DebugConsole

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(fixed a bug - updated to 1.2.1)
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[[Category: MonoBehaviour]]
 
[[Category: MonoBehaviour]]
 
Author: Jeremy Hollingsworth (jeremyace)
 
Author: Jeremy Hollingsworth (jeremyace)
 +
<BR>
 +
Modifications by:
 +
* Simon Waite (opless) 22 Feb 2006
 +
 
== Description ==
 
== Description ==
 
This script will create a scrolling debug console.  Allows you to set one of three colors (normal, warning, error) to each line to get more feedback and is mouse draggable at runtime.
 
This script will create a scrolling debug console.  Allows you to set one of three colors (normal, warning, error) to each line to get more feedback and is mouse draggable at runtime.
  
 
== Usage ==
 
== Usage ==
Drop the DebugConsole script into your Standard Assets folder.  It is now fully usable.
+
Drop the DebugConsole script into your Standard Assets folder (This is a <b>required</b>).  It is now fully usable.
  
 
If you want to change the default settings (like colors, or change the GUIText object), then create an empty GameObject and drag this script onto it from the standard assets folder.  You now have access to all of the default settings in the inspector.  The settings are explained below.   
 
If you want to change the default settings (like colors, or change the GUIText object), then create an empty GameObject and drag this script onto it from the standard assets folder.  You now have access to all of the default settings in the inspector.  The settings are explained below.   
Line 21: Line 25:
 
* <b>Draggable</b> : True means you can drag the output around with the mouse at runtime, false means position is locked from mouse input.  To drag output at runtime, click once on the uppermost output line to connect it to the mouse, then move to where you want the output displayed and click the mouse again to release it.
 
* <b>Draggable</b> : True means you can drag the output around with the mouse at runtime, false means position is locked from mouse input.  To drag output at runtime, click once on the uppermost output line to connect it to the mouse, then move to where you want the output displayed and click the mouse again to release it.
 
* <b>Visible</b> : The default setting for visibility of the debug output.  If set to false (unchecked), you can send data but it wont show until you tell it to, if set to true (checked) it will show all debug output until you tell it not to.
 
* <b>Visible</b> : The default setting for visibility of the debug output.  If set to false (unchecked), you can send data but it wont show until you tell it to, if set to true (checked) it will show all debug output until you tell it not to.
 +
* <b>PixelCorrect</b> : If set to <i>true</i> and LineSpacing to be on-screen pixels or not, very much like the GUIText property of the same name. Default: <i>false</i> LineSpacing will be in screen coordinates (0.0 - 1.0)
  
 
<BR><b>Using the DebugConsole script from your scripts:</b>
 
<BR><b>Using the DebugConsole script from your scripts:</b>
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/*==== DebugConsole.cs ====================================================
 
/*==== DebugConsole.cs ====================================================
 
  * Class for handling multi-line, multi-color debugging messages.
 
  * Class for handling multi-line, multi-color debugging messages.
  * Author: Jeremy Hollingsworth
+
  * Original Author: Jeremy Hollingsworth
  * Version 1.2.1
+
  * Based On: Version 1.2.1 Mar 02, 2006
* Mar 02, 2006
+
 
  *  
 
  *  
 +
* Modified: Simon Waite
 +
* Date: 22 Feb 2007
 +
*
 +
* Modification to original script to allow pixel-correct line spacing
 +
*
 +
* Setting the boolean pixelCorrect changes the units in lineSpacing property
 +
* to pixels, so you have a pixel correct gui font in your console.
 +
*
 +
* It also checks every frame if the screen is resized to make sure the
 +
* line spacing is correct (To see this; drag and let go in the editor
 +
* and the text spacing will snap back)
 +
*
 
  * USAGE:
 
  * USAGE:
 
  * ::Drop in your standard assets folder (if you want to change any of the
 
  * ::Drop in your standard assets folder (if you want to change any of the
Line 78: Line 94:
 
  * =========================================================================*/
 
  * =========================================================================*/
 
   
 
   
 
+
 
using UnityEngine;
 
using UnityEngine;
 
using System.Collections;
 
using System.Collections;
 
+
 
+
 
public class DebugConsole : MonoBehaviour
 
public class DebugConsole : MonoBehaviour
 
{
 
{
 
 
     public GameObject DebugGui = null;            // The GUI that will be duplicated
 
     public GameObject DebugGui = null;            // The GUI that will be duplicated
 
     public Vector3 defaultGuiPosition = new Vector3(0.01F, 0.98F, 0F);
 
     public Vector3 defaultGuiPosition = new Vector3(0.01F, 0.98F, 0F);
Line 99: Line 114:
 
     public bool draggable = true;                  // Can the output be dragged around at runtime by default?  
 
     public bool draggable = true;                  // Can the output be dragged around at runtime by default?  
 
     public bool visible = true;                    // Does output show on screen by default or do we have to enable it with code?  
 
     public bool visible = true;                    // Does output show on screen by default or do we have to enable it with code?  
 +
    public bool pixelCorrect = false; // set to be pixel Correct linespacing
 
     public static bool isVisible
 
     public static bool isVisible
 
     {                                       
 
     {                                       
Line 105: Line 121:
 
             return DebugConsole.instance.visible;
 
             return DebugConsole.instance.visible;
 
         }
 
         }
 
+
 
         set
 
         set
 
         {
 
         {
Line 119: Line 135:
 
         }
 
         }
 
     }
 
     }
 
+
 
     public static bool isDraggable
 
     public static bool isDraggable
 
     {                                       
 
     {                                       
Line 126: Line 142:
 
             return DebugConsole.instance.draggable;
 
             return DebugConsole.instance.draggable;
 
         }
 
         }
 
+
 
         set
 
         set
 
         {
 
         {
Line 133: Line 149:
 
         }
 
         }
 
     }
 
     }
 
+
 
+
 
     private static DebugConsole s_Instance = null;  // Our instance to allow this script to be called without a direct connection.
 
     private static DebugConsole s_Instance = null;  // Our instance to allow this script to be called without a direct connection.
 
     public static DebugConsole instance
 
     public static DebugConsole instance
Line 153: Line 169:
 
                      
 
                      
 
             }
 
             }
 
+
 
             return s_Instance;
 
             return s_Instance;
 
         }
 
         }
 
     }
 
     }
 
+
 
     void Awake()
 
     void Awake()
 
     {
 
     {
Line 164: Line 180:
 
        
 
        
 
     }
 
     }
 
+
 
     protected bool guisCreated = false;
 
     protected bool guisCreated = false;
 +
    protected float screenHeight =-1;
 
     public void InitGuis()
 
     public void InitGuis()
 
     {
 
     {
        if (guisCreated == false)
+
    float usedLineSpacing = lineSpacing;
 +
screenHeight = Screen.height;
 +
if(pixelCorrect)
 +
usedLineSpacing = 1.0F / screenHeight * usedLineSpacing; 
 +
 
 +
if (guisCreated == false)
 
         {
 
         {
 
             if (DebugGui == null)  // If an external GUIText is not set, provide the default GUIText
 
             if (DebugGui == null)  // If an external GUIText is not set, provide the default GUIText
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                 DebugGui.transform.localScale = defaultGuiScale;
 
                 DebugGui.transform.localScale = defaultGuiScale;
 
             }
 
             }
 
+
 
             // Create our GUI objects to our maxMessages count
 
             // Create our GUI objects to our maxMessages count
 
             Vector3 position = DebugGui.transform.position;
 
             Vector3 position = DebugGui.transform.position;
 
             guis.Add(DebugGui);
 
             guis.Add(DebugGui);
 
             int x = 1;
 
             int x = 1;
 +
 
             while (x < maxMessages)
 
             while (x < maxMessages)
 
             {
 
             {
                 position.y -= lineSpacing;
+
                 position.y -= usedLineSpacing;
 
                 GameObject clone = null;
 
                 GameObject clone = null;
 
                 clone = (GameObject)Instantiate(DebugGui, position, transform.rotation);
 
                 clone = (GameObject)Instantiate(DebugGui, position, transform.rotation);
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                 x += 1;
 
                 x += 1;
 
             }
 
             }
 
+
 
             x = 0;
 
             x = 0;
 
             while (x < guis.Count)
 
             while (x < guis.Count)
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             }
 
             }
 
             guisCreated = true;
 
             guisCreated = true;
 +
        } else {
 +
        // we're called on a screensize change, so fiddle with sizes
 +
            Vector3 position = DebugGui.transform.position;
 +
            for(int x=0;x < guis.Count; x++)
 +
            {
 +
                position.y -= usedLineSpacing;
 +
            GameObject temp = (GameObject)guis[x];
 +
                temp.transform.position= position;
 +
            }   
 
         }
 
         }
 
     }
 
     }
 
+
 
+
 
+
 
     bool connectedToMouse = false;   
 
     bool connectedToMouse = false;   
 
     void Update()
 
     void Update()
 
     {
 
     {
 +
    // If we are visible and the screenHeight has changed, reset linespacing
 +
    if (visible == true && screenHeight != Screen.height)
 +
{
 +
InitGuis();
 +
}
 
         if (draggable == true)
 
         if (draggable == true)
 
         {
 
         {
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                     connectedToMouse = false;
 
                     connectedToMouse = false;
 
                 }
 
                 }
 
+
 
             }
 
             }
 
+
 
             if (connectedToMouse == true)
 
             if (connectedToMouse == true)
 
             {
 
             {
Line 234: Line 271:
 
             }
 
             }
 
         }
 
         }
 
+
 
     }
 
     }
 
     //+++++++++ INTERFACE FUNCTIONS ++++++++++++++++++++++++++++++++
 
     //+++++++++ INTERFACE FUNCTIONS ++++++++++++++++++++++++++++++++
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         DebugConsole.instance.AddMessage(message);
 
         DebugConsole.instance.AddMessage(message);
 
     }
 
     }
 
+
 
     public static void Clear()
 
     public static void Clear()
 
     {
 
     {
Line 253: Line 290:
 
     }
 
     }
 
     //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 
     //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
 
+
 
+
 
     //---------- void AddMesage(string message, string color) ------
 
     //---------- void AddMesage(string message, string color) ------
 
     //Adds a mesage to the list
 
     //Adds a mesage to the list
 
     //--------------------------------------------------------------
 
     //--------------------------------------------------------------
 
+
 
     public void AddMessage(string message, string color)
 
     public void AddMessage(string message, string color)
 
     {
 
     {
Line 274: Line 311:
 
         Display();
 
         Display();
 
     }
 
     }
 
+
 
+
 
     //----------- void ClearMessages() ------------------------------
 
     //----------- void ClearMessages() ------------------------------
 
     // Clears the messages from the screen and the lists
 
     // Clears the messages from the screen and the lists
Line 285: Line 322:
 
         ClearScreen();
 
         ClearScreen();
 
     }
 
     }
 
+
 
+
 
     //-------- void ClearScreen() ----------------------------------
 
     //-------- void ClearScreen() ----------------------------------
 
     // Clears all output from all GUI objects
 
     // Clears all output from all GUI objects
Line 308: Line 345:
 
         }
 
         }
 
     }   
 
     }   
 
+
 
+
 
     //---------- void Prune() ---------------------------------------
 
     //---------- void Prune() ---------------------------------------
 
     // Prunes the array to fit within the maxMessages limit
 
     // Prunes the array to fit within the maxMessages limit
Line 329: Line 366:
 
             colors.RemoveRange(0, (int)diff);
 
             colors.RemoveRange(0, (int)diff);
 
         }
 
         }
 
+
 
     }
 
     }
 
+
 
+
 
     //---------- void Display() -------------------------------------
 
     //---------- void Display() -------------------------------------
 
     // Displays the list and handles coloring
 
     // Displays the list and handles coloring
Line 345: Line 381:
 
         else if (visible == true)
 
         else if (visible == true)
 
         {
 
         {
 +
       
 +
       
 
             if (messages.Count > maxMessages)
 
             if (messages.Count > maxMessages)
 
             {
 
             {
 
                 Prune();
 
                 Prune();
 
             }
 
             }
 
+
 
             // Carry on with display
 
             // Carry on with display
 
             int x = 0;
 
             int x = 0;
Line 380: Line 418:
 
                 }
 
                 }
 
             }
 
             }
 
+
 
         }
 
         }
 
     }
 
     }
 +
 +
 +
}// End DebugConsole Class
  
  
}// End DebugConsole Class
 
 
</csharp>
 
</csharp>

Revision as of 13:06, 22 February 2007

Author: Jeremy Hollingsworth (jeremyace)
Modifications by:

  • Simon Waite (opless) 22 Feb 2006

Description

This script will create a scrolling debug console. Allows you to set one of three colors (normal, warning, error) to each line to get more feedback and is mouse draggable at runtime.

Usage

Drop the DebugConsole script into your Standard Assets folder (This is a required). It is now fully usable.

If you want to change the default settings (like colors, or change the GUIText object), then create an empty GameObject and drag this script onto it from the standard assets folder. You now have access to all of the default settings in the inspector. The settings are explained below.


Settings:

  • Debug GUI : Drag the guiText you created here if you wish to override the default.
  • defaultGuiPosition : A vector for the starting position of the first line of output. If you provide your own GUIText then it's position overrides this property.
  • defaultGuiScale : A vector for the scale of the individual lines. Again, this is overridden if you provide your own GUIText.
  • The three colors : are for normal, warning, and error. Set to whatever you like or leave alone.
  • Max messages : How many message lines we will put on the screen at once.
  • Line Spacing : A float for how far down we will move each new line.
  • Draggable : True means you can drag the output around with the mouse at runtime, false means position is locked from mouse input. To drag output at runtime, click once on the uppermost output line to connect it to the mouse, then move to where you want the output displayed and click the mouse again to release it.
  • Visible : The default setting for visibility of the debug output. If set to false (unchecked), you can send data but it wont show until you tell it to, if set to true (checked) it will show all debug output until you tell it not to.
  • PixelCorrect : If set to true and LineSpacing to be on-screen pixels or not, very much like the GUIText property of the same name. Default: false LineSpacing will be in screen coordinates (0.0 - 1.0)


Using the DebugConsole script from your scripts:
To call the DebugConsole script from your scripts, just type:


DebugConsole.someFunction()


Replace someFunction() with any of the following:


Log (string message, string color)

  • Adds a message to the list. The color is a string either "normal", "warning" or "error". The color argument is optional and if omitted, the color will default to "normal".


Clear()

  • Clears all of the messages from the list and the screen.


To toggle the visibility use:
isVisible (true, false)

  • The property to set the visiblility of the debug output. This property _not_ clear the message list, just hides it. You need to use the Clear() method to clear the list.


To toggle the mouse drag functionality use:
isDraggable (true, false)


So for a simple example, to add hello world in warning color (yellow), we type: DebugConsole.Log("hello world", "warning");


To hide the output we type: DebugConsole.isVisible = false;

C# - DebugConsole.cs

The script _must_ be named DebugConsole.cs <csharp> /*==== DebugConsole.cs ====================================================

* Class for handling multi-line, multi-color debugging messages.
* Original Author: Jeremy Hollingsworth
* Based On: Version 1.2.1 Mar 02, 2006
* 
* Modified: Simon Waite
* Date: 22 Feb 2007
*
* Modification to original script to allow pixel-correct line spacing
*
* Setting the boolean pixelCorrect changes the units in lineSpacing property
* to pixels, so you have a pixel correct gui font in your console.
*
* It also checks every frame if the screen is resized to make sure the 
* line spacing is correct (To see this; drag and let go in the editor 
* and the text spacing will snap back)
*
* USAGE:
* ::Drop in your standard assets folder (if you want to change any of the
* default settings in the inspector, create an empty GameObject and attach
* this script to it from you standard assets folder.  That will provide
* access to the default settings in the inspector)
* 
* ::To use, call DebugConsole.functionOrProperty() where 
* functionOrProperty = one of the following:
* 
* -Log(string message, string color)  Adds "message" to the list with the
* "color" color. Color is optional and can be any of the following: "error",
* "warning", or "normal".  Default is normal.
* 
* Clear() Clears all messages
* 
* isVisible (true,false)  Toggles the visibility of the output.  Does _not_
* clear the messages.
* 
* isDraggable (true, false)  Toggles mouse drag functionality
* =========================================================================*/


using UnityEngine; using System.Collections;


public class DebugConsole : MonoBehaviour {

   public GameObject DebugGui = null;             // The GUI that will be duplicated
   public Vector3 defaultGuiPosition = new Vector3(0.01F, 0.98F, 0F);
   public Vector3 defaultGuiScale = new Vector3(0.5F, 0.5F, 1F);
   public Color normal = Color.green;
   public Color warning = Color.yellow;
   public Color error = Color.red;
   public int maxMessages = 30;                   // The max number of messages displayed
   public float lineSpacing = 0.02F;              // The amount of space between lines
   public ArrayList messages = new ArrayList();
   public ArrayList guis = new ArrayList();
   public ArrayList colors = new ArrayList();
   public bool draggable = true;                  // Can the output be dragged around at runtime by default? 
   public bool visible = true;                    // Does output show on screen by default or do we have to enable it with code? 
   public bool pixelCorrect = false; // set to be pixel Correct linespacing
   public static bool isVisible
   {                                      
       get
       {
           return DebugConsole.instance.visible;
       }

       set
       {
           DebugConsole.instance.visible = value;
           if (value == true)
           {
               DebugConsole.instance.Display();
           }
           else if (value == false)
           {
               DebugConsole.instance.ClearScreen();
           }
       }
   }

   public static bool isDraggable
   {                                      
       get
       {
           return DebugConsole.instance.draggable;
       }

       set
       {
           DebugConsole.instance.draggable = value;
           
       }
   }


   private static DebugConsole s_Instance = null;   // Our instance to allow this script to be called without a direct connection.
   public static DebugConsole instance
   {
       get
       {
           if (s_Instance == null)
           {
               s_Instance = FindObjectOfType(typeof(DebugConsole)) as DebugConsole;
               if (s_Instance == null)
               {
                   GameObject console = new GameObject();
                   console.AddComponent("DebugConsole");
                   console.name = "DebugConsoleController";
                   s_Instance = FindObjectOfType(typeof(DebugConsole)) as DebugConsole;
                   DebugConsole.instance.InitGuis();
               }
                   
           }

           return s_Instance;
       }
   }

   void Awake()
   {
       s_Instance = this;
       InitGuis();
      
   }

   protected bool guisCreated = false;
   protected float screenHeight =-1;
   public void InitGuis()
   {
   	float usedLineSpacing = lineSpacing;

screenHeight = Screen.height; if(pixelCorrect) usedLineSpacing = 1.0F / screenHeight * usedLineSpacing;

if (guisCreated == false)

       {
           if (DebugGui == null)  // If an external GUIText is not set, provide the default GUIText
           {
               DebugGui = new GameObject();
               DebugGui.AddComponent("GUIText");
               DebugGui.name = "DebugGUI(0)";
               DebugGui.transform.position = defaultGuiPosition;
               DebugGui.transform.localScale = defaultGuiScale;
           }

           // Create our GUI objects to our maxMessages count
           Vector3 position = DebugGui.transform.position;
           guis.Add(DebugGui);
           int x = 1;
           while (x < maxMessages)
           {
               position.y -= usedLineSpacing;
               GameObject clone = null;
               clone = (GameObject)Instantiate(DebugGui, position, transform.rotation);
               clone.name = string.Format("DebugGUI({0})", x);
               guis.Add(clone);
               position = clone.transform.position;
               x += 1;
           }

           x = 0;
           while (x < guis.Count)
           {
               GameObject temp = (GameObject)guis[x];
               temp.transform.parent = DebugGui.transform;
               x++;
           }
           guisCreated = true;
       } else {
       	// we're called on a screensize change, so fiddle with sizes
           Vector3 position = DebugGui.transform.position;
           for(int x=0;x < guis.Count; x++)
           {
               position.y -= usedLineSpacing;
           	GameObject temp = (GameObject)guis[x];
               temp.transform.position= position;
           }    	
       }
   }



   bool connectedToMouse = false;  
   void Update()
   {
   	// If we are visible and the screenHeight has changed, reset linespacing
   	if (visible == true && screenHeight != Screen.height)

{ InitGuis(); }

       if (draggable == true)
       {
           if (Input.GetMouseButtonDown(0))
           {
               if (connectedToMouse == false && DebugGui.guiText.HitTest((Vector3)Input.mousePosition) == true)
               {
                   connectedToMouse = true;
               }
               else if (connectedToMouse == true)
               {
                   connectedToMouse = false;
               }

           }

           if (connectedToMouse == true)
           {
               float posX = DebugGui.transform.position.x;
               float posY = DebugGui.transform.position.y;
               posX = Input.mousePosition.x / Screen.width;
               posY = Input.mousePosition.y / Screen.height;
               DebugGui.transform.position = new Vector3(posX, posY, 0F);
           }
       }

   }
   //+++++++++ INTERFACE FUNCTIONS ++++++++++++++++++++++++++++++++
   public static void Log(string message, string color)
   {
       DebugConsole.instance.AddMessage(message, color);
       
   }
   //++++ OVERLOAD ++++
   public static void Log(string message)
   {
       DebugConsole.instance.AddMessage(message);
   }

   public static void Clear()
   {
       DebugConsole.instance.ClearMessages();
   }
   //++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


   //---------- void AddMesage(string message, string color) ------
   //Adds a mesage to the list
   //--------------------------------------------------------------

   public void AddMessage(string message, string color)
   {
       messages.Add(message);
       colors.Add(color);
       Display();
   }
   //++++++++++ OVERLOAD for AddMessage ++++++++++++++++++++++++++++
   // Overloads AddMessage to only require one argument(message)
   //+++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
   public void AddMessage(string message)
   {
       messages.Add(message);
       colors.Add("normal");
       Display();
   }


   //----------- void ClearMessages() ------------------------------
   // Clears the messages from the screen and the lists
   //---------------------------------------------------------------
   public void ClearMessages()
   {
       messages.Clear();
       colors.Clear();
       ClearScreen();
   }


   //-------- void ClearScreen() ----------------------------------
   // Clears all output from all GUI objects
   //--------------------------------------------------------------
   void ClearScreen()
   {
       if (guis.Count < maxMessages)
       {
           //do nothing as we haven't created our guis yet
       }
       else
       {
           int x = 0;
           while (x < guis.Count)
           {
               GameObject gui = (GameObject)guis[x];   
               gui.guiText.text = "";
               //increment and loop
               x += 1;
           }
       }
   }   


   //---------- void Prune() ---------------------------------------
   // Prunes the array to fit within the maxMessages limit
   //---------------------------------------------------------------
   void Prune()
   {
       int diff;
       if (messages.Count > maxMessages)
       {
           if (messages.Count <= 0)
           {
               diff = 0;
           }
           else
           {
               diff = messages.Count - maxMessages;
           }
           messages.RemoveRange(0, (int)diff);
           colors.RemoveRange(0, (int)diff);
       }

   }

   //---------- void Display() -------------------------------------
   // Displays the list and handles coloring
   //---------------------------------------------------------------
   void Display()
   {
       //check if we are set to display
       if (visible == false)
       {
           ClearScreen();
       }
       else if (visible == true)
       {
       
       
           if (messages.Count > maxMessages)
           {
               Prune();
           }

           // Carry on with display
           int x = 0;
           if (guis.Count < maxMessages)
           {
               //do nothing as we havent created our guis yet
           }
           else
           {
               while (x < messages.Count)
               {
                   GameObject gui = (GameObject)guis[x];   
               
                   //set our color
                   switch ((string)colors[x])
                   {
                       case "normal": gui.guiText.material.color = normal;
                           break;
                       case "warning": gui.guiText.material.color = warning;
                           break;
                       case "error": gui.guiText.material.color = error;
                           break;
                   }
               
                   //now set the text for this element
                   gui.guiText.text = (string)messages[x];
               
                   //increment and loop
                   x += 1;
               }
           }

       }
   }


}// End DebugConsole Class


</csharp>

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