Photon Quantum 3.0.0

Public Member Functions | Public Attributes | Static Public Attributes | List of all members
Quantum.QuantumGameGizmosSettings Class Reference

The gizmo settings for the Quantum game. More...

Public Member Functions

QuantumGizmoEntry GetEntryForPhysicsEntity2D (Frame frame, EntityRef handle)
 Get the gizmo entry for a specific physics2d entity. More...
 
QuantumGizmoEntry GetEntryForPhysicsEntity3D (Frame frame, EntityRef handle)
 Get the gizmo entry for a specific physics3d entity. More...
 

Public Attributes

QuantumGizmoEntry AsleepColliders = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentLightPurple)
 Draw the colliders that are asleep. More...
 
QuantumGizmoEntry CharacterController = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentYellow)
 Draw the CharacterController3D and CharacterController2D components. More...
 
QuantumGizmoEntry DisabledColliders = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentGray)
 Draw the colliders that are disabled. More...
 
QuantumGizmoEntry DynamicColliders = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentLimeGreen)
 Draw the colliders that are currently dynamic. More...
 
float IconScale = 1
 Global scale for all gizmos. More...
 
QuantumGizmoEntry KinematicColliders = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentWhite)
 Draw the colliders that are currently kinematic. More...
 
NavMeshGizmoEntry NavMesh = new NavMeshGizmoEntry(QuantumGizmoColors.TransparentLightBlue, QuantumGizmoColors.TransparentMaroon) { Enabled = true, OnlyDrawSelected = true }
 Draw the NavMesh. The QuantumMap game object will trigger DrawOnlySelected. More...
 
QuantumGizmoEntry NavMeshArea = new QuantumGizmoEntry(QuantumGizmoColors.TransparentLightBlue) { OnlyDrawSelected = true }
 Draw the NavMesh area. The QuantumMap game object will trigger DrawOnlySelected. More...
 
NavMeshComponentGizmoEntry NavMeshAvoidanceAgent = new NavMeshComponentGizmoEntry(QuantumGizmoColors.TransparentBlue)
 Draw the NavMesh avoidance agent component. Only available at runtime. More...
 
NavMeshComponentGizmoEntry NavMeshAvoidanceObstacles = new NavMeshComponentGizmoEntry(QuantumGizmoColors.TransparentRed)
 Draw the NavMesh avoidance obstacles component. Only available at runtime. More...
 
NavMeshBorderGizmoEntry NavMeshBorders = new NavMeshBorderGizmoEntry(QuantumGizmoColors.Black, false, QuantumGizmoColors.Yellow) { Enabled = true, OnlyDrawSelected = true }
 Draw the border of the NavMesh. More...
 
QuantumGizmoEntry NavMeshGrid = new QuantumGizmoEntry(QuantumGizmoColors.TransparentLightGreen) { OnlyDrawSelected = true }
 Draw the NavMesh grid. The QuantumMap game object will trigger DrawOnlySelected. More...
 
QuantumGizmoEntry NavMeshLinks = new QuantumGizmoEntry(QuantumGizmoColors.Blue) { Enabled = true, OnlyDrawSelected = true }
 Draw the NavMesh links. More...
 
NavMeshComponentGizmoEntry NavMeshPathfinder = new NavMeshComponentGizmoEntry(QuantumGizmoColors.Magenta)
 Draw the NavMesh pathfinder component. Only available at runtime. More...
 
QuantumGizmoEntry NavMeshRegionIds = new QuantumGizmoEntry(QuantumGizmoColors.TransparentMaroon) { OnlyDrawSelected = true }
 Draw the region ids of the NavMesh. More...
 
NavMeshComponentGizmoEntry NavMeshSteeringAgent = new NavMeshComponentGizmoEntry(QuantumGizmoColors.TransparentGreen)
 Draw the NavMesh steering agent component. Only available at runtime. More...
 
QuantumGizmoEntry NavMeshTriangleIds = new QuantumGizmoEntry(QuantumGizmoColors.TransparentLightBlue) { OnlyDrawSelected = true }
 Draw the triangle ids of the NavMesh. More...
 
QuantumGizmoEntry NavMeshVertexIds = new QuantumGizmoEntry(QuantumGizmoColors.Green) { OnlyDrawSelected = true }
 Draw the numerical vertex ids of the NavMesh. More...
 
QuantumGizmoEntry NavMeshVertexNormals = new QuantumGizmoEntry(QuantumGizmoColors.Yellow) { OnlyDrawSelected = true }
 Draw the vertex normals of the NavMesh. More...
 
QuantumGizmoEntry PathfinderFunnel = new QuantumGizmoEntry(QuantumGizmoColors.Green)
 Draw the pathfinder funnel. Only available at runtime. More...
 
QuantumGizmoEntry PathfinderRawPath = new QuantumGizmoEntry(QuantumGizmoColors.Magenta)
 Draw the pathfinder path. Only available at runtime. More...
 
QuantumGizmoEntry PathfinderRawTrianglePath = new QuantumGizmoEntry(QuantumGizmoColors.TransparentMagenta)
 Draw the raw pathfinder triangle path. Only available at runtime. More...
 
QuantumGizmoEntry PhysicsArea = new QuantumGizmoEntry(QuantumGizmoColors.LightBlue)
 Draw the map's physics area. More...
 
QuantumGizmoEntry PhysicsBuckets = new QuantumGizmoEntry(QuantumGizmoColors.LightBlue)
 Draw the map's physics buckets. More...
 
JointGizmoEntry PhysicsJoints
 Draw the entity's physics joints. More...
 
QuantumGizmoEntry PredictionArea = new QuantumGizmoEntry(QuantumGizmoColors.TransparentRed) { Enabled = true, DisableFill = true, OnlyDrawSelected = false }
 Draw the prediction area. Only available at runtime. More...
 
Boolean ScaleComponentsWithAgentRadius = true
 Should NavMesh components be scaled with the agent radius? More...
 
QuantumGizmoEntry SceneMeshCells = new QuantumGizmoEntry(QuantumGizmoColors.LightBlue)
 Draw the cells of the scene mesh. More...
 
QuantumGizmoEntry SceneMeshTriangles = new QuantumGizmoEntry(QuantumGizmoColors.LightBlue)
 Draw the triangles of the scene mesh. More...
 
float SelectedBrightness = 1.1f
 How bright the gizmos are when selected. More...
 
QuantumGizmoEntry StaticColliders = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentSkyBlue)
 Draw the colliders that are currently static. More...
 
QuantumGizmoEntry StaticMeshNormals = new QuantumGizmoEntry(QuantumGizmoColors.Red)
 Draw the baked static mesh vertices. More...
 
QuantumGizmoEntry StaticMeshTriangles = new QuantumGizmoEntry(QuantumGizmoColors.LightBlue)
 Draw the baked static mesh vertices. More...
 

Static Public Attributes

const string ID = "QuantumGizmoSettings"
 The Unity overlay UI id used for the Quantum gizmos. More...
 

Detailed Description

The gizmo settings for the Quantum game.

Member Function Documentation

◆ GetEntryForPhysicsEntity3D()

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.GetEntryForPhysicsEntity3D ( Frame  frame,
EntityRef  handle 
)
inline

Get the gizmo entry for a specific physics3d entity.

Parameters
frame
handle
Returns

◆ GetEntryForPhysicsEntity2D()

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.GetEntryForPhysicsEntity2D ( Frame  frame,
EntityRef  handle 
)
inline

Get the gizmo entry for a specific physics2d entity.

Parameters
frame
handle
Returns

Member Data Documentation

◆ ID

const string Quantum.QuantumGameGizmosSettings.ID = "QuantumGizmoSettings"
static

The Unity overlay UI id used for the Quantum gizmos.

◆ IconScale

float Quantum.QuantumGameGizmosSettings.IconScale = 1

Global scale for all gizmos.

◆ SelectedBrightness

float Quantum.QuantumGameGizmosSettings.SelectedBrightness = 1.1f

How bright the gizmos are when selected.

◆ PredictionArea

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.PredictionArea = new QuantumGizmoEntry(QuantumGizmoColors.TransparentRed) { Enabled = true, DisableFill = true, OnlyDrawSelected = false }

Draw the prediction area. Only available at runtime.

◆ CharacterController

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.CharacterController = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentYellow)

Draw the CharacterController3D and CharacterController2D components.

◆ StaticColliders

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.StaticColliders = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentSkyBlue)

Draw the colliders that are currently static.

◆ DynamicColliders

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.DynamicColliders = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentLimeGreen)

Draw the colliders that are currently dynamic.

◆ KinematicColliders

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.KinematicColliders = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentWhite)

Draw the colliders that are currently kinematic.

◆ AsleepColliders

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.AsleepColliders = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentLightPurple)

Draw the colliders that are asleep.

◆ DisabledColliders

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.DisabledColliders = new PhysicsComponentGizmoEntry(QuantumGizmoColors.TransparentGray)

Draw the colliders that are disabled.

◆ PhysicsArea

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.PhysicsArea = new QuantumGizmoEntry(QuantumGizmoColors.LightBlue)

Draw the map's physics area.

◆ PhysicsBuckets

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.PhysicsBuckets = new QuantumGizmoEntry(QuantumGizmoColors.LightBlue)

Draw the map's physics buckets.

◆ StaticMeshNormals

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.StaticMeshNormals = new QuantumGizmoEntry(QuantumGizmoColors.Red)

Draw the baked static mesh vertices.

◆ StaticMeshTriangles

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.StaticMeshTriangles = new QuantumGizmoEntry(QuantumGizmoColors.LightBlue)

Draw the baked static mesh vertices.

◆ SceneMeshCells

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.SceneMeshCells = new QuantumGizmoEntry(QuantumGizmoColors.LightBlue)

Draw the cells of the scene mesh.

◆ SceneMeshTriangles

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.SceneMeshTriangles = new QuantumGizmoEntry(QuantumGizmoColors.LightBlue)

Draw the triangles of the scene mesh.

◆ PhysicsJoints

JointGizmoEntry Quantum.QuantumGameGizmosSettings.PhysicsJoints
Initial value:
= new JointGizmoEntry(
QuantumGizmoColors.TransparentLimeGreen,
secondaryColor: QuantumGizmoColors.TransparentYellow,
warningColor: QuantumGizmoColors.TransparentRed) { Enabled = true, DisableFill = true, OnlyDrawSelected = true }

Draw the entity's physics joints.

◆ ScaleComponentsWithAgentRadius

Boolean Quantum.QuantumGameGizmosSettings.ScaleComponentsWithAgentRadius = true

Should NavMesh components be scaled with the agent radius?

◆ NavMesh

NavMeshGizmoEntry Quantum.QuantumGameGizmosSettings.NavMesh = new NavMeshGizmoEntry(QuantumGizmoColors.TransparentLightBlue, QuantumGizmoColors.TransparentMaroon) { Enabled = true, OnlyDrawSelected = true }

Draw the NavMesh. The QuantumMap game object will trigger DrawOnlySelected.

◆ NavMeshBorders

NavMeshBorderGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshBorders = new NavMeshBorderGizmoEntry(QuantumGizmoColors.Black, false, QuantumGizmoColors.Yellow) { Enabled = true, OnlyDrawSelected = true }

Draw the border of the NavMesh.

◆ NavMeshArea

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshArea = new QuantumGizmoEntry(QuantumGizmoColors.TransparentLightBlue) { OnlyDrawSelected = true }

Draw the NavMesh area. The QuantumMap game object will trigger DrawOnlySelected.

◆ NavMeshGrid

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshGrid = new QuantumGizmoEntry(QuantumGizmoColors.TransparentLightGreen) { OnlyDrawSelected = true }

Draw the NavMesh grid. The QuantumMap game object will trigger DrawOnlySelected.

◆ NavMeshLinks

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshLinks = new QuantumGizmoEntry(QuantumGizmoColors.Blue) { Enabled = true, OnlyDrawSelected = true }

Draw the NavMesh links.

◆ NavMeshVertexNormals

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshVertexNormals = new QuantumGizmoEntry(QuantumGizmoColors.Yellow) { OnlyDrawSelected = true }

Draw the vertex normals of the NavMesh.

◆ NavMeshTriangleIds

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshTriangleIds = new QuantumGizmoEntry(QuantumGizmoColors.TransparentLightBlue) { OnlyDrawSelected = true }

Draw the triangle ids of the NavMesh.

◆ NavMeshRegionIds

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshRegionIds = new QuantumGizmoEntry(QuantumGizmoColors.TransparentMaroon) { OnlyDrawSelected = true }

Draw the region ids of the NavMesh.

◆ NavMeshVertexIds

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshVertexIds = new QuantumGizmoEntry(QuantumGizmoColors.Green) { OnlyDrawSelected = true }

Draw the numerical vertex ids of the NavMesh.

◆ NavMeshPathfinder

NavMeshComponentGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshPathfinder = new NavMeshComponentGizmoEntry(QuantumGizmoColors.Magenta)

Draw the NavMesh pathfinder component. Only available at runtime.

◆ NavMeshSteeringAgent

NavMeshComponentGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshSteeringAgent = new NavMeshComponentGizmoEntry(QuantumGizmoColors.TransparentGreen)

Draw the NavMesh steering agent component. Only available at runtime.

◆ NavMeshAvoidanceAgent

NavMeshComponentGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshAvoidanceAgent = new NavMeshComponentGizmoEntry(QuantumGizmoColors.TransparentBlue)

Draw the NavMesh avoidance agent component. Only available at runtime.

◆ NavMeshAvoidanceObstacles

NavMeshComponentGizmoEntry Quantum.QuantumGameGizmosSettings.NavMeshAvoidanceObstacles = new NavMeshComponentGizmoEntry(QuantumGizmoColors.TransparentRed)

Draw the NavMesh avoidance obstacles component. Only available at runtime.

◆ PathfinderRawPath

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.PathfinderRawPath = new QuantumGizmoEntry(QuantumGizmoColors.Magenta)

Draw the pathfinder path. Only available at runtime.

◆ PathfinderRawTrianglePath

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.PathfinderRawTrianglePath = new QuantumGizmoEntry(QuantumGizmoColors.TransparentMagenta)

Draw the raw pathfinder triangle path. Only available at runtime.

◆ PathfinderFunnel

QuantumGizmoEntry Quantum.QuantumGameGizmosSettings.PathfinderFunnel = new QuantumGizmoEntry(QuantumGizmoColors.Green)

Draw the pathfinder funnel. Only available at runtime.