Created
June 1, 2016 03:39
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Make always visible a BoxCollider2D in Unity Editor.
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using UnityEngine; | |
[ExecuteInEditMode] | |
public class BoxCollider2DAlwaysVisible : MonoBehaviour | |
{ | |
public Color color = Color.white; | |
private BoxCollider2D BoxCollider; | |
void Start() | |
{ | |
BoxCollider = GetComponent<BoxCollider2D>(); | |
} | |
void OnDrawGizmos() | |
{ | |
Gizmos.color = color; | |
if (BoxCollider != null) | |
{ | |
Vector3 Pos = transform.position; | |
Vector3 Size = new Vector3(BoxCollider.size.x * transform.lossyScale.x, BoxCollider.size.y * transform.lossyScale.y, 1f); | |
Size /= 2f; | |
Vector3[] Points = new Vector3[4]; | |
Points[0].Set(Pos.x - Size.x, Pos.y + Size.y, Pos.z); | |
Points[1].Set(Pos.x + Size.x, Pos.y + Size.y, Pos.z); | |
Points[2].Set(Pos.x + Size.x, Pos.y - Size.y, Pos.z); | |
Points[3].Set(Pos.x - Size.x, Pos.y - Size.y, Pos.z); | |
float RotationInRad = transform.eulerAngles.z * Mathf.Deg2Rad; | |
for(int i=0; i<4; i++) | |
{ | |
float x = Points[i].x - Pos.x, y = Points[i].y - Pos.y; | |
Points[i].x = x * Mathf.Cos(RotationInRad) - y * Mathf.Sin(RotationInRad); | |
Points[i].y = x * Mathf.Sin(RotationInRad) + y * Mathf.Cos(RotationInRad); | |
Points[i].x = Points[i].x + Pos.x; | |
Points[i].y = Points[i].y + Pos.y; | |
} | |
Gizmos.DrawLine(Points[0], Points[1]); | |
Gizmos.DrawLine(Points[1], Points[2]); | |
Gizmos.DrawLine(Points[2], Points[3]); | |
Gizmos.DrawLine(Points[3], Points[0]); | |
} | |
} | |
} |
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