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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Drawing;
namespace Drawing.Examples {
[HelpURL("http://arongranberg.com/aline/documentation/stable/gizmocharacterexample.html")]
public class GizmoCharacterExample : MonoBehaviourGizmos {
public Color gizmoColor = new Color(1.0f, 88/255f, 85/255f);
public Color gizmoColor2 = new Color(79/255f, 204/255f, 237/255f);
public float movementNoiseScale = 0.2f;
public float startPointAttractionStrength = 0.05f;
public int futurePathPlotSteps = 100;
public int plotStartStep = 10;
public int plotEveryNSteps = 10;
float seed;
Vector3 startPosition;
void Start () {
seed = Random.value * 1000;
startPosition = transform.position;
}
Vector3 GetSmoothRandomVelocity (float time, Vector3 position) {
// Use perlin noise to get a smoothly varying vector
float t = time * movementNoiseScale + seed;
var dx = 2*Mathf.PerlinNoise(t, t + 5341.23145f) - 1;
var dy = 2*Mathf.PerlinNoise(t + 92.9842f, -t + 231.85145f) - 1;
var velocity = new Vector3(dx, 0, dy);
// Make a weak attractor to the start position of the agent. To make sure the agent doesn't move too far out of view
velocity += (startPosition - position) * startPointAttractionStrength;
velocity.y = 0;
return velocity;
}
void PlotFuturePath (float time, Vector3 position) {
float dt = 0.05f;
for (int i = 0; i < futurePathPlotSteps; i++) {
var v = GetSmoothRandomVelocity(time + i*dt, position);
var idx = i - plotStartStep;
if (idx >= 0 && idx % plotEveryNSteps == 0) {
Draw.Arrowhead(position, v, 0.1f, gizmoColor);
}
position += v.normalized * dt;
}
}
// Update is called once per frame
void Update () {
PlotFuturePath(Time.time, transform.position);
Vector3 velocity = GetSmoothRandomVelocity(Time.time, transform.position);
transform.rotation = Quaternion.LookRotation(velocity);
transform.position += transform.forward * Time.deltaTime;
}
public override void DrawGizmos () {
using (Draw.InLocalSpace(transform)) {
Draw.WireCylinder(Vector3.zero, Vector3.up, 2, 0.5f, gizmoColor);
Draw.ArrowheadArc(Vector3.zero, Vector3.forward, 0.55f, gizmoColor);
Draw.Label2D(Vector3.zero, gameObject.name, 14, LabelAlignment.TopCenter.withPixelOffset(0, -20), gizmoColor2);
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Drawing;
using System.Linq;
namespace Drawing.Examples {
[HelpURL("http://arongranberg.com/aline/documentation/stable/gizmosphereexample.html")]
public class GizmoSphereExample : MonoBehaviourGizmos {
public Color gizmoColor = new Color(1.0f, 88/255f, 85/255f);
public Color gizmoColor2 = new Color(79/255f, 204/255f, 237/255f);
public override void DrawGizmos () {
using (Draw.InLocalSpace(transform)) {
Draw.WireSphere(Vector3.zero, 0.5f, gizmoColor);
foreach (var contact in contactForces.Values) {
Draw.Circle(contact.lastPoint, contact.lastNormal, 0.1f * contact.impulse, gizmoColor2);
Draw.SolidCircle(contact.lastPoint, contact.lastNormal, 0.1f * contact.impulse, gizmoColor2);
}
}
}
void FixedUpdate () {
foreach (var collider in contactForces.Keys.ToList()) {
var c = contactForces[collider];
if (c.impulse > 0.1f) {
c.impulse = Mathf.Lerp(c.impulse, 0, 10 * Time.fixedDeltaTime);
c.smoothImpulse = Mathf.Lerp(c.impulse, c.smoothImpulse, 20 * Time.fixedDeltaTime);
contactForces[collider] = c;
} else {
contactForces.Remove(collider);
}
}
}
struct Contact {
public float impulse;
public float smoothImpulse;
public Vector3 lastPoint;
public Vector3 lastNormal;
}
Dictionary<Collider, Contact> contactForces = new Dictionary<Collider, Contact>();
void OnCollisionStay (Collision collision) {
foreach (ContactPoint contact in collision.contacts) {
if (!contactForces.ContainsKey(collision.collider)) {
contactForces.Add(collision.collider, new Contact { impulse = 2f });
}
var c = contactForces[collision.collider];
c.impulse = Mathf.Max(c.impulse, 1);
c.lastPoint = transform.InverseTransformPoint(contact.point);
c.lastNormal = transform.InverseTransformVector(contact.normal);
contactForces[collision.collider] = c;
break;
}
}
}
}

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
namespace Drawing.Examples {
[HelpURL("http://arongranberg.com/aline/documentation/stable/timedspawner.html")]
public class TimedSpawner : MonoBehaviour {
public float interval = 1;
public float lifeTime = 5;
public GameObject prefab;
// Start is called before the first frame update
IEnumerator Start () {
while (true) {
var go = GameObject.Instantiate(prefab, transform.position + Random.insideUnitSphere * 0.01f, Random.rotation);
StartCoroutine(DestroyAfter(go, lifeTime));
yield return new WaitForSeconds(interval);
}
}
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