render sphere colliders on enemy_test

This commit is contained in:
ethan merchant 2024-12-16 07:08:14 -05:00
parent 3c97e9eadc
commit e1e15a7119

View file

@ -106,6 +106,18 @@ static class Arts
Enemy enemy_test = Mono.enemy_types[(int)(Time.Totalf % Mono.enemy_types.Length)]; Enemy enemy_test = Mono.enemy_types[(int)(Time.Totalf % Mono.enemy_types.Length)];
enemy_test.pose.position = V.XYZ(SKMath.Sin(Time.Totalf * 1f) * 1.0f, 0.666f, -3.0f); enemy_test.pose.position = V.XYZ(SKMath.Sin(Time.Totalf * 1f) * 1.0f, 0.666f, -3.0f);
enemy_test.pose.orientation = Quat.FromAngles(0, Time.Totalf * 30, 0); enemy_test.pose.orientation = Quat.FromAngles(0, Time.Totalf * 30, 0);
for (int i = 0; i < enemy_test.cols.Count; i++)
{
Sphere col = enemy_test.cols[i];
Mesh.Sphere.Draw(
mat_mono,
Matrix.TS(
col.center,
col.radius * 2.0f
) * enemy_test.pose.ToMatrix(),
Color.Hex(0x13180AFF).ToLinear()
);
}
// eyes // eyes
// Mesh.Cube.Draw( // Mesh.Cube.Draw(