功能预览

使用说明

1、把 DebugConsole.cs 放在 Standard Assets 目录下(重要)

2、如果你想修改 DebugConsole的一些参数,把DebugConsole.cs拖给一个GameObject,在属性面板修改属性。

属性解释

    • 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)

类方法

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;

UseDebugConsole.cs

using UnityEngine;
using System.Collections; public class UseDebugConsole : MonoBehaviour
{ // Use this for initialization
void Start()
{
DebugConsole.Log("use debugconsole normal");
DebugConsole.Log("use debugconsole warning", "warning");
DebugConsole.Log("use debugconsole error", "error");
} void OnGUI()
{
//开始区域
GUILayout.BeginArea(new Rect(200,10,100,200));
if (GUILayout.Button("Clean"))
{
DebugConsole.Clear();
}
if (GUILayout.Button("My Print"))
{
DebugConsole.Log("My Print");
}
if (GUILayout.Button("isVisible"))
{
DebugConsole.isVisible = !DebugConsole.isVisible;
}
if (GUILayout.Button("isDraggable"))
{
DebugConsole.isDraggable = !DebugConsole.isDraggable;
}
GUILayout.EndArea();
}
}

DebugConsole.cs

/*==== 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

wiki地址

http://wiki.unity3d.com/index.php/DebugConsole

Unity-WIKI 之 DebugConsole的更多相关文章

  1. 基于Unity有限状态机框架

    这个框架是Unity wiki上的框架.网址:http://wiki.unity3d.com/index.php/Finite_State_Machine 这就相当于是“模板”吧,自己写的代码,写啥都 ...

  2. Unity 相关经典博客资源总结(持续更新)

    就作为一个记录吧,把平时看过的Unity相关的一些好的Blog记录并分享. 好的论坛: Unity官方脚本  点评:这个不用说了,最核心的内容,理解整个Unity引擎的方方面面,梳理结构. Unity ...

  3. 【Unity3D基础教程】给初学者看的Unity教程(零):如何学习Unity3D

    作者:王选易,出处:http://www.cnblogs.com/neverdie/ 欢迎转载,也请保留这段声明.如果你喜欢这篇文章,请点推荐.谢谢! Unity3D有什么优势 Unity3D是一个跨 ...

  4. 【转】Unity 相关经典博客资源总结(持续更新)

    原文:http://blog.csdn.net/prothi/article/details/20123319 就作为一个记录吧,把平时看过的Unity相关的一些好的Blog记录并分享. 好的论坛: ...

  5. 【Unity Shader】2D动态云彩

    写在前面 赶在年前写一篇文章.之前翻看2015年的SIGGRAPH Course(关于渲染的可以去selfshadow的博客里找到,很全)的时候看到了关于体积云的渲染.这个课程讲述了开发者为游戏< ...

  6. Unity Shaderlab: Object Outlines 转

    转 https://willweissman.wordpress.com/tutorials/shaders/unity-shaderlab-object-outlines/ Unity Shader ...

  7. 学习Unity的步骤

    作者:王选易链接:https://www.zhihu.com/question/23790314/answer/46815232来源:知乎著作权归作者所有.商业转载请联系作者获得授权,非商业转载请注明 ...

  8. Unity FSM 有限状态机

    翻译了一下unity wiki上对于有限状态机的案例,等有空时在详细写一下.在场景中添加两个游戏物体,一个为玩家并修改其Tag为Player,另一个为NPC为其添加NPCControl脚本,并为其将玩 ...

  9. unity 3d开发的大型网络游戏

    unity 3d开发的大型网络游戏 一.总结 1.unity的官网上面应该有游戏列表 2.unity3D是很好的3d游戏引擎,也支持2d,也能做很多画面精良的3A级游戏 3.范围:电脑游戏,手机游戏, ...

  10. 2019年Unity学习资源指南[精心整理]

    前言 进入一个领域,最直接有效的方法就是,寻找相关综述性文章,首先你需要对你入门的领域有个概括性的了解,这些包括: 1.主流的学习社区与网站. 2.该领域的知名大牛与热心分享的从业者. 3.如何有效的 ...

随机推荐

  1. 在Windows下编写并运行第一个ASP.NET 5 Preview Web API程序

    2015年07月21日在微软中国MSDN的官方微博上得知Visual Studio 2015正式版完美发布. 抱着尝鲜的心态下载了Visual Studio社区版本. 在这个首发的版本里面,我们可以看 ...

  2. Spring InitializingBean和init-method

    原文转自:http://blog.csdn.net/shaozheng1006/article/details/6916940 InitializingBean     Spirng的Initiali ...

  3. C++ 面向对象的三个特点--多态性(一)

    C++的多态性定义 所谓多态性就是不同对象收到相同的消息产生不同的动作.通俗的说,多态性是指一个名字定义不同的函数,这些函数执行不同但又类似的操作,即用同样的接口访问功能不同的函数,从而实现“一个接口 ...

  4. angularjs 的ng-bind-html过滤了内容的style

    1.不使用ng-bind-html,使用trustAs() trustAsHtml(value) =   trustAs($sce.HTML, value) trustAsJs(value)  =   ...

  5. 原创:SAP LVC ALV编辑小技巧

    前两天有个打印需求变更,需要在ALV显示列表中添加两个字段,可编辑,而我自己用的是函数:REUSE_ALV_GRID_DISPLAY_LVC 因为之前做可编辑基本都是固定套路,定义类,画屏幕.... ...

  6. win-tc图形库编程

    本文地址:http://www.cnblogs.com/archimedes/p/win-tc-graphics-use.html,转载请注明源地址. 由于最近接到一个紧急任务,需要实现一个程序,显示 ...

  7. C++pair类型

    标准库类型--pair类型定义在utility头文件中定义 本文地址:http://www.cnblogs.com/archimedes/p/cpp-pair.html,转载请注明源地址. 1.pai ...

  8. Git学习 --> 个人常用命令add,commit以及push

    Git命令行配置1 安装Github2 安装msysgit3 要配置用户名和油箱  git config --global user.name <用户名> 我的命令就是:git confi ...

  9. Pinyin Comparison 拼音辨别 V1.1.2

    App Store: Pinyin Comparison 拼音辨别 做了一新个图标,至少比上一个好多了.拼音应用的图标大多千篇一律,这回尝试做个不一样的. 简化了首页颜色,首页的黑色换成了金色,看着更 ...

  10. iOS中的单例模式

    概念相关 单例模式 在程序运行过程,一个类只有一个实例 使用场合 在整个应用程序中,共享一份资源(这份资源只需要创建初始化1次) static static关键字会在声明变量的时候分配内存,在程序运行 ...