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

80 lines
2.7 KiB
C#

1 month ago
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Tools;
namespace MoreMountains.Feedbacks
{
/// <summary>
/// This feedback will let you output a message to the console, using a custom MM debug method, or Log, Assertion, Error or Warning logs.
/// </summary>
[AddComponentMenu("")]
[FeedbackHelp("This feedback will let you output a message to the console, using a custom MM debug method, or Log, Assertion, Error or Warning logs.")]
[FeedbackPath("Debug/Log")]
public class MMFeedbackDebugLog : MMFeedback
{
/// a static bool used to disable all feedbacks of this type at once
public static bool FeedbackTypeAuthorized = true;
/// the duration of this feedback is 0
public override float FeedbackDuration { get { return 0f; } }
/// sets the inspector color for this feedback
#if UNITY_EDITOR
public override Color FeedbackColor { get { return MMFeedbacksInspectorColors.DebugColor; } }
#endif
/// the possible debug modes
public enum DebugLogModes { DebugLogTime, Log, Assertion, Error, Warning }
[Header("Debug")]
/// the selected debug mode
[Tooltip("the selected debug mode")]
public DebugLogModes DebugLogMode = DebugLogModes.DebugLogTime;
/// the message to display
[Tooltip("the message to display")]
[TextArea]
public string DebugMessage;
/// the color of the message when in DebugLogTime mode
[Tooltip("the color of the message when in DebugLogTime mode")]
[MMFEnumCondition("DebugLogMode", (int) DebugLogModes.DebugLogTime)]
public Color DebugColor = Color.cyan;
/// whether or not to display the frame count when in DebugLogTime mode
[Tooltip("whether or not to display the frame count when in DebugLogTime mode")]
[MMFEnumCondition("DebugLogMode", (int) DebugLogModes.DebugLogTime)]
public bool DisplayFrameCount = true;
/// <summary>
/// On Play we output our message to the console using the selected mode
/// </summary>
/// <param name="position"></param>
/// <param name="feedbacksIntensity"></param>
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized)
{
return;
}
switch (DebugLogMode)
{
case DebugLogModes.Assertion:
Debug.LogAssertion(DebugMessage);
break;
case DebugLogModes.Log:
Debug.Log(DebugMessage);
break;
case DebugLogModes.Error:
Debug.LogError(DebugMessage);
break;
case DebugLogModes.Warning:
Debug.LogWarning(DebugMessage);
break;
case DebugLogModes.DebugLogTime:
string color = "#" + ColorUtility.ToHtmlStringRGB(DebugColor);
MMDebug.DebugLogTime(DebugMessage, color, 3, DisplayFrameCount);
break;
}
}
}
}