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CrowdControl/Assets/Feel/MMTools/Tools/MMDebugOnScreen/MMDebugOnScreenConsole.cs

167 lines
4.4 KiB
C#

2 months ago
using System.Collections;
using System.Collections.Generic;
using System.Text;
using UnityEngine;
using UnityEngine.UI;
namespace MoreMountains.Tools
{
public class MMDebugOnScreenConsole : MonoBehaviour
{
[Header("Bindings")]
public RectTransform Container;
public Image BackgroundImage;
public Text ConsoleText;
[Header("Label")]
public Color LabelColor = Color.white;
[Header("Value")]
public string ValueColor = "#FFC400";
public float ValueSizeRatio = 1.35f;
protected RectTransform _rectTransform;
protected int _numberOfMessages = 0;
protected bool _messageStackHasBeenDisplayed = false;
protected bool _newMessageThisFrame = false;
protected int _largestMessageLength = 0;
protected StringBuilder _stringBuilder;
protected string _valueTagStart;
protected string _valueTagEnd;
protected const string space = " ";
protected Vector2 _closedSize = new Vector2(60, 80);
protected Vector2 _openBackgroundWidth;
protected int _last_append_at_frame = -1;
public virtual void Toggle()
{
if (ConsoleText.enabled)
{
_openBackgroundWidth = BackgroundImage.rectTransform.sizeDelta;
BackgroundImage.rectTransform.sizeDelta = _closedSize;
}
else
{
BackgroundImage.rectTransform.sizeDelta = _openBackgroundWidth;
}
ConsoleText.enabled = !ConsoleText.isActiveAndEnabled;
}
protected virtual void Awake()
{
Initialization();
}
protected virtual void Initialization()
{
ConsoleText.color = LabelColor;
_stringBuilder = new StringBuilder();
_rectTransform = this.gameObject.GetComponent<RectTransform>();
_valueTagEnd = "</size></color>";
}
/// <summary>
/// Sets the size of the font, and automatically deduces the character's height and width.
/// </summary>
/// <param name="fontSize">Font size.</param>
protected virtual void SetFontSize(int fontSize)
{
if (fontSize == ConsoleText.fontSize)
{
return;
}
ConsoleText.fontSize = fontSize;
_valueTagStart = "<color=" + ValueColor + "><size=" + (ConsoleText.fontSize * ValueSizeRatio) + ">";
}
/// <summary>
/// Draws a box containing the current stack of messages on top of the screen.
/// </summary>
protected virtual void LateUpdate()
{
// we set our flag to true, which will trigger the reset of the stack next time it's accessed
_messageStackHasBeenDisplayed = true;
if (!_newMessageThisFrame && ConsoleText.isActiveAndEnabled)
{
this.gameObject.SetActive(false);
}
_newMessageThisFrame = false;
}
/// <summary>
/// Sets the screen offset, from the top left corner
/// </summary>
/// <param name="top"></param>
/// <param name="left"></param>
public virtual void SetScreenOffset(int top = 10, int left = 10)
{
Container.MMSetTop(top);
Container.MMSetLeft(left);
}
/// <summary>
/// Replaces the content of the current message stack with the specified string
/// </summary>
/// <param name="newMessage">New message.</param>
public virtual void SetMessage(string newMessage)
{
AddMessage(newMessage, "", 30);
}
/// <summary>
/// Adds the specified message to the message stack.
/// </summary>
/// <param name="label">New message.</param>
public virtual void AddMessage(string label, object value, int fontSize)
{
if (!this.gameObject.activeInHierarchy)
{
this.gameObject.SetActive(true);
}
int frame = Time.frameCount;
if (!ConsoleText.isActiveAndEnabled)
{
return;
}
_newMessageThisFrame = true;
SetFontSize(fontSize);
// if the message stack has been displayed, we empty it and reset our counters
if (_last_append_at_frame != frame)
{
_stringBuilder.Clear();
_messageStackHasBeenDisplayed = false;
_numberOfMessages = 0;
_largestMessageLength = 0;
}
_last_append_at_frame = Time.frameCount;
// we add the specified message to the stack
if (_stringBuilder.Length != 0)
{
_stringBuilder.Append(System.Environment.NewLine);
}
_stringBuilder.Append(label.ToUpper());
_stringBuilder.Append(space);
_stringBuilder.Append(_valueTagStart);
_stringBuilder.Append(value);
_stringBuilder.Append(_valueTagEnd);
// if this new message is longer than our previous longer message, we store it (this will expand the box's width
if (label.Length > _largestMessageLength)
{
_largestMessageLength = label.Length;
}
// we increment our counter
_numberOfMessages++;
ConsoleText.text = _stringBuilder.ToString();
}
}
}