Here are the examples of the csharp api UnityEngine.Debug.DrawLine(UnityEngine.Vector3, UnityEngine.Vector3, UnityEngine.Color, float) taken from open source projects. By voting up you can indicate which examples are most useful and appropriate.
2 Examples
19
Source : Airplane_Realtime.cs
with MIT License
from SmallPlanet
with MIT License
from SmallPlanet
public void UpdateInfo(FlightInfo info) {
this.info = info;
var alreplacedude = info.alreplacedude * meter * 100; //With the scale of the earth, you can't really see the difference in alreplacedude height between planes, so multiply by 100 to exaggerate it.
Debug.DrawLine(transform.position, transform.position + -transform.up * alreplacedude, Color.yellow, 2f);
transform.rotation = Quaternion.idenreplacedy;
planeModel.rotation = Quaternion.idenreplacedy;
//Heading is based on angle from north pole, so look at true north then rotate to heading
planeModel.rotation = Quaternion.LookRotation(northPole.position - planeModel.position);
planeModel.rotation = Quaternion.Euler(0f, info.heading + planeModel.rotation.eulerAngles.y, 0f);
var line = PlanetUtility.VectorFromLatLng(info.location.lareplacedude, info.location.longitude, Vector3.right);
var planetHit = PlanetUtility.LineFromOriginToSurface(planet, line, LayerMask.GetMask("Planet"));
if (planetHit.HasValue) {
Debug.DrawLine(planetHit.Value.point, planetHit.Value.point + planetHit.Value.point * alreplacedude, Color.red, 2f);
transform.position = planetHit.Value.point + planetHit.Value.point * alreplacedude;
transform.up = planetHit.Value.normal;
}
}
19
Source : VoxelRasterization.cs
with MIT License
from XINCGer
with MIT License
from XINCGer
public void DebugDrawSpans () {
#if !ASTAR_RECAST_CLreplaced_BASED_LINKED_LIST
int wd = voxelArea.width*voxelArea.depth;
var min = forcedBounds.min;
LinkedVoxelSpan[] spans = voxelArea.linkedSpans;
for (int z = 0, pz = 0; z < wd; z += voxelArea.width, pz++) {
for (int x = 0; x < voxelArea.width; x++) {
for (int s = z+x; s != -1 && spans[s].bottom != VoxelArea.InvalidSpanValue; s = spans[s].next) {
uint bottom = spans[s].top;
uint top = spans[s].next != -1 ? spans[spans[s].next].bottom : VoxelArea.MaxHeight;
if (bottom > top) {
Debug.Log(bottom + " " + top);
Debug.DrawLine(new Vector3(x*cellSize, bottom*cellHeight, pz*cellSize)+min, new Vector3(x*cellSize, top*cellHeight, pz*cellSize)+min, Color.yellow, 1);
}
//Debug.DrawRay (p,voxelArea.VectorDirection[d]*cellSize*0.5F,Color.red);
if (top - bottom < voxelWalkableHeight) {
//spans[s].area = UnwalkableArea;
}
}
}
}
#else
Debug.LogError("This debug method only works with !ASTAR_RECAST_CLreplaced_BASED_LINKED_LIST");
#endif
}