Draws a ray that blinks between two colors, or between a color and invisible.
The camera which defines the screenspace can be appointed in several ways. One option is: Every function has an overload that is identical except that it takes a Camera as first parameter. Another more convenient option is: If no Camera is supplied then Draw XXL automatically searches for one according to the global DefaultScreenspaceWindowForDrawing setting (which can point to a Gameview camera or a Sceneview camera). Moreover there is the option to apoint a camera once to the global defaultCameraForDrawing field, which also has the effect that no camera has to be supplied as parameter to the actual draw functions.
Green parameters are required. Yellow parameters are optional, but have to be supplied in order.
static void DrawScreenspace.BlinkingRay(...);
Code snippet names: drawScreenBlinkingRay and drawScreenBlinkingRay_func.
Parameters:
Type
Parameter Name
Description
Vector2
start
Viewport space goes from lower-left (= 0,0) to upper-right (= 1,1).
Vector2
direction
Color
primaryColor
float
blinkDurationInSec
float
width_relToViewportHeight
string
text
bool
interpretDirectionAsUnwarped
Unwarped: as if the screens aspect ratio would be one (while "screen height" defines 1 unit)
With this parameter an effect can be created where the line does not end distincly at the line end position, but slowly fades out towards the line end position. The default value of 0 means that the effect is disabled.
float
enlargeSmallTextToThisMinRelTextSize
float
durationInSec
The duration in seconds how long the drawn thing stays visible. The default value of 0 means that it stays only during the current Update frame. Instead of using this parameter you can also overwrite him with a global setting so you don't always have to supply all other preceding function parameters till you reach this late parameter.
static void DrawScreenspace.BlinkingRay(...);
Code snippet names: drawScreenBlinkingRay_cam and drawScreenBlinkingRay_cam_func.