DebugConsole

From Unify Community Wiki
Revision as of 08:13, 20 February 2006 by Jeremyace (Talk | contribs)

Jump to: navigation, search

Author: Jeremy Hollingsworth (jeremyace)

Description

This script will control a GUIText object to generate a scrolling console-like debug feeback pane. 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

This C# script _must_ be placed in the Standard Assets folder to be called from JavaScript.


This script will create a GUIText at Vector3 defaultGuiPosition with a scale of Vector3 defaultGuiScale. If you wish to provide your own GUIText object to set your own font, etc, then drag your GUIText to the Debug GUI field of the DebugGUIController script.


Create a new blank GameObject (GameObject->Create Empty) and then drag the DebugGUIController.cs script to it. It is now fully usable with the default settings.


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.


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


DebugGUIController.instance.someFunction()


Replace someFunction() with any of the following:


AddMessage(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".


ClearMessages()

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


To toggle the visibility use:
isVisible

  • The property to set the visiblility of the debug output. Set to either true or false (isVisible = true;). Does _not_ clear the message list, just hides it. NOTE: The show() and Hide() methods have been replaced with this property.



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


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

C# - DebugGUIController.cs

The script _must_ be named DebugGUIController.cs <csharp> //========== DebugGUIController.cs ================ // Class for formatting and displaying multi-line, // user debug messages with individual line // coloring. // Author: Jeremy Hollingsworth // Version 1.1 // Feb-20-2006 // // USAGE: // Attach to empty GO then call from any script: // DebugGUIController.instance.myFunction(); //=================================================

using UnityEngine; using System.Collections;


public class DebugGUIController : 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? public bool visible = true; // Does output show on screen by default or do we have to enable it with code? public bool isVisible { // Accessor property for visiblility (bool visible)

  get {
          return visible;
      }
  
  set {
          visible = value;
          if (value == true)
          {
              Display();
          }
          else if (value == false)
          {
              ClearScreen();
          }
      }

}

private static DebugGUIController s_Instance = null; // Our instance to allow this script to be called without a direct connection. public static DebugGUIController instance {

   get {
       if (s_Instance == null)
       {
           s_Instance =  FindObjectOfType(typeof (DebugGUIController)) as DebugGUIController;
           if (s_Instance == null)
               Debug.Log ("Could not locate a DebugGUIController object.  You have to have exactly one DebugGUIController in the scene.");
           }
           
           return s_Instance;
       }
   }
   
   void Awake() {
       s_Instance = this;
       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 -= lineSpacing;  
           GameObject clone = null;
           clone = (GameObject)Instantiate(DebugGui, position, transform.rotation);
           clone.name = string.Format("DebugGUI({0})", x);    // Add the current loop number to the DebugGui() name string
           guis.Add(clone);                                   // add the gui object to our guis array
           position = clone.transform.position;
           x+=1; 
        }
        x = 0;
        while (x < guis.Count)
        {
            GameObject temp = (GameObject)guis[x];
            temp.transform.parent = DebugGui.transform;
            x++;
        }
        
         
   }
   
   bool connectedToMouse = false;  //is the gui is attached to the mouse?
   void Update()
   {
       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);
           }
       } 
   
   }
  

   //---------- 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()
   {
       int x = 0;
       while (x < guis.Count)
       {
           GameObject gui = (GameObject)guis[x];   //find our gui object
           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;
           while (x < messages.Count)
           {
               GameObject gui = (GameObject)guis[x];   //find our gui object
           
               //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 DebugGUIController Class </csharp>

Personal tools
Namespaces

Variants
Actions
Navigation
Extras
Toolbox