An easy to use Unity 3D library for creating illustrated Interactive Fiction games and more.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.

89 lines
2.4 KiB

// This code is part of the Fungus library (https://github.com/snozbot/fungus)
// It is released for free under the MIT open source license (https://github.com/snozbot/fungus/blob/master/LICENSE)
using UnityEngine;
namespace Fungus
{
/// <summary>
/// Type of log message. Maps directly to Unity's log types.
/// </summary>
public enum DebugLogType
{
/// <summary> Informative log message. </summary>
Info,
/// <summary> Warning log message. </summary>
Warning,
/// <summary> Error log message. </summary>
Error
}
/// <summary>
/// Writes a log message to the debug console.
/// </summary>
[CommandInfo("Scripting",
"Debug Log",
"Writes a log message to the debug console.")]
[AddComponentMenu("")]
public class DebugLog : Command
{
[Tooltip("Display type of debug log info")]
[SerializeField] protected DebugLogType logType;
[Tooltip("Text to write to the debug log. Supports variable substitution, e.g. {$Myvar}")]
[SerializeField] protected StringDataMulti logMessage;
#region Public members
public override void OnEnter ()
{
var flowchart = GetFlowchart();
string message = flowchart.SubstituteVariables(logMessage.Value);
switch (logType)
{
case DebugLogType.Info:
Debug.Log(message);
break;
case DebugLogType.Warning:
Debug.LogWarning(message);
break;
case DebugLogType.Error:
Debug.LogError(message);
break;
}
Continue();
}
public override string GetSummary()
{
return logMessage.GetDescription();
}
public override Color GetButtonColor()
{
return new Color32(235, 191, 217, 255);
}
public override bool HasReference(Variable variable)
{
return logMessage.stringRef == variable || base.HasReference(variable);
}
#endregion
#region Editor caches
#if UNITY_EDITOR
protected override void RefreshVariableCache()
{
base.RefreshVariableCache();
var f = GetFlowchart();
f.DetermineSubstituteVariables(logMessage.Value, referencedVariables);
}
#endif
#endregion Editor caches
}
}