DrawArrow

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Revision as of 20:43, 10 January 2012 by NCarter (Talk | contribs)

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HeadRotation.png SpawnPoints.jpg

DrawArrow.cs

using UnityEngine;
using System.Collections;
 
public static class DrawArrow
{
	public static void ForGizmo(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);
		Gizmos.DrawRay(pos + direction, right * arrowHeadLength);
		Gizmos.DrawRay(pos + direction, left * arrowHeadLength);
	}
 
	public static void ForGizmo(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);
		Gizmos.DrawRay(pos + direction, right * arrowHeadLength);
		Gizmos.DrawRay(pos + direction, left * arrowHeadLength);
	}
 
	public static void ForDebug(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 ForDebug(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);
	}
}
</csharp>
 
This works very similar to Debug.DrawRay(). For example:
<syntaxhighlight lang="csharp">
using UnityEngine;
using System.Collections;
 
public class DebugForward : MonoBehaviour
{	
	void Update()
	{
		DrawArrow.ForDebug(transform.position, transform.forward, Color.green);
	}
}
</csharp>
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