void LateUpdate() { //Outer circle Color outerColor = new Color(1f, 0, 0, .25f * timer / maxTime); PlayerDebug.DrawCircle(circlePosition, circleRadius, outerColor); //Inner Circle PlayerDebug.DrawLine(transform.position, target.position, Color.red); PlayerDebug.DrawCircle(target.position, maxDistance / 2f, Color.red); }
void LateUpdate() { if (points.Count >= 2) { for (int i = 1; i < points.Count; i++) { PlayerDebug.DrawLine(points[i - 1].transform.position, points[i].transform.position, Color.blue); } PlayerDebug.DrawLine(points[0].transform.position, points[points.Count - 1].transform.position, Color.cyan); } }
void LateUpdate() { Vector3 halfConeRight = (Quaternion.Euler(0, 0, maxAngle * .5f) * transform.up).normalized; Vector3 halfConeLeft = (Quaternion.Euler(0, 0, maxAngle * -.5f) * transform.up).normalized; Vector3 p1 = transform.position + halfConeLeft * maxDistance; Vector3 p2 = transform.position + halfConeRight * maxDistance; PlayerDebug.DrawLine(transform.position, p1, new Color(0, 0, 1f, .25f)); PlayerDebug.DrawLine(transform.position, p2, new Color(0, 0, 1f, .25f)); //Makes a triangle, not technically the cone that is being used, but helps to visualize it //PlayerDebug.DrawLine(p1, p2,new Color(0,0,1f,.25f)); }
void LateUpdate() { if (points.Count >= 2) { for (int i = 1; i < points.Count; i++) { PlayerDebug.DrawLine(points[i - 1].transform.position, points[i].transform.position, path_color); } if (looping) { PlayerDebug.DrawLine(points[0].transform.position, points[points.Count - 1].transform.position, path_color * 2f); } } }
// Update is called once per frame void Update() { float xPart = width / (xSegments); float yPart = height / (ySegments); for (int i = 0; i < xSegments + 1; i++) { Vector3 v1 = positionOffset + new Vector3(xPart * (i), 0); Vector2 v2 = positionOffset + new Vector3(xPart * (i + 1), height); PlayerDebug.DrawLine(v1, v2, color); } for (int j = 0; j < ySegments + 1; j++) { Vector3 v1 = positionOffset + new Vector3(xPart * j / ySegments, yPart * j); Vector3 v2 = positionOffset + new Vector3(width + xPart * j / ySegments, yPart * (j)); PlayerDebug.DrawLine(v1, v2, color); } }
void LateUpdate() { PlayerDebug.DrawLine(target.position, targetPosition, Color.red); PlayerDebug.DrawCircle(targetPosition, .125f, Color.red); }
void LateUpdate() { PlayerDebug.DrawLine(transform.position, my_path.points[path_index].position, Color.red); }