1034 lines
40 KiB
C#
1034 lines
40 KiB
C#
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using UnityEngine;
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using UnityEngine.UI;
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using System.Collections;
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using System;
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using System.Collections.Generic;
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using System.Text;
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using System.Reflection;
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using System.Linq;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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namespace MoreMountains.Tools
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{
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/// <summary>
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/// Debug helpers
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/// </summary>
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public static class MMDebug
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{
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#region Commands
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// the cached list of debug log commands
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private static MethodInfo[] _commands;
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// the max length of the log
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private static readonly int _logHistoryMaxLength = 256;
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#if UNITY_EDITOR
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private static bool _debugDrawEnabledSet = false;
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#endif
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private static bool _debugDrawEnabled = false;
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private static bool _debugLogEnabled = false;
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private static bool _debugLogEnabledSet = false;
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/// <summary>
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/// Returns a list of all the debug command lines found in the project's assemblies
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/// </summary>
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public static MethodInfo[] Commands
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{
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get
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{
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if (_commands == null)
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{
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_commands = AppDomain.CurrentDomain.GetAssemblies()
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.SelectMany(
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m => m.GetTypes().SelectMany(
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n => n.GetMethods(BindingFlags.Static | BindingFlags.NonPublic | BindingFlags.Public)
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.Where(o => o.GetCustomAttribute<MMDebugLogCommandAttribute>() != null))).ToArray();
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}
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return _commands;
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}
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}
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/// <summary>
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/// Tries to input a command
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/// </summary>
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/// <param name="command"></param>
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public static void DebugLogCommand(string command)
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{
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// if the command is empty we output an empty line
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if (command == string.Empty || command == null)
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{
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LogCommand("", "#ff2a00");
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return;
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}
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// we split around spaces
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string[] splitCommand = command.Split(new char[] { ' ' }, System.StringSplitOptions.RemoveEmptyEntries);
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if (splitCommand == null || splitCommand.Length == 0)
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{
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LogCommand("Empty command", "#ff2a00");
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return;
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}
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// we check if the first command exists
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string commandFirst = MMString.UppercaseFirst(splitCommand[0]);
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MethodInfo[] methods = Commands.Where(m => m.Name == commandFirst).ToArray();
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if (methods.Length == 0)
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{
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LogCommand("Command " + commandFirst + " not found.", "#ff2a00");
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return;
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}
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MethodInfo commandInfo;
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object[] parameters = null;
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if (splitCommand.Length > 1)
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{
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// if there are arguments
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commandInfo = methods.Where(m => m.GetParameters().Length > 0).FirstOrDefault();
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if (commandInfo == null)
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{
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LogCommand("A version of command " + commandFirst + " with arguments could not be found. Maybe try without arguments.", "#ff2a00");
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return;
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}
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MMDebugLogCommandArgumentCountAttribute argumentAttribute = commandInfo.GetCustomAttributes<MMDebugLogCommandArgumentCountAttribute>(true).FirstOrDefault();
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if (argumentAttribute != null && argumentAttribute.ArgumentCount > splitCommand.Length - 1)
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{
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LogCommand("A version of command " + commandFirst + " needs at least " + argumentAttribute.ArgumentCount + " arguments.", "#ff2a00");
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return;
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}
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parameters = new object[] { splitCommand };
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}
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else
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{
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// if there are no arguments
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commandInfo = methods.Where(m => m.GetParameters().Length == 0).FirstOrDefault();
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if (commandInfo == null)
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{
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LogCommand("A version of command " + commandFirst + " without arguments could not be found.", "#ff2a00");
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return;
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}
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}
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LogCommand(command, "#FFC400");
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methods[0].Invoke(null, parameters);
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}
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/// <summary>
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/// Logs the command, adding it to the log history and triggers an event
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/// </summary>
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/// <param name="command"></param>
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/// <param name="color"></param>
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private static void LogCommand(string command, string color)
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{
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DebugLogItem item = new DebugLogItem(command, color, Time.frameCount, Time.time, 3, true);
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LogHistory.Add(item);
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MMDebugLogEvent.Trigger(new DebugLogItem(null, "", Time.frameCount, Time.time, 0, false));
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}
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#endregion
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#region DebugLog
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/// <summary>
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/// A struct used to store log items
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/// </summary>
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public struct DebugLogItem
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{
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public object Message;
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public string Color;
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public int Framecount;
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public float Time;
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public int TimePrecision;
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public bool DisplayFrameCount;
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public DebugLogItem(object message, string color, int framecount, float time, int timePrecision, bool displayFrameCount)
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{
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Message = message;
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Color = color;
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Framecount = framecount;
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Time = time;
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TimePrecision = timePrecision;
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DisplayFrameCount = displayFrameCount;
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}
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}
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/// <summary>
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/// A list of all the debug logs (up to DebugLogMaxLength entries)
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/// </summary>
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public static List<DebugLogItem> LogHistory = new List<DebugLogItem>(_logHistoryMaxLength);
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/// <summary>
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/// Returns a string with all log history condensed
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/// </summary>
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public static string LogHistoryText
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{
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get
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{
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string colorPrefix = "";
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string colorSuffix = "";
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StringBuilder log = new StringBuilder();
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for (int i = 0; i < LogHistory.Count; i++)
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{
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// colors
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if (!string.IsNullOrEmpty(LogHistory[i].Color))
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{
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colorPrefix = "<color=" + LogHistory[i].Color + ">";
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colorSuffix = "</color>";
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}
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// build output
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if (LogHistory[i].DisplayFrameCount)
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{
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log.Append("<color=#82d3f9>[" + LogHistory[i].Framecount + "]</color> ");
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}
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log.Append("<color=#f9a682>[" + MMTime.FloatToTimeString(LogHistory[i].Time, false, true, true, true) + "]</color> ");
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log.Append(colorPrefix + LogHistory[i].Message + colorSuffix);
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log.Append(Environment.NewLine);
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}
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return log.ToString();
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}
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}
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/// <summary>
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/// Clears the debug log
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/// </summary>
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public static void DebugLogClear()
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{
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LogHistory.Clear();
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MMDebugLogEvent.Trigger(new DebugLogItem(null, "", Time.frameCount, Time.time, 0, false));
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}
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/// <summary>
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/// Outputs the message object to the console, prefixed with the current timestamp
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/// </summary>
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/// <param name="message">Message.</param>
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public static void DebugLogTime(object message, string color = "", int timePrecision = 3, bool displayFrameCount = true)
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{
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if (!DebugLogsEnabled)
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{
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return;
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}
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// colors
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string colorPrefix = "";
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string colorSuffix = "";
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if (!string.IsNullOrEmpty(color))
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{
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colorPrefix = "<color=" + color + ">";
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colorSuffix = "</color>";
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}
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// build output
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string output = "";
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if (displayFrameCount)
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{
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output += "<color=#82d3f9>[" + Time.frameCount + "]</color> ";
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}
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output += "<color=#f9a682>[" + MMTime.FloatToTimeString(Time.time, false, true, true, true) + "]</color> ";
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output += colorPrefix + message + colorSuffix;
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// we output to the console
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Debug.Log(output);
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DebugLogItem item = new DebugLogItem(message, color, Time.frameCount, Time.time, timePrecision, displayFrameCount);
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// we add to our DebugLog
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if (LogHistory.Count > _logHistoryMaxLength)
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{
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LogHistory.RemoveAt(0);
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}
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LogHistory.Add(item);
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// we trigger an event
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MMDebugLogEvent.Trigger(item);
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}
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/// <summary>
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/// An event used to broadcast debug logs
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/// </summary>
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public struct MMDebugLogEvent
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{
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public delegate void Delegate(DebugLogItem item);
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static private event Delegate OnEvent;
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static public void Register(Delegate callback)
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{
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OnEvent += callback;
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}
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static public void Unregister(Delegate callback)
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{
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OnEvent -= callback;
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}
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static public void Trigger(DebugLogItem item)
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{
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OnEvent?.Invoke(item);
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}
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}
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#endregion
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#region EnableDisableDebugs
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/// <summary>
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/// whether or not debug logs (MMDebug.DebugLogTime, MMDebug.DebugOnScreen) should be displayed
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/// </summary>
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public static bool DebugLogsEnabled
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{
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get
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{
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if (_debugLogEnabledSet)
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{
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return _debugLogEnabled;
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}
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if (PlayerPrefs.HasKey(_editorPrefsDebugLogs))
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{
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_debugLogEnabled = (PlayerPrefs.GetInt(_editorPrefsDebugLogs) == 0) ? false : true;
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}
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else
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{
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_debugLogEnabled = true;
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}
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_debugLogEnabledSet = true;
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return _debugLogEnabled;
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}
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private set { }
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}
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/// <summary>
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/// whether or not debug draws should be executed
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/// </summary>
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public static bool DebugDrawEnabled
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{
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get
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{
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#if UNITY_EDITOR
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if (_debugDrawEnabledSet)
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{
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return _debugDrawEnabled;
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}
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if (PlayerPrefs.HasKey(_editorPrefsDebugDraws))
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{
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_debugDrawEnabled = (PlayerPrefs.GetInt(_editorPrefsDebugDraws) == 0) ? false : true;
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}
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else
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{
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_debugDrawEnabled = true;
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}
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_debugDrawEnabledSet = true;
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return _debugDrawEnabled;
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#else
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return false;
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#endif
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}
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private set { }
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}
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private const string _editorPrefsDebugLogs = "DebugLogsEnabled";
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private const string _editorPrefsDebugDraws = "DebugDrawsEnabled";
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/// <summary>
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/// Enables or disables debug logs
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/// </summary>
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/// <param name="status"></param>
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public static void SetDebugLogsEnabled(bool status)
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{
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DebugLogsEnabled = status;
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_debugLogEnabled = status;
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#if UNITY_EDITOR
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int newStatus = status ? 1 : 0;
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PlayerPrefs.SetInt(_editorPrefsDebugLogs, newStatus);
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#endif
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}
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/// <summary>
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/// Enables or disables debug draws
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/// </summary>
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/// <param name="status"></param>
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public static void SetDebugDrawEnabled(bool status)
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{
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DebugDrawEnabled = status;
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_debugDrawEnabled = status;
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#if UNITY_EDITOR
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int newStatus = status ? 1 : 0;
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PlayerPrefs.SetInt(_editorPrefsDebugDraws, newStatus);
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#endif
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}
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#endregion
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#region Casts
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/// <summary>
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/// Draws a debug ray in 2D and does the actual raycast
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/// </summary>
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/// <returns>The raycast hit.</returns>
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/// <param name="rayOriginPoint">Ray origin point.</param>
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/// <param name="rayDirection">Ray direction.</param>
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/// <param name="rayDistance">Ray distance.</param>
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/// <param name="mask">Mask.</param>
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/// <param name="debug">If set to <c>true</c> debug.</param>
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/// <param name="color">Color.</param>
|
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public static RaycastHit2D RayCast(Vector2 rayOriginPoint, Vector2 rayDirection, float rayDistance, LayerMask mask, Color color,bool drawGizmo=false)
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{
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if (drawGizmo && DebugDrawEnabled)
|
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{
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Debug.DrawRay (rayOriginPoint, rayDirection * rayDistance, color);
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}
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return Physics2D.Raycast(rayOriginPoint,rayDirection,rayDistance,mask);
|
|||
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}
|
|||
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|||
|
/// <summary>
|
|||
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/// Does a boxcast and draws a box gizmo
|
|||
|
/// </summary>
|
|||
|
/// <param name="origin"></param>
|
|||
|
/// <param name="size"></param>
|
|||
|
/// <param name="angle"></param>
|
|||
|
/// <param name="direction"></param>
|
|||
|
/// <param name="length"></param>
|
|||
|
/// <param name="mask"></param>
|
|||
|
/// <param name="color"></param>
|
|||
|
/// <param name="drawGizmo"></param>
|
|||
|
/// <returns></returns>
|
|||
|
public static RaycastHit2D BoxCast(Vector2 origin, Vector2 size, float angle, Vector2 direction, float length, LayerMask mask, Color color, bool drawGizmo = false)
|
|||
|
{
|
|||
|
if (drawGizmo && DebugDrawEnabled)
|
|||
|
{
|
|||
|
Quaternion rotation = Quaternion.Euler(0f, 0f, angle);
|
|||
|
|
|||
|
Vector3[] points = new Vector3[8];
|
|||
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|
|||
|
float halfSizeX = size.x / 2f;
|
|||
|
float halfSizeY = size.y / 2f;
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points[0] = rotation * (origin + (Vector2.left * halfSizeX) + (Vector2.up * halfSizeY)); // top left
|
|||
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points[1] = rotation * (origin + (Vector2.right * halfSizeX) + (Vector2.up * halfSizeY)); // top right
|
|||
|
points[2] = rotation * (origin + (Vector2.right * halfSizeX) - (Vector2.up * halfSizeY)); // bottom right
|
|||
|
points[3] = rotation * (origin + (Vector2.left * halfSizeX) - (Vector2.up * halfSizeY)); // bottom left
|
|||
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|
|||
|
points[4] = rotation * ((origin + Vector2.left * halfSizeX + Vector2.up * halfSizeY) + length * direction); // top left
|
|||
|
points[5] = rotation * ((origin + Vector2.right * halfSizeX + Vector2.up * halfSizeY) + length * direction); // top right
|
|||
|
points[6] = rotation * ((origin + Vector2.right * halfSizeX - Vector2.up * halfSizeY) + length * direction); // bottom right
|
|||
|
points[7] = rotation * ((origin + Vector2.left * halfSizeX - Vector2.up * halfSizeY) + length * direction); // bottom left
|
|||
|
|
|||
|
Debug.DrawLine(points[0], points[1], color);
|
|||
|
Debug.DrawLine(points[1], points[2], color);
|
|||
|
Debug.DrawLine(points[2], points[3], color);
|
|||
|
Debug.DrawLine(points[3], points[0], color);
|
|||
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|
|||
|
Debug.DrawLine(points[4], points[5], color);
|
|||
|
Debug.DrawLine(points[5], points[6], color);
|
|||
|
Debug.DrawLine(points[6], points[7], color);
|
|||
|
Debug.DrawLine(points[7], points[4], color);
|
|||
|
|
|||
|
Debug.DrawLine(points[0], points[4], color);
|
|||
|
Debug.DrawLine(points[1], points[5], color);
|
|||
|
Debug.DrawLine(points[2], points[6], color);
|
|||
|
Debug.DrawLine(points[3], points[7], color);
|
|||
|
|
|||
|
}
|
|||
|
return Physics2D.BoxCast(origin, size, angle, direction, length, mask);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a debug ray without allocating memory
|
|||
|
/// </summary>
|
|||
|
/// <returns>The ray cast non alloc.</returns>
|
|||
|
/// <param name="array">Array.</param>
|
|||
|
/// <param name="rayOriginPoint">Ray origin point.</param>
|
|||
|
/// <param name="rayDirection">Ray direction.</param>
|
|||
|
/// <param name="rayDistance">Ray distance.</param>
|
|||
|
/// <param name="mask">Mask.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
/// <param name="drawGizmo">If set to <c>true</c> draw gizmo.</param>
|
|||
|
public static RaycastHit2D MonoRayCastNonAlloc(RaycastHit2D[] array, Vector2 rayOriginPoint, Vector2 rayDirection, float rayDistance, LayerMask mask, Color color,bool drawGizmo=false)
|
|||
|
{
|
|||
|
if (drawGizmo && DebugDrawEnabled)
|
|||
|
{
|
|||
|
Debug.DrawRay (rayOriginPoint, rayDirection * rayDistance, color);
|
|||
|
}
|
|||
|
if (Physics2D.RaycastNonAlloc(rayOriginPoint, rayDirection, array, rayDistance, mask) > 0)
|
|||
|
{
|
|||
|
return array[0];
|
|||
|
}
|
|||
|
return new RaycastHit2D();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a debug ray in 3D and does the actual raycast
|
|||
|
/// </summary>
|
|||
|
/// <returns>The raycast hit.</returns>
|
|||
|
/// <param name="rayOriginPoint">Ray origin point.</param>
|
|||
|
/// <param name="rayDirection">Ray direction.</param>
|
|||
|
/// <param name="rayDistance">Ray distance.</param>
|
|||
|
/// <param name="mask">Mask.</param>
|
|||
|
/// <param name="debug">If set to <c>true</c> debug.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
/// <param name="drawGizmo">If set to <c>true</c> draw gizmo.</param>
|
|||
|
public static RaycastHit Raycast3D(Vector3 rayOriginPoint, Vector3 rayDirection, float rayDistance, LayerMask mask, Color color,bool drawGizmo=false)
|
|||
|
{
|
|||
|
if (drawGizmo && DebugDrawEnabled)
|
|||
|
{
|
|||
|
Debug.DrawRay (rayOriginPoint, rayDirection * rayDistance, color);
|
|||
|
}
|
|||
|
RaycastHit hit;
|
|||
|
Physics.Raycast(rayOriginPoint, rayDirection, out hit, rayDistance, mask);
|
|||
|
return hit;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region DebugOnScreen
|
|||
|
|
|||
|
//public static MMConsole _console;
|
|||
|
public static MMDebugOnScreenConsole _console;
|
|||
|
private const string _debugConsolePrefabPath = "MMDebugOnScreenConsole";
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Instantiates a MMConsole if there isn't one already, and adds the message in parameter to it.
|
|||
|
/// </summary>
|
|||
|
/// <param name="message">Message.</param>
|
|||
|
public static void DebugOnScreen(string message)
|
|||
|
{
|
|||
|
if (!DebugLogsEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
InstantiateOnScreenConsole();
|
|||
|
_console.AddMessage(message, "", 30);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Instantiates a MMConsole if there isn't one already, and displays the label in bold and its value next to it.
|
|||
|
/// </summary>
|
|||
|
/// <param name="label">Label.</param>
|
|||
|
/// <param name="value">Value.</param>
|
|||
|
/// <param name="fontSize">The optional font size.</param>
|
|||
|
public static void DebugOnScreen(string label, object value, int fontSize=25)
|
|||
|
{
|
|||
|
if (!DebugLogsEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
InstantiateOnScreenConsole(fontSize);
|
|||
|
_console.AddMessage(label, value, fontSize);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Instantiates the on screen console if there isn't one already
|
|||
|
/// </summary>
|
|||
|
public static void InstantiateOnScreenConsole(int fontSize=25)
|
|||
|
{
|
|||
|
if (!DebugLogsEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if (_console == null)
|
|||
|
{
|
|||
|
// we try to find one in the scene
|
|||
|
_console = (MMDebugOnScreenConsole) GameObject.FindObjectOfType(typeof(MMDebugOnScreenConsole));
|
|||
|
}
|
|||
|
|
|||
|
|
|||
|
if (_console == null)
|
|||
|
{
|
|||
|
// we instantiate the console
|
|||
|
GameObject loaded = UnityEngine.Object.Instantiate(Resources.Load(_debugConsolePrefabPath) as GameObject);
|
|||
|
loaded.name = "MMDebugOnScreenConsole";
|
|||
|
_console = loaded.GetComponent<MMDebugOnScreenConsole>();
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Use this method to specify what console to use
|
|||
|
/// </summary>
|
|||
|
/// <param name="newConsole"></param>
|
|||
|
public static void SetOnScreenConsole(MMDebugOnScreenConsole newConsole)
|
|||
|
{
|
|||
|
_console = newConsole;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region DebugDraw
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a gizmo arrow going from the origin position and along the direction Vector3
|
|||
|
/// </summary>
|
|||
|
/// <param name="origin">Origin.</param>
|
|||
|
/// <param name="direction">Direction.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
public static void DrawGizmoArrow(Vector3 origin, Vector3 direction, Color color, float arrowHeadLength = 3f, float arrowHeadAngle = 25f)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Gizmos.color = color;
|
|||
|
Gizmos.DrawRay(origin, direction);
|
|||
|
|
|||
|
DrawArrowEnd(true, origin, direction, color, arrowHeadLength, arrowHeadAngle);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a debug arrow going from the origin position and along the direction Vector3
|
|||
|
/// </summary>
|
|||
|
/// <param name="origin">Origin.</param>
|
|||
|
/// <param name="direction">Direction.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
public static void DebugDrawArrow(Vector3 origin, Vector3 direction, Color color, float arrowHeadLength = 0.2f, float arrowHeadAngle = 35f)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Debug.DrawRay(origin, direction, color);
|
|||
|
|
|||
|
DrawArrowEnd(false,origin,direction,color,arrowHeadLength,arrowHeadAngle);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a debug arrow going from the origin position and along the direction Vector3
|
|||
|
/// </summary>
|
|||
|
/// <param name="origin">Origin.</param>
|
|||
|
/// <param name="direction">Direction.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
/// <param name="arrowLength">Arrow length.</param>
|
|||
|
/// <param name="arrowHeadLength">Arrow head length.</param>
|
|||
|
/// <param name="arrowHeadAngle">Arrow head angle.</param>
|
|||
|
public static void DebugDrawArrow(Vector3 origin, Vector3 direction, Color color, float arrowLength, float arrowHeadLength = 0.20f, float arrowHeadAngle = 35.0f)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Debug.DrawRay(origin, direction * arrowLength, color);
|
|||
|
|
|||
|
DrawArrowEnd(false,origin,direction * arrowLength,color,arrowHeadLength,arrowHeadAngle);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a debug cross of the specified size and color at the specified point
|
|||
|
/// </summary>
|
|||
|
/// <param name="spot">Spot.</param>
|
|||
|
/// <param name="crossSize">Cross size.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
public static void DebugDrawCross (Vector3 spot, float crossSize, Color color)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Vector3 tempOrigin = Vector3.zero;
|
|||
|
Vector3 tempDirection = Vector3.zero;
|
|||
|
|
|||
|
tempOrigin.x = spot.x - crossSize / 2;
|
|||
|
tempOrigin.y = spot.y - crossSize / 2;
|
|||
|
tempOrigin.z = spot.z ;
|
|||
|
tempDirection.x = 1;
|
|||
|
tempDirection.y = 1;
|
|||
|
tempDirection.z = 0;
|
|||
|
Debug.DrawRay (tempOrigin, tempDirection * crossSize, color);
|
|||
|
|
|||
|
tempOrigin.x = spot.x - crossSize / 2;
|
|||
|
tempOrigin.y = spot.y + crossSize / 2;
|
|||
|
tempOrigin.z = spot.z ;
|
|||
|
tempDirection.x = 1;
|
|||
|
tempDirection.y = -1;
|
|||
|
tempDirection.z = 0;
|
|||
|
Debug.DrawRay (tempOrigin, tempDirection * crossSize, color);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws the arrow end for DebugDrawArrow
|
|||
|
/// </summary>
|
|||
|
/// <param name="drawGizmos">If set to <c>true</c> draw gizmos.</param>
|
|||
|
/// <param name="arrowEndPosition">Arrow end position.</param>
|
|||
|
/// <param name="direction">Direction.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
/// <param name="arrowHeadLength">Arrow head length.</param>
|
|||
|
/// <param name="arrowHeadAngle">Arrow head angle.</param>
|
|||
|
private static void DrawArrowEnd (bool drawGizmos, Vector3 arrowEndPosition, Vector3 direction, Color color, float arrowHeadLength = 0.25f, float arrowHeadAngle = 40.0f)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
if (direction == Vector3.zero)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
Vector3 right = Quaternion.LookRotation (direction) * Quaternion.Euler (arrowHeadAngle, 0, 0) * Vector3.back;
|
|||
|
Vector3 left = Quaternion.LookRotation (direction) * Quaternion.Euler (-arrowHeadAngle, 0, 0) * Vector3.back;
|
|||
|
Vector3 up = Quaternion.LookRotation (direction) * Quaternion.Euler (0, arrowHeadAngle, 0) * Vector3.back;
|
|||
|
Vector3 down = Quaternion.LookRotation (direction) * Quaternion.Euler (0, -arrowHeadAngle, 0) * Vector3.back;
|
|||
|
if (drawGizmos)
|
|||
|
{
|
|||
|
Gizmos.color = color;
|
|||
|
Gizmos.DrawRay (arrowEndPosition + direction, right * arrowHeadLength);
|
|||
|
Gizmos.DrawRay (arrowEndPosition + direction, left * arrowHeadLength);
|
|||
|
Gizmos.DrawRay (arrowEndPosition + direction, up * arrowHeadLength);
|
|||
|
Gizmos.DrawRay (arrowEndPosition + direction, down * arrowHeadLength);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Debug.DrawRay (arrowEndPosition + direction, right * arrowHeadLength, color);
|
|||
|
Debug.DrawRay (arrowEndPosition + direction, left * arrowHeadLength, color);
|
|||
|
Debug.DrawRay (arrowEndPosition + direction, up * arrowHeadLength, color);
|
|||
|
Debug.DrawRay (arrowEndPosition + direction, down * arrowHeadLength, color);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws handles to materialize the bounds of an object on screen.
|
|||
|
/// </summary>
|
|||
|
/// <param name="bounds">Bounds.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
public static void DrawHandlesBounds(Bounds bounds, Color color)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
Vector3 boundsCenter = bounds.center;
|
|||
|
Vector3 boundsExtents = bounds.extents;
|
|||
|
|
|||
|
Vector3 v3FrontTopLeft = new Vector3(boundsCenter.x - boundsExtents.x, boundsCenter.y + boundsExtents.y, boundsCenter.z - boundsExtents.z); // Front top left corner
|
|||
|
Vector3 v3FrontTopRight = new Vector3(boundsCenter.x + boundsExtents.x, boundsCenter.y + boundsExtents.y, boundsCenter.z - boundsExtents.z); // Front top right corner
|
|||
|
Vector3 v3FrontBottomLeft = new Vector3(boundsCenter.x - boundsExtents.x, boundsCenter.y - boundsExtents.y, boundsCenter.z - boundsExtents.z); // Front bottom left corner
|
|||
|
Vector3 v3FrontBottomRight = new Vector3(boundsCenter.x + boundsExtents.x, boundsCenter.y - boundsExtents.y, boundsCenter.z - boundsExtents.z); // Front bottom right corner
|
|||
|
Vector3 v3BackTopLeft = new Vector3(boundsCenter.x - boundsExtents.x, boundsCenter.y + boundsExtents.y, boundsCenter.z + boundsExtents.z); // Back top left corner
|
|||
|
Vector3 v3BackTopRight = new Vector3(boundsCenter.x + boundsExtents.x, boundsCenter.y + boundsExtents.y, boundsCenter.z + boundsExtents.z); // Back top right corner
|
|||
|
Vector3 v3BackBottomLeft = new Vector3(boundsCenter.x - boundsExtents.x, boundsCenter.y - boundsExtents.y, boundsCenter.z + boundsExtents.z); // Back bottom left corner
|
|||
|
Vector3 v3BackBottomRight = new Vector3(boundsCenter.x + boundsExtents.x, boundsCenter.y - boundsExtents.y, boundsCenter.z + boundsExtents.z); // Back bottom right corner
|
|||
|
|
|||
|
|
|||
|
Handles.color = color;
|
|||
|
|
|||
|
Handles.DrawLine (v3FrontTopLeft, v3FrontTopRight);
|
|||
|
Handles.DrawLine (v3FrontTopRight, v3FrontBottomRight);
|
|||
|
Handles.DrawLine (v3FrontBottomRight, v3FrontBottomLeft);
|
|||
|
Handles.DrawLine (v3FrontBottomLeft, v3FrontTopLeft);
|
|||
|
|
|||
|
Handles.DrawLine (v3BackTopLeft, v3BackTopRight);
|
|||
|
Handles.DrawLine (v3BackTopRight, v3BackBottomRight);
|
|||
|
Handles.DrawLine (v3BackBottomRight, v3BackBottomLeft);
|
|||
|
Handles.DrawLine (v3BackBottomLeft, v3BackTopLeft);
|
|||
|
|
|||
|
Handles.DrawLine (v3FrontTopLeft, v3BackTopLeft);
|
|||
|
Handles.DrawLine (v3FrontTopRight, v3BackTopRight);
|
|||
|
Handles.DrawLine (v3FrontBottomRight, v3BackBottomRight);
|
|||
|
Handles.DrawLine (v3FrontBottomLeft, v3BackBottomLeft);
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a solid rectangle at the specified position and size, and of the specified colors
|
|||
|
/// </summary>
|
|||
|
/// <param name="position"></param>
|
|||
|
/// <param name="size"></param>
|
|||
|
/// <param name="borderColor"></param>
|
|||
|
/// <param name="solidColor"></param>
|
|||
|
public static void DrawSolidRectangle(Vector3 position, Vector3 size, Color borderColor, Color solidColor)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
#if UNITY_EDITOR
|
|||
|
|
|||
|
Vector3 halfSize = size / 2f;
|
|||
|
|
|||
|
Vector3[] verts = new Vector3[4];
|
|||
|
verts[0] = new Vector3(halfSize.x, halfSize.y, halfSize.z);
|
|||
|
verts[1] = new Vector3(-halfSize.x, halfSize.y, halfSize.z);
|
|||
|
verts[2] = new Vector3(-halfSize.x, -halfSize.y, halfSize.z);
|
|||
|
verts[3] = new Vector3(halfSize.x, -halfSize.y, halfSize.z);
|
|||
|
Handles.DrawSolidRectangleWithOutline(verts, solidColor, borderColor);
|
|||
|
|
|||
|
#endif
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a gizmo sphere of the specified size and color at a position
|
|||
|
/// </summary>
|
|||
|
/// <param name="position">Position.</param>
|
|||
|
/// <param name="size">Size.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
public static void DrawGizmoPoint(Vector3 position, float size, Color color)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
Gizmos.color = color;
|
|||
|
Gizmos.DrawWireSphere(position,size);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a cube at the specified position, and of the specified color and size
|
|||
|
/// </summary>
|
|||
|
/// <param name="position">Position.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
/// <param name="size">Size.</param>
|
|||
|
public static void DrawCube (Vector3 position, Color color, Vector3 size)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Vector3 halfSize = size / 2f;
|
|||
|
|
|||
|
Vector3[] points = new Vector3 []
|
|||
|
{
|
|||
|
position + new Vector3(halfSize.x,halfSize.y,halfSize.z),
|
|||
|
position + new Vector3(-halfSize.x,halfSize.y,halfSize.z),
|
|||
|
position + new Vector3(-halfSize.x,-halfSize.y,halfSize.z),
|
|||
|
position + new Vector3(halfSize.x,-halfSize.y,halfSize.z),
|
|||
|
position + new Vector3(halfSize.x,halfSize.y,-halfSize.z),
|
|||
|
position + new Vector3(-halfSize.x,halfSize.y,-halfSize.z),
|
|||
|
position + new Vector3(-halfSize.x,-halfSize.y,-halfSize.z),
|
|||
|
position + new Vector3(halfSize.x,-halfSize.y,-halfSize.z),
|
|||
|
};
|
|||
|
|
|||
|
Debug.DrawLine (points[0], points[1], color );
|
|||
|
Debug.DrawLine (points[1], points[2], color );
|
|||
|
Debug.DrawLine (points[2], points[3], color );
|
|||
|
Debug.DrawLine (points[3], points[0], color );
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a cube at the specified position, offset, and of the specified size
|
|||
|
/// </summary>
|
|||
|
/// <param name="transform"></param>
|
|||
|
/// <param name="offset"></param>
|
|||
|
/// <param name="cubeSize"></param>
|
|||
|
/// <param name="wireOnly"></param>
|
|||
|
public static void DrawGizmoCube(Transform transform, Vector3 offset, Vector3 cubeSize, bool wireOnly)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Matrix4x4 rotationMatrix = transform.localToWorldMatrix;
|
|||
|
Gizmos.matrix = rotationMatrix;
|
|||
|
if (wireOnly)
|
|||
|
{
|
|||
|
Gizmos.DrawWireCube(offset, cubeSize);
|
|||
|
}
|
|||
|
else
|
|||
|
{
|
|||
|
Gizmos.DrawCube(offset, cubeSize);
|
|||
|
}
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a gizmo rectangle
|
|||
|
/// </summary>
|
|||
|
/// <param name="center">Center.</param>
|
|||
|
/// <param name="size">Size.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
public static void DrawGizmoRectangle(Vector2 center, Vector2 size, Color color)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Gizmos.color = color;
|
|||
|
|
|||
|
Vector3 v3TopLeft = new Vector3(center.x - size.x/2, center.y + size.y/2, 0);
|
|||
|
Vector3 v3TopRight = new Vector3(center.x + size.x/2, center.y + size.y/2, 0);;
|
|||
|
Vector3 v3BottomRight = new Vector3(center.x + size.x/2, center.y - size.y/2, 0);;
|
|||
|
Vector3 v3BottomLeft = new Vector3(center.x - size.x/2, center.y - size.y/2, 0);;
|
|||
|
|
|||
|
Gizmos.DrawLine(v3TopLeft,v3TopRight);
|
|||
|
Gizmos.DrawLine(v3TopRight,v3BottomRight);
|
|||
|
Gizmos.DrawLine(v3BottomRight,v3BottomLeft);
|
|||
|
Gizmos.DrawLine(v3BottomLeft,v3TopLeft);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a gizmo rectangle
|
|||
|
/// </summary>
|
|||
|
/// <param name="center">Center.</param>
|
|||
|
/// <param name="size">Size.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
public static void DrawGizmoRectangle(Vector2 center, Vector2 size, Matrix4x4 rotationMatrix, Color color)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
GL.PushMatrix();
|
|||
|
|
|||
|
Gizmos.color = color;
|
|||
|
|
|||
|
Vector3 v3TopLeft = rotationMatrix * new Vector3(center.x - size.x / 2, center.y + size.y / 2, 0);
|
|||
|
Vector3 v3TopRight = rotationMatrix * new Vector3(center.x + size.x / 2, center.y + size.y / 2, 0); ;
|
|||
|
Vector3 v3BottomRight = rotationMatrix * new Vector3(center.x + size.x / 2, center.y - size.y / 2, 0); ;
|
|||
|
Vector3 v3BottomLeft = rotationMatrix * new Vector3(center.x - size.x / 2, center.y - size.y / 2, 0); ;
|
|||
|
|
|||
|
|
|||
|
Gizmos.DrawLine(v3TopLeft, v3TopRight);
|
|||
|
Gizmos.DrawLine(v3TopRight, v3BottomRight);
|
|||
|
Gizmos.DrawLine(v3BottomRight, v3BottomLeft);
|
|||
|
Gizmos.DrawLine(v3BottomLeft, v3TopLeft);
|
|||
|
GL.PopMatrix();
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a rectangle based on a Rect and color
|
|||
|
/// </summary>
|
|||
|
/// <param name="rectangle">Rectangle.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
public static void DrawRectangle (Rect rectangle, Color color)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Vector3 pos = new Vector3( rectangle.x + rectangle.width/2, rectangle.y + rectangle.height/2, 0.0f );
|
|||
|
Vector3 scale = new Vector3 (rectangle.width, rectangle.height, 0.0f );
|
|||
|
|
|||
|
MMDebug.DrawRectangle (pos, color, scale);
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a rectangle of the specified color and size at the specified position
|
|||
|
/// </summary>
|
|||
|
/// <param name="position">Position.</param>
|
|||
|
/// <param name="color">Color.</param>
|
|||
|
/// <param name="size">Size.</param>
|
|||
|
public static void DrawRectangle (Vector3 position, Color color, Vector3 size)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Vector3 halfSize = size / 2f;
|
|||
|
|
|||
|
Vector3[] points = new Vector3 []
|
|||
|
{
|
|||
|
position + new Vector3(halfSize.x,halfSize.y,halfSize.z),
|
|||
|
position + new Vector3(-halfSize.x,halfSize.y,halfSize.z),
|
|||
|
position + new Vector3(-halfSize.x,-halfSize.y,halfSize.z),
|
|||
|
position + new Vector3(halfSize.x,-halfSize.y,halfSize.z),
|
|||
|
};
|
|||
|
|
|||
|
Debug.DrawLine (points[0], points[1], color );
|
|||
|
Debug.DrawLine (points[1], points[2], color );
|
|||
|
Debug.DrawLine (points[2], points[3], color );
|
|||
|
Debug.DrawLine (points[3], points[0], color );
|
|||
|
}
|
|||
|
|
|||
|
/// <summary>
|
|||
|
/// Draws a point of the specified color and size at the specified position
|
|||
|
/// </summary>
|
|||
|
/// <param name="pos">Position.</param>
|
|||
|
/// <param name="col">Col.</param>
|
|||
|
/// <param name="scale">Scale.</param>
|
|||
|
public static void DrawPoint (Vector3 position, Color color, float size)
|
|||
|
{
|
|||
|
if (!DebugDrawEnabled)
|
|||
|
{
|
|||
|
return;
|
|||
|
}
|
|||
|
|
|||
|
Vector3[] points = new Vector3[]
|
|||
|
{
|
|||
|
position + (Vector3.up * size),
|
|||
|
position - (Vector3.up * size),
|
|||
|
position + (Vector3.right * size),
|
|||
|
position - (Vector3.right * size),
|
|||
|
position + (Vector3.forward * size),
|
|||
|
position - (Vector3.forward * size)
|
|||
|
};
|
|||
|
|
|||
|
Debug.DrawLine (points[0], points[1], color );
|
|||
|
Debug.DrawLine (points[2], points[3], color );
|
|||
|
Debug.DrawLine (points[4], points[5], color );
|
|||
|
Debug.DrawLine (points[0], points[2], color );
|
|||
|
Debug.DrawLine (points[0], points[3], color );
|
|||
|
Debug.DrawLine (points[0], points[4], color );
|
|||
|
Debug.DrawLine (points[0], points[5], color );
|
|||
|
Debug.DrawLine (points[1], points[2], color );
|
|||
|
Debug.DrawLine (points[1], points[3], color );
|
|||
|
Debug.DrawLine (points[1], points[4], color );
|
|||
|
Debug.DrawLine (points[1], points[5], color );
|
|||
|
Debug.DrawLine (points[4], points[2], color );
|
|||
|
Debug.DrawLine (points[4], points[3], color );
|
|||
|
Debug.DrawLine (points[5], points[2], color );
|
|||
|
Debug.DrawLine (points[5], points[3], color );
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
|
|||
|
#region Info
|
|||
|
|
|||
|
public static string GetSystemInfo()
|
|||
|
{
|
|||
|
string result = "SYSTEM INFO";
|
|||
|
|
|||
|
#if UNITY_IOS
|
|||
|
result += "\n[iPhone generation]iPhone.generation.ToString()";
|
|||
|
#endif
|
|||
|
|
|||
|
#if UNITY_ANDROID
|
|||
|
result += "\n[system info]" + SystemInfo.deviceModel;
|
|||
|
#endif
|
|||
|
|
|||
|
result += "\n<color=#FFFFFF>Device Type :</color> " + SystemInfo.deviceType;
|
|||
|
result += "\n<color=#FFFFFF>OS Version :</color> " + SystemInfo.operatingSystem;
|
|||
|
result += "\n<color=#FFFFFF>System Memory Size :</color> " + SystemInfo.systemMemorySize;
|
|||
|
result += "\n<color=#FFFFFF>Graphic Device Name :</color> " + SystemInfo.graphicsDeviceName + " (version " + SystemInfo.graphicsDeviceVersion + ")";
|
|||
|
result += "\n<color=#FFFFFF>Graphic Memory Size :</color> " + SystemInfo.graphicsMemorySize;
|
|||
|
result += "\n<color=#FFFFFF>Graphic Max Texture Size :</color> " + SystemInfo.maxTextureSize;
|
|||
|
result += "\n<color=#FFFFFF>Graphic Shader Level :</color> " + SystemInfo.graphicsShaderLevel;
|
|||
|
result += "\n<color=#FFFFFF>Compute Shader Support :</color> " + SystemInfo.supportsComputeShaders;
|
|||
|
|
|||
|
result += "\n<color=#FFFFFF>Processor Count :</color> " + SystemInfo.processorCount;
|
|||
|
result += "\n<color=#FFFFFF>Processor Type :</color> " + SystemInfo.processorType;
|
|||
|
result += "\n<color=#FFFFFF>3D Texture Support :</color> " + SystemInfo.supports3DTextures;
|
|||
|
result += "\n<color=#FFFFFF>Shadow Support :</color> " + SystemInfo.supportsShadows;
|
|||
|
|
|||
|
result += "\n<color=#FFFFFF>Platform :</color> " + Application.platform;
|
|||
|
result += "\n<color=#FFFFFF>Screen Size :</color> " + Screen.width + " x " + Screen.height;
|
|||
|
result += "\n<color=#FFFFFF>DPI :</color> " + Screen.dpi;
|
|||
|
|
|||
|
return result;
|
|||
|
}
|
|||
|
|
|||
|
#endregion
|
|||
|
}
|
|||
|
}
|