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CrowdControl/Assets/Feel/MMTools/Tools/MMDebugMenu/Scripts/Commands/MMDebugMenuCommands.cs

173 lines
4.2 KiB
C#

3 months ago
using System.Collections;
using System.Collections.Generic;
using System.Globalization;
using System.Linq;
using System.Reflection;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace MoreMountains.Tools
{
/// <summary>
/// Command lines to be run from the MMDebugMenu
/// To add new ones, add the [MMDebugLogCommand] attribute to any static method
/// </summary>
public class MMDebugMenuCommands : MonoBehaviour
{
/// <summary>
/// Outputs Time.time
/// </summary>
[MMDebugLogCommand]
public static void Now()
{
string message = "Time.time is " + Time.time;
MMDebug.DebugLogTime(message, "", 3, true);
}
/// <summary>
/// Clears the console
/// </summary>
[MMDebugLogCommand]
public static void Clear()
{
MMDebug.DebugLogClear();
}
/// <summary>
/// Restarts the current scene
/// </summary>
[MMDebugLogCommand]
public static void Restart()
{
Scene scene = SceneManager.GetActiveScene();
SceneManager.LoadScene(scene.name, LoadSceneMode.Single);
}
/// <summary>
/// Reloads the current scene
/// </summary>
[MMDebugLogCommand]
public static void Reload()
{
Scene scene = SceneManager.GetActiveScene();
SceneManager.LoadScene(scene.name, LoadSceneMode.Single);
}
/// <summary>
/// Displays system info
/// </summary>
[MMDebugLogCommand]
public static void Sysinfo()
{
MMDebug.DebugLogTime(MMDebug.GetSystemInfo());
}
/// <summary>
/// Exits the application
/// </summary>
[MMDebugLogCommand]
public static void Quit()
{
InternalQuit();
}
/// <summary>
/// Exits the application
/// </summary>
[MMDebugLogCommand]
public static void Exit()
{
InternalQuit();
}
/// <summary>
/// Displays a list of all the commands
/// </summary>
[MMDebugLogCommand]
public static void Help()
{
string result = "LIST OF COMMANDS";
foreach (MethodInfo method in MMDebug.Commands.OrderBy(m => m.Name))
{
result += "\n- <color=#FFFFFF>"+method.Name+"</color>";
}
MMDebug.DebugLogTime(result, "#FFC400", 3, true);
}
/// <summary>
/// Internal method used to exit the app
/// </summary>
private static void InternalQuit()
{
#if UNITY_EDITOR
UnityEditor.EditorApplication.isPlaying = false;
#else
Application.Quit();
#endif
}
/// <summary>
/// Sets the vsync count to the specified parameter
/// </summary>
/// <param name="args"></param>
[MMDebugLogCommandArgumentCount(1)]
[MMDebugLogCommand]
public static void Vsync(string[] args)
{
if (int.TryParse(args[1], out int vSyncCount))
{
QualitySettings.vSyncCount = vSyncCount;
MMDebug.DebugLogTime("VSyncCount set to " + vSyncCount, "#FFC400", 3, true);
}
}
/// <summary>
/// Sets the target framerate to the specified value
/// </summary>
/// <param name="args"></param>
[MMDebugLogCommandArgumentCount(1)]
[MMDebugLogCommand]
public static void Framerate(string[] args)
{
if (int.TryParse(args[1], out int framerate))
{
Application.targetFrameRate = framerate;
MMDebug.DebugLogTime("Framerate set to " + framerate, "#FFC400", 3, true);
}
}
/// <summary>
/// Sets the target timescale to the specified value
/// </summary>
/// <param name="args"></param>
[MMDebugLogCommandArgumentCount(1)]
[MMDebugLogCommand]
public static void Timescale(string[] args)
{
if (float.TryParse(args[1], System.Globalization.NumberStyles.Float, CultureInfo.InvariantCulture, out float timescale))
{
Time.timeScale = timescale;
MMDebug.DebugLogTime("Timescale set to " + timescale, "#FFC400", 3, true);
}
}
/// <summary>
/// Computes and displays the biggest int out of the two passed in arguments
/// Just an example of how you can do multiple argument commands
/// </summary>
/// <param name="args"></param>
[MMDebugLogCommandArgumentCount(2)]
[MMDebugLogCommand]
public static void Biggest(string[] args)
{
if (int.TryParse(args[1], out int i1) && int.TryParse(args[2], out int i2))
{
string result;
int biggest = (i1 >= i2) ? i1 : i2;
result = biggest + " is the biggest number";
MMDebug.DebugLogTime(result, "#FFC400", 3, true);
}
}
}
}