private static void GizmoTest(Transform aTarget, GizmoType aGizmoType)
{
#if UNITY_EDITOR
if (Application.isPlaying)
{
ThirdPersonMotor motor = (ThirdPersonMotor)aTarget.GetComponent<ThirdPersonMotor>();
if (!motor) return;
// debug auto crouch
Vector3 posHead = motor.transform.position + Vector3.up * ((motor.colliderHeight * 0.5f) - motor.colliderRadius);
Ray ray1 = new Ray(posHead, Vector3.up);
Gizmos.DrawWireSphere(ray1.GetPoint((motor.headDetect - (motor.colliderRadius * 0.1f))), motor.colliderRadius * 0.9f);
Handles.Label(ray1.GetPoint((motor.headDetect + (motor.colliderRadius))), "Head Detection");
// debug check trigger action
Vector3 yOffSet = new Vector3(0f, -0.5f, 0f);
Ray ray2 = new Ray(motor.transform.position - yOffSet, motor.transform.forward);
Debug.DrawRay(ray2.origin, ray2.direction * 0.45f, Color.white);
Handles.Label(ray2.GetPoint(0.45f), "Check for Trigger Actions");
// debug stopmove
Ray ray3 = new Ray(motor.transform.position + new Vector3(0, motor.colliderHeight / 3, 0), motor.transform.forward);
Debug.DrawRay(ray3.origin, ray3.direction * motor.stopMoveDistance, Color.blue);
Handles.Label(ray3.GetPoint(motor.stopMoveDistance), "Check for StopMove");
// debug stopmove
Ray ray4 = new Ray(motor.transform.position + new Vector3(0, motor.colliderHeight / 3.5f, 0), motor.transform.forward);
Debug.DrawRay(ray4.origin, ray4.direction * 1f, Color.cyan);
Handles.Label(ray4.GetPoint(1f), "Check for SlopeLimit");
// debug stepOffset
// Ray ray5 = new Ray((motor.transform.position + new Vector3(0, motor.stepOffsetEnd, 0) + motor.transform.forward * ((motor.capsuleCollider).radius + motor.stepOffsetFwd)), Vector3.down);
// Debug.DrawRay(ray5.origin, ray5.direction * (motor.stepOffsetEnd - motor.stepOffsetStart), Color.yellow);
// Handles.Label(ray5.origin, "Step OffSet");
}
#endif
}