Firstborn/Assets/RPG Creation Kit/Scripts/_ General/GizmosExtension.cs

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public static class GizmosExtension
{
public static void ArrowForGizmo(Vector3 pos, Vector3 direction, float arrowHeadLength = 0.25f, float arrowHeadAngle = 20.0f)
{
Gizmos.DrawRay(pos, direction);
Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 + arrowHeadAngle, 0) * new Vector3(0, 0, 1);
Vector3 left = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 - arrowHeadAngle, 0) * new Vector3(0, 0, 1);
Vector3 up = Quaternion.LookRotation(direction) * Quaternion.Euler(180 + arrowHeadAngle, 0, 0) * new Vector3(0, 0, 1);
Vector3 down = Quaternion.LookRotation(direction) * Quaternion.Euler(180 - arrowHeadAngle, 0, 0) * new Vector3(0, 0, 1);
Gizmos.DrawRay(pos + direction, right * arrowHeadLength);
Gizmos.DrawRay(pos + direction, left * arrowHeadLength);
Gizmos.DrawRay(pos + direction, up * arrowHeadLength);
Gizmos.DrawRay(pos + direction, down * arrowHeadLength);
}
public static void ArrowForGizmo(Vector3 pos, Vector3 direction, Color color, float arrowHeadLength = 0.25f, float arrowHeadAngle = 20.0f)
{
Gizmos.color = color;
Gizmos.DrawRay(pos, direction);
Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 + arrowHeadAngle, 0) * new Vector3(0, 0, 1);
Vector3 left = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 - arrowHeadAngle, 0) * new Vector3(0, 0, 1);
Vector3 up = Quaternion.LookRotation(direction) * Quaternion.Euler(180 + arrowHeadAngle, 0, 0) * new Vector3(0, 0, 1);
Vector3 down = Quaternion.LookRotation(direction) * Quaternion.Euler(180 - arrowHeadAngle, 0, 0) * new Vector3(0, 0, 1);
Gizmos.DrawRay(pos + direction, right * arrowHeadLength);
Gizmos.DrawRay(pos + direction, left * arrowHeadLength);
Gizmos.DrawRay(pos + direction, up * arrowHeadLength);
Gizmos.DrawRay(pos + direction, down * arrowHeadLength);
}
public static void ArrowForDebug(Vector3 pos, Vector3 direction, float arrowHeadLength = 0.25f, float arrowHeadAngle = 20.0f)
{
Debug.DrawRay(pos, direction);
Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 + arrowHeadAngle, 0) * new Vector3(0, 0, 1);
Vector3 left = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 - arrowHeadAngle, 0) * new Vector3(0, 0, 1);
Debug.DrawRay(pos + direction, right * arrowHeadLength);
Debug.DrawRay(pos + direction, left * arrowHeadLength);
}
public static void ArrowForDebug(Vector3 pos, Vector3 direction, Color color, float arrowHeadLength = 0.25f, float arrowHeadAngle = 20.0f)
{
Debug.DrawRay(pos, direction, color);
Vector3 right = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 + arrowHeadAngle, 0) * new Vector3(0, 0, 1);
Vector3 left = Quaternion.LookRotation(direction) * Quaternion.Euler(0, 180 - arrowHeadAngle, 0) * new Vector3(0, 0, 1);
Debug.DrawRay(pos + direction, right * arrowHeadLength, color);
Debug.DrawRay(pos + direction, left * arrowHeadLength, color);
}
}