void OnDrawGizmosSelected() { if (targetRigid) { Seek2D.DrawGizmos(_futureSeekCache, Agent); DrawUtil.DrawLine(_futureSeekCache, targetRigid.position, Color.green); } }
void OnDrawGizmosSelected() { if (targetsAreValid()) { Arrive2D.DrawGizmos(Agent, sensor); Vector2 agentPosition = Agent.transform.position; // Draw the association of the targets to interpose. DrawUtil.DrawLine(agentPosition, targetA.position, Color.green); DrawUtil.DrawLine(agentPosition, targetB.position, Color.green); } }
void OnDrawGizmosSelected() { if (_nearestObstacle != null) { Vector2 sensorPosition = _sensor.transform.position; DrawUtil.DrawLine(sensorPosition, _nearestIntersectGlobal, Color.red); DrawUtil.DrawCrosshair(_nearestIntersectGlobal, 1f, Color.red, 0f); Vector2 obstacleCenter = _nearestObstacle.bounds.center; float obstacleRadius = getExtendedBoundsRadius(_nearestObstacle); // Draw obstacle DrawUtil.DrawCircle(obstacleCenter, obstacleRadius, Color.red); DrawUtil.DrawCrosshair(obstacleCenter, 0.3f, Color.red); } }
void OnDrawGizmosSelected() { Vector2 agentPosition = Agent.transform.position; // Draw the whiskers DrawUtil.DrawRay(agentPosition, mainWhiskerDirection, mainWhiskerLength, Color.red); DrawUtil.DrawRay(agentPosition, rightWhiskerDirection, sideWhiskerLength, Color.red); DrawUtil.DrawRay(agentPosition, leftWhiskerDirection, sideWhiskerLength, Color.red); // Draw the hit that the agent is trying to avoid. if (_closestHit.collider != null) { DrawUtil.DrawLine(agentPosition, _closestHit.point, Color.red); DrawUtil.DrawCrosshair(_closestHit.point, 0.3f, Color.red); DrawUtil.DrawRay(_closestHit.point, _closestHit.normal, 2f, Color.cyan); } }
void OnDrawGizmosSelected() { if (!active) { return; } if (transform.hasChanged) { updateWander(); } // Draw connection between wander circle and the agent. DrawUtil.DrawLine(Agent.transform.position, _wanderCenter, Color.green); // Draw the wander properies, such as the target, radius, and wander center. DrawUtil.DrawLine(_wanderCenter, _wanderTarget, Color.green); DrawUtil.DrawCrosshair(_wanderTarget, 1f, Color.yellow); DrawUtil.DrawCircle(_wanderCenter, wanderRadius, Color.green); }