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using System.Collections;
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using UnityEngine;
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namespace Game
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{
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public abstract partial class Util
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{
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public static void Draw(Vector3 start, Vector3 end, Color color, float duration = 0)
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{
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if (!GameSetting.IsDebugDraw)
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{
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return;
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}
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Debug.DrawLine(start, end, color, duration);
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}
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public static void DrawBox(Vector3 center, Vector3 halfExtents, Vector3 direction, Color color,
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float duration = 0)
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{
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if (!GameSetting.IsDebugDraw)
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{
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return;
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}
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var rot = Quaternion.FromToRotation(Vector3.right, direction);
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var boxPoints = new Vector3[8];
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boxPoints[0] = center + rot * new Vector3(halfExtents.x, halfExtents.y, halfExtents.z);
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boxPoints[1] = center + rot * new Vector3(halfExtents.x, halfExtents.y, -halfExtents.z);
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boxPoints[2] = center + rot * new Vector3(halfExtents.x, -halfExtents.y, halfExtents.z);
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boxPoints[3] = center + rot * new Vector3(halfExtents.x, -halfExtents.y, -halfExtents.z);
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boxPoints[4] = center + rot * new Vector3(-halfExtents.x, halfExtents.y, halfExtents.z);
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boxPoints[5] = center + rot * new Vector3(-halfExtents.x, halfExtents.y, -halfExtents.z);
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boxPoints[6] = center + rot * new Vector3(-halfExtents.x, -halfExtents.y, halfExtents.z);
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boxPoints[7] = center + rot * new Vector3(-halfExtents.x, -halfExtents.y, -halfExtents.z);
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for (int i = 0; i < 8; i++)
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{
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for (int j = i; j < 8; j++)
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{
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var p1 = boxPoints[i];
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var p2 = boxPoints[j];
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int defCount = 0;
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defCount += (p1.x == p2.x ? 1 : 0);
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defCount += (p1.y == p2.y ? 1 : 0);
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defCount += (p1.z == p2.z ? 1 : 0);
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Debug.DrawLine(boxPoints[i], boxPoints[j], color, duration);
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}
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}
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}
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public static void DrawShape(Shape shape, Vector3 pos, Vector3 direction, Color color)
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{
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var posReal = pos + shape.Offset;
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var posRealTop = posReal + Vector3.up * shape.Height;
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switch (shape.Type)
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{
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case EShapeType.Dot:
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Debug.DrawLine(posReal + Vector3.left, posReal + Vector3.right, color);
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Debug.DrawLine(posReal + Vector3.down, posReal + Vector3.up, color);
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Debug.DrawLine(posReal + Vector3.back, posReal + Vector3.forward, color);
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break;
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case EShapeType.Box:
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shape.ForeachVerticesPair(direction, (v1, v2) =>
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{
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Debug.DrawLine(posReal + v1, posReal + v2, color);
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Debug.DrawLine(posRealTop + v1, posRealTop + v2, color);
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});
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shape.ForeachVertices(direction, v => { Debug.DrawLine(posReal + v, posRealTop + v, color); });
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break;
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case EShapeType.Circle:
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var r = shape.Radius;
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var h = shape.Height;
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Debug.DrawLine(posReal + Vector3.left * r, posReal + Vector3.right * r, color);
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Debug.DrawLine(posReal + Vector3.back * r, posReal + Vector3.forward * r, color);
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Debug.DrawLine(posRealTop + Vector3.left * r, posRealTop + Vector3.right * r, color);
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Debug.DrawLine(posRealTop + Vector3.back * r, posRealTop + Vector3.forward * r, color);
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Debug.DrawLine(posReal, posRealTop, color);
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break;
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}
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}
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public static void Print(params object[] values)
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{
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string text = "";
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foreach (object obj in values)
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{
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text += Str(obj) + " ";
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}
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Debug.Log(text);
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}
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private static string Str(object obj)
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{
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string ret = "";
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if (obj is null)
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{
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ret = $"null";
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}
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else if (obj is string)
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{
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ret = $"\"{obj}\"";
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}
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else if (obj is IEnumerable)
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{
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ret += "List[";
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foreach (object subobj in (IEnumerable)obj)
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{
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ret += Str(subobj) + " ";
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}
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ret += "]";
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}
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else
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{
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ret = obj.ToString();
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}
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return ret;
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}
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}
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}
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