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@arkms
Created June 27, 2016 03:35
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DebugX version 2.0
using UnityEngine;
public static class DebugX
{
// DebugX.cs Version 2.0 By ARKMS
// Hayden Scott-Baron (Dock) - http://starfruitgames.com
// Adds a number of useful Debug Draw features
public static void DrawCube(Vector3 pos, Color col, Vector3 scale, float _duration = 0f)
{
Vector3 halfScale = scale * 0.5f;
Vector3[] points = new Vector3[]
{
pos + new Vector3(halfScale.x, halfScale.y, halfScale.z),
pos + new Vector3(-halfScale.x, halfScale.y, halfScale.z),
pos + new Vector3(-halfScale.x, -halfScale.y, halfScale.z),
pos + new Vector3(halfScale.x, -halfScale.y, halfScale.z),
pos + new Vector3(halfScale.x, halfScale.y, -halfScale.z),
pos + new Vector3(-halfScale.x, halfScale.y, -halfScale.z),
pos + new Vector3(-halfScale.x, -halfScale.y, -halfScale.z),
pos + new Vector3(halfScale.x, -halfScale.y, -halfScale.z),
};
Debug.DrawLine(points[0], points[1], col, _duration);
Debug.DrawLine(points[1], points[2], col, _duration);
Debug.DrawLine(points[2], points[3], col, _duration);
Debug.DrawLine(points[3], points[0], col, _duration);
}
public static void DrawRect(Rect rect, Color col, float _duration = 0f)
{
Vector3 pos = new Vector3(rect.x + rect.width / 2, rect.y + rect.height / 2, 0.0f);
Vector3 scale = new Vector3(rect.width, rect.height, 0.0f);
DebugX.DrawRect(pos, col, scale, _duration);
}
public static void DrawRect(Vector3 pos, Color col, Vector3 scale, float _duration = 0f)
{
Vector3 halfScale = scale * 0.5f;
Vector3[] points = new Vector3[]
{
pos + new Vector3(halfScale.x, halfScale.y, halfScale.z),
pos + new Vector3(-halfScale.x, halfScale.y, halfScale.z),
pos + new Vector3(-halfScale.x, -halfScale.y, halfScale.z),
pos + new Vector3(halfScale.x, -halfScale.y, halfScale.z),
};
Debug.DrawLine(points[0], points[1], col, _duration);
Debug.DrawLine(points[1], points[2], col, _duration);
Debug.DrawLine(points[2], points[3], col, _duration);
Debug.DrawLine(points[3], points[0], col, _duration);
}
public static void DrawPoint(Vector3 pos, Color col, float scale, float _duration = 0f)
{
Vector3[] points = new Vector3[]
{
pos + (Vector3.up * scale),
pos - (Vector3.up * scale),
pos + (Vector3.right * scale),
pos - (Vector3.right * scale),
pos + (Vector3.forward * scale),
pos - (Vector3.forward * scale)
};
Debug.DrawLine(points[0], points[1], col, _duration);
Debug.DrawLine(points[2], points[3], col, _duration);
Debug.DrawLine(points[4], points[5], col, _duration);
Debug.DrawLine(points[0], points[2], col, _duration);
Debug.DrawLine(points[0], points[3], col, _duration);
Debug.DrawLine(points[0], points[4], col, _duration);
Debug.DrawLine(points[0], points[5], col, _duration);
Debug.DrawLine(points[1], points[2], col, _duration);
Debug.DrawLine(points[1], points[3], col, _duration);
Debug.DrawLine(points[1], points[4], col, _duration);
Debug.DrawLine(points[1], points[5], col, _duration);
Debug.DrawLine(points[4], points[2], col, _duration);
Debug.DrawLine(points[4], points[3], col, _duration);
Debug.DrawLine(points[5], points[2], col, _duration);
Debug.DrawLine(points[5], points[3], col, _duration);
}
public static void DrawCirle(Vector3 _pos, Color _col, float _radio, float _duration = 0f)
{
Vector3 p1 = Vector3.zero, p2 = Vector3.zero;
p1.z = p2.z = _pos.z;
float PI2 = 2f * Mathf.PI;
for (float theta = 0f; theta < PI2; theta += 0.2f)
{
p1.x = _pos.x + _radio * Mathf.Cos(theta);
p1.y = _pos.y + _radio * Mathf.Sin(theta);
if (theta > 0f)// ignore first pass
Debug.DrawLine(p1, p2, _col, _duration);
if (theta + 0.1f < PI2)
{
p2 = p1;
}
}
//Debug.DrawLine(p1, p2, _col, _duration);
p2 = p1;
p1.x = _pos.x + _radio * Mathf.Cos(PI2);
p1.y = _pos.y + _radio * Mathf.Sin(PI2);
Debug.DrawLine(p1, p2, _col, _duration);
}
}
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