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); } } }