using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using MoreMountains.Tools;
namespace MoreMountains.Feedbacks
{
///
/// 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.
///
[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;
///
/// On Play we output our message to the console if needed
///
///
///
protected override void CustomPlayFeedback(Vector3 position, float feedbacksIntensity = 1.0f)
{
if (!Active || !FeedbackTypeAuthorized || !LogComment)
{
return;
}
Debug.Log(Comment);
}
}
}