using Unity.Entities; using Unity.Mathematics; using UnityEngine.Serialization; ///////////////////////////////////////////////////////////////////////////////// namespace Rukhanka { public struct DebugConfigurationComponent: IComponentData { public static readonly float4 CPU_RIG_COLOR = new (0, 1, 0, 1); public static readonly float4 GPU_RIG_COLOR = new (0, 1, 1, 1); public static readonly float4 STATIC_BOUNDS_COLOR = new (1, 1, 1, 1); public static readonly float4 DYNAMIC_BOUNDS_COLOR = new (0.0f, 0.7490196f, 1f, 1f); public bool visualizeAllRigs; public float4 cpuRigColor; public float4 gpuRigColor; public bool visualizeMeshBounds; public float4 staticMeshBoundsColor; public float4 dynamicMeshBoundsColor; ///////////////////////////////////////////////////////////////////////////////// public static DebugConfigurationComponent Default() { var rv = new DebugConfigurationComponent() { cpuRigColor = CPU_RIG_COLOR, gpuRigColor = GPU_RIG_COLOR, staticMeshBoundsColor = STATIC_BOUNDS_COLOR, dynamicMeshBoundsColor = DYNAMIC_BOUNDS_COLOR, }; return rv; } } }