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CrowdControl/Assets/Plugins/ConsolePro/ConsoleProDebug.cs

101 lines
2.8 KiB
C#

1 month ago
using UnityEngine;
using System;
#if UNITY_EDITOR
using System.Reflection;
#endif
public static class ConsoleProDebug
{
// Clear the console and the native console
public static void Clear()
{
#if UNITY_EDITOR
if(ConsoleClearMethod != null)
{
ConsoleClearMethod.Invoke(null, null);
}
#endif
}
// Send a log to a specific filter regardless of contents
// Ex: ConsoleProDebug.LogToFilter("Hi", "CustomFilter");
public static void LogToFilter(string inLog, string inFilterName, UnityEngine.Object inContext = null)
{
Debug.Log(inLog + "\nCPAPI:{\"cmd\":\"Filter\", \"name\":\"" + inFilterName + "\"}", inContext);
}
// Send a log as a regular log but change its type in ConsolePro
// Ex: ConsoleProDebug.LogAsType("Hi", "Error");
public static void LogAsType(string inLog, string inTypeName, UnityEngine.Object inContext = null)
{
Debug.Log(inLog + "\nCPAPI:{\"cmd\":\"LogType\", \"name\":\"" + inTypeName + "\"}", inContext);
}
// Watch a variable. This will only produce one log entry regardless of how many times it is logged, allowing you to track variables without spam.
// Ex:
// void Update() {
// ConsoleProDebug.Watch("Player X Position", transform.position.x);
// }
public static void Watch(string inName, string inValue)
{
#if UNITY_EDITOR
//Debug.Log(inName + " : " + inValue + "\nCPAPI:{\"cmd\":\"Watch\", \"name\":\"" + inName + "\"}");
#endif
}
public static void Search(string inText)
{
Debug.Log("\nCPAPI:{\"cmd\":\"Search\", \"text\":\"" + inText + "\"}");
}
#if UNITY_EDITOR
// Reflection calls to access Console Pro from runtime
private static bool _checkedConsoleClearMethod = false;
private static MethodInfo _consoleClearMethod = null;
private static MethodInfo ConsoleClearMethod
{
get
{
if(_consoleClearMethod == null || !_checkedConsoleClearMethod)
{
_checkedConsoleClearMethod = true;
if(ConsoleWindowType == null)
{
return null;
}
_consoleClearMethod = ConsoleWindowType.GetMethod("ClearEntries", BindingFlags.Static | BindingFlags.Public);
}
return _consoleClearMethod;
}
}
private static bool _checkedConsoleWindowType = false;
private static Type _consoleWindowType = null;
private static Type ConsoleWindowType
{
get
{
if(_consoleWindowType == null || !_checkedConsoleWindowType)
{
_checkedConsoleWindowType = true;
Assembly[] assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
for(int iAssembly = 0; iAssembly < assemblies.Length; iAssembly++)
{
Type[] types = assemblies[iAssembly].GetTypes();
for(int iType = 0; iType < types.Length; iType++)
{
if(types[iType].Name == "ConsolePro3Window")
{
_consoleWindowType = types[iType];
}
}
}
}
return _consoleWindowType;
}
}
#endif
}