawLine(points[3], points[0], color); dr.DrawLine(points[4], points[5], color); dr.DrawLine(points[5], points[6], color); dr.DrawLine(points[6], points[7], color); dr.DrawLine(points[7], points[4], color); dr.DrawLine(points[0], points[4], color); dr.DrawLine(points[1], points[5], color); dr.DrawLine(points[2], points[6], color); dr.DrawLine(points[3], points[7], color); } else { } }
public void DrawDebug() { bool flag = false; bool flag2 = true; bool flag3 = true; for (int i = 0; i < this.m_NumCellsX; i++) { for (int j = 0; j < this.m_NumCellsY; j++) { QuadTreeStaticObjectsCell quadTreeStaticObjectsCell = this.m_Cells[i, j]; if (flag || (flag3 && quadTreeStaticObjectsCell.m_Objects.Count > 0)) { Vector3 zero = Vector3.zero; zero.x = quadTreeStaticObjectsCell.m_Pos.x; zero.z = quadTreeStaticObjectsCell.m_Pos.y; Vector3 end = zero; end.x += quadTreeStaticObjectsCell.m_Size.x; DebugRender.DrawLine(zero, end, Color.white, 0f); end = zero; end.z += quadTreeStaticObjectsCell.m_Size.y; DebugRender.DrawLine(zero, end, Color.white, 0f); } if (flag2) { for (int k = 0; k < quadTreeStaticObjectsCell.m_Objects.Count; k++) { GameObject gameObject = quadTreeStaticObjectsCell.m_Objects[k].m_GameObject; if (gameObject) { DebugRender.DrawPoint(gameObject.transform.position, gameObject.activeSelf ? Color.red : Color.green, 0.3f, 0f); } } } } } }
public void DrawDebug() { bool flag = false; bool flag2 = true; bool flag3 = true; for (int i = 0; i < this.m_NumCellsX; i++) { for (int j = 0; j < this.m_NumCellsY; j++) { QuadTreeCellBalanceSystem quadTreeCellBalanceSystem = this.m_Cells[i, j]; if (flag || (flag3 && quadTreeCellBalanceSystem.m_Objects.Count > 0)) { Vector3 zero = Vector3.zero; zero.x = quadTreeCellBalanceSystem.m_Pos.x; zero.z = quadTreeCellBalanceSystem.m_Pos.y; Vector3 end = zero; end.x += quadTreeCellBalanceSystem.m_Size.x; DebugRender.DrawLine(zero, end, Color.white, 0f); end = zero; end.z += quadTreeCellBalanceSystem.m_Size.y; DebugRender.DrawLine(zero, end, Color.white, 0f); } if (flag2) { for (int k = 0; k < quadTreeCellBalanceSystem.m_Objects.Count; k++) { BalanceSystemObject balanceSystemObject = quadTreeCellBalanceSystem.m_Objects[k]; if (balanceSystemObject.m_GameObject != null) { DebugRender.DrawPoint(balanceSystemObject.m_GameObject.transform.position, (!balanceSystemObject.m_GameObject.activeSelf) ? Color.green : Color.red, 0.3f, 0f); } } } } } }
public void DrawNavigationMeshDebug(DebugRender dr) { if (SourceNavigationMesh != null) { var srcNavMesh = SourceNavigationMesh; foreach (var p in srcNavMesh.Vertices) { //dr.DrawPoint( p, 0.1f, Color.Yellow ); } } if (navIndices == null) { return; } foreach (var p in navVertices) { dr.DrawPoint(p, 0.1f, Color.Yellow); } var color = Color.Yellow; for (int i = 0; i < navIndices.Length / 3; i++) { var p0 = navVertices[navIndices[i * 3 + 0]]; var p1 = navVertices[navIndices[i * 3 + 1]]; var p2 = navVertices[navIndices[i * 3 + 2]]; dr.DrawLine(p0, p1, color, color, 2, 2); dr.DrawLine(p1, p2, color, color, 2, 2); dr.DrawLine(p2, p0, color, color, 2, 2); } }