using System.Collections; using System.Collections.Generic; using UnityEngine; using Drawing; using Unity.Mathematics; namespace Drawing.Examples { /// Example that shows line widths, colors and line joins [HelpURL("http://arongranberg.com/aline/documentation/stable/alinestyling.html")] public class AlineStyling : MonoBehaviour { public Color gizmoColor = new Color(1.0f, 88/255f, 85/255f); public Color gizmoColor2 = new Color(79/255f, 204/255f, 237/255f); // Update is called once per frame void Update () { // Draw in-game. // This will draw the things even in standalone games var draw = Draw.ingame; using (draw.InScreenSpace(Camera.main)) { // Use a matrix to be able to draw in normalized space. I.e. (0,0) is the center of the screen, (0.5, 0.0) is the right side of the screen etc. using (draw.WithMatrix(Matrix4x4.TRS(new Vector3(Screen.width/2.0f, Screen.height/2.0f, 0), Quaternion.identity, new Vector3(Screen.width, Screen.width, 1)))) { for (int i = 0; i < 4; i++) { // Draw with a few different line widths using (draw.WithLineWidth(i*i+1)) { float angle = Mathf.PI * 0.25f * (i+1) + Time.time * i; Vector3 offset = new Vector3(-0.3f + i * 0.2f, 0, 0); float radius = 0.075f; // Draw a rotating line draw.Line(offset + new Vector3(math.cos(angle)*radius, math.sin(angle)*radius, 0), offset, gizmoColor); // Draw a fixed line draw.Line(offset, offset + new Vector3(radius, 0, 0), gizmoColor); // Draw a circle draw.xy.Circle(offset, radius, gizmoColor2); } } } } } } }