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CrowdControl/Assets/Feel/MMFeedbacks/MMFeedbacksForThirdParty/MMTools/Feedbacks/Legacy/MMFeedbackDebugComment.cs

51 lines
2.0 KiB
C#

1 month ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Tools;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback doesn't do anything by default, it's just meant as a comment, you can store text in it for future reference, maybe to remember how you setup a particular MMFeedbacks. Optionally it can also output that comment to the console on Play.
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback doesn't do anything by default, it's just meant as a comment, you can store text in it for future reference, maybe to remember how you setup a particular MMFeedbacks. Optionally it can also output that comment to the console on Play.")]
[FeedbackPath("Debug/Comment")]
public class MMFeedbackDebugComment : MMFeedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.DebugColor; } }
#endif
/// the comment / note associated to this feedback
[Tooltip("the comment / note associated to this feedback")]
[TextArea(10,30)]
public string Comment;
/// if this is true, the comment will be output to the console on Play
[Tooltip("if this is true, the comment will be output to the console on Play")]
public bool LogComment = false;
/// the color of the message when in DebugLogTime mode
[Tooltip("the color of the message when in DebugLogTime mode")]
[MMCondition("LogComment", true)]
public Color DebugColor = Color.gray;
/// <summary>
/// On Play we output our message to the console if needed
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized || !LogComment)
{
return;
}
Debug.Log(Comment);
}
}
}