初始化
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99
UnityGame/Assets/Scripts/ThirdParty/ConsolePro/ConsoleProDebug.cs
vendored
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99
UnityGame/Assets/Scripts/ThirdParty/ConsolePro/ConsoleProDebug.cs
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using UnityEngine;
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using System;
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#if UNITY_EDITOR
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using System.Reflection;
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#endif
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public static class ConsoleProDebug
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{
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// Clear the console and the native console
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public static void Clear()
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{
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#if UNITY_EDITOR
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if(ConsoleClearMethod != null)
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{
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ConsoleClearMethod.Invoke(null, null);
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}
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#endif
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}
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// Send a log to a specific filter regardless of contents
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// Ex: ConsoleProDebug.LogToFilter("Hi", "CustomFilter");
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public static void LogToFilter(string inLog, string inFilterName, UnityEngine.Object inContext = null)
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{
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Debug.Log(inLog + "\nCPAPI:{\"cmd\":\"Filter\", \"name\":\"" + inFilterName + "\"}", inContext);
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}
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// Send a log as a regular log but change its type in ConsolePro
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// Ex: ConsoleProDebug.LogAsType("Hi", "Error");
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public static void LogAsType(string inLog, string inTypeName, UnityEngine.Object inContext = null)
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{
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Debug.Log(inLog + "\nCPAPI:{\"cmd\":\"LogType\", \"name\":\"" + inTypeName + "\"}", inContext);
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}
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// Watch a variable. This will only produce one log entry regardless of how many times it is logged, allowing you to track variables without spam.
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// Ex:
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// void Update() {
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// ConsoleProDebug.Watch("Player X Position", transform.position.x);
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// }
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public static void Watch(string inName, string inValue)
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{
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Debug.Log(inName + " : " + inValue + "\nCPAPI:{\"cmd\":\"Watch\", \"name\":\"" + inName + "\"}");
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}
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public static void Search(string inText)
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{
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Debug.Log("\nCPAPI:{\"cmd\":\"Search\", \"text\":\"" + inText + "\"}");
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}
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#if UNITY_EDITOR
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// Reflection calls to access Console Pro from runtime
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private static bool _checkedConsoleClearMethod = false;
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private static MethodInfo _consoleClearMethod = null;
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private static MethodInfo ConsoleClearMethod
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{
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get
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{
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if(_consoleClearMethod == null || !_checkedConsoleClearMethod)
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{
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_checkedConsoleClearMethod = true;
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if(ConsoleWindowType == null)
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{
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return null;
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}
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_consoleClearMethod = ConsoleWindowType.GetMethod("ClearEntries", BindingFlags.Static | BindingFlags.Public);
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}
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return _consoleClearMethod;
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}
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}
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private static bool _checkedConsoleWindowType = false;
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private static Type _consoleWindowType = null;
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private static Type ConsoleWindowType
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{
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get
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{
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if(_consoleWindowType == null || !_checkedConsoleWindowType)
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{
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_checkedConsoleWindowType = true;
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Assembly[] assemblies = System.AppDomain.CurrentDomain.GetAssemblies();
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for(int iAssembly = 0; iAssembly < assemblies.Length; iAssembly++)
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{
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Type[] types = assemblies[iAssembly].GetTypes();
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for(int iType = 0; iType < types.Length; iType++)
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{
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if(types[iType].Name == "ConsolePro3Window")
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{
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_consoleWindowType = types[iType];
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}
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}
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}
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}
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return _consoleWindowType;
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}
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}
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#endif
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}
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