public static RegisterCommand ( string commandString, DebugCommand commandCallback, string CMD_Discribes ) : void | ||
commandString | string | |
commandCallback | DebugCommand | |
CMD_Discribes | string | |
return | void |
public void hInit() { if ((m_Command != null) && (m_FunctionName != null)) { DebugConsole.RegisterCommand(m_Command, hRun); } }
void Awake() { for (int i = 0; i <= 5; i++) { // Registration Log. Debug.Log(10 % 2.1153f); UnityEngine.Debug.Log("1111111111"); Debug.Log("suifeng", Color.cyan); Debug.Log("1238908", "test", Color.red); Debug.Log("1238908", "ljn", Color.red); //Debug.Log(colorToHex(Color.red)); Debug.Log("PowerupCount " + PowerupCount); // Registration Group Log. Debug.Log("Test 1324567980123456789", "LogTest1"); Debug.Log("test", "LogTest2"); Debug.Log("PowerupCount " + PowerupCount, "LogTest2"); // Registration LogWarning. Debug.LogWarning("test", "LogTest3"); // Registration LogError. Debug.LogError("Hello ", "LogTest4"); } // Watcher in the window register value of the variable. Debug.Watcher("PowerupCount", PowerupCount); // ShowFunc Command Register. DebugConsole.RegisterCommand("ShowFunc", ShowFuncCommand); }
// logic // public override void _Ready() { if (Engine.EditorHint) { return; } base._Ready(); dynamicCameraSingleton = (DynamicCameraSingleton)GetNode("/root/DynamicCameraSingleton"); consoleSingleton = GetNode <DebugConsole>("/root/DebugConsole"); animatedSprite = GetNode <AnimatedSprite>("CharacterSprite"); attackArea = GetNode <Area2D>("AttackArea"); swordSlashAnimation = GetNode <AnimatedSprite>("AttackArea/SwordSlashAnimation"); globalState = GetNode <GlobalState>("/root/GlobalState"); animatedSprite.Play("idle"); health = maxHealth; Node possibleInGameUi = GetNode(inGameUiPath); if (possibleInGameUi is InGameUi) { inGameUi = (InGameUi)possibleInGameUi; } meleeCooldownProgress = meleeCooldown; consoleSingleton.RegisterCommand("godmode", "Disable all player damage", OnGodmode); }
private void RegisterDebugCommands() { DelegateCommand command = new DelegateCommand(ListUITemplates, true); command.HelpText = "Lists all currently loaded UI templates from the Colossal UITemplateManager."; command.UsageText = "list-ui-templates [filter]"; DebugConsole.RegisterCommand("list-ui-templates", command); }
/// <summary> /// Allows the game to perform any initialization it needs to before starting to run. /// This is where it can query for any required services and load any non-graphic /// related content. Calling base.Initialize will enumerate through any components /// and initialize them as well. /// </summary> protected override void Initialize() { // TODO: Add your initialization logic here graphics.PreferredBackBufferWidth = 800; graphics.PreferredBackBufferHeight = 600; RasterizerState customState = new RasterizerState(); graphics.GraphicsDevice.RasterizerState = customState; graphics.ApplyChanges(); ComponentRecord.RegisterAttribute <Sprite>("Sprite"); ComponentRecord.RegisterAttribute <AnimatedSprite>("AnimatedSprite"); ComponentRecord.RegisterAttribute <Transform>("Transform"); ComponentRecord.RegisterAttribute <GUIButton>("GUIButton"); ComponentRecord.RegisterAttribute <GUILabel>("GUILabel"); ComponentRecord.RegisterAttribute <GUITextBox>("GUITextBox"); ComponentRecord.RegisterAttribute <GUIImage>("GUIImage"); ComponentRecord.RegisterAttribute <AABBCollider>("AABBCollider"); ComponentRecord.RegisterAttribute <SATCollider>("SATCollider"); ComponentRecord.RegisterAttribute <CharacterController>("CharacterController"); Debug.InitializeDebug(GraphicsDevice, this); DebugConsole.DebugConsoleInit(this, graphics); GameSerializer.Init(this); GameScript.InitGameScript(); Transform.UpdateGraphicsSize(graphics); InputManager.InitInputManager(this); Camera.InitCamera(graphics); GUILabel.Initialize(this); Exiting += new EventHandler <EventArgs>((object obj, EventArgs args) => { Debug.CloseDebug(); }); DebugConsole.RegisterCommand("reset", (string[] args) => { reset(); }); w = new World(); this.IsMouseVisible = true; base.Initialize(); }
// Use this for initialization void Start() { NetManager.Init(); // Set up our console DebugConsole.IsOpen = true; DebugConsole.RegisterCommand("server.start", ConsoleServerStart); DebugConsole.RegisterCommand("client.connect", ConsoleClientConnect); DebugConsole.RegisterCommand("client.disconnect", ConsoleClientDisconnect); DebugConsole.RegisterCommand("client.send", ConsoleClientSend); DebugConsole.RegisterCommand("server.send", ConsoleServerSend); DebugConsole.RegisterCommand("server.getclients", ConsoleServerGetClients); DebugConsole.RegisterCommand("server.broadcast", ConsoleServerBroadcast); DebugConsole.RegisterCommand("server.disconnect", ConsoleServerDisconnect); DebugConsole.RegisterCommand("network.test", FullLocalTest); }
private void probingCode() { //Temporary - give us a spawner command, to test with //DebugConsole.RegisterCommand("/spawn", new DebugConsole.DebugCommand(this.spawner_callback)); DebugConsole.RegisterCommand("/fire", new DebugConsole.DebugCommand(this.fire_callback)); DebugConsole.RegisterCommand("/target", new DebugConsole.DebugCommand(this.gettarget_callback)); try { //Entity ent = Entity.GetEntityByName("candle_lit"); //ent.prefab.AddComponent<HookFlickerComp>(); } catch (Exception) { } DebugOutput(GameObject.FindObjectsOfType <Camera>().Length.ToString()); foreach (Camera c in GameObject.FindObjectsOfType <Camera>()) { DebugOutput(c.name); //c.renderingPath = RenderingPath.DeferredLighting; } //"mixed_category" foreach (Category sub in CategoryReader.categories.Values) //foreach(SubCategory sub in CategoryReader.categories["town_biome"].subcats.Values) { //DebugConsole.Log(sub.name); } //Camera cam = GameObject.FindObjectOfType<Camera>(); //cam.renderingPath = RenderingPath.DeferredLighting; //Adding our own bikes and such //...Promising... string n = Entity.GetEntityByName("bicycle_mountainbike").prefab.GetComponent <TDLTwoWheelVehicleMotor>().frontWheelNode.GetComponent <Transform>().position.ToString(); DebugConsole.Log(n); //Entity.GetEntityByName("bicycle_mountainbike").prefab.GetComponent<TDLTwoWheelVehicleMotor>().frontWheelNode.GetComponent<Transform>().position = new Vector3(0f, 1.0f, 0.6f); string compList = ""; //foreach (Component c in Entity.GetEntityByName("bicycle_mountainbike").prefab.GetComponent<TDLTwoWheelVehicleMotor>().frontWheelNode.GetComponents<Component>()) //foreach (GameObject c in Entity.GetEntityByName("item_wood_campfire_large").prefab.GetComponent<WoodFireControl>().fireParticleObjects) foreach (Component c in Entity.GetEntityByName("candle_unlit").prefab.GetComponents <Component>()) { compList += c.GetType().ToString() + "\n"; } File.WriteAllText(@"D:\TDLOut.txt", compList); //Dammit. They are using unity lod groups foreach (LODGroup c in Entity.GetEntityByName("house_suburban_1story_plain").prefab.GetComponents <LODGroup>()) { DebugConsole.Log("LODs: " + c.lodCount.ToString()); } /* * Rigidbody rb = Entity.GetEntityByName("zombie_medium").prefab.AddComponent<Rigidbody>(); * CapsuleCollider bc = Entity.GetEntityByName("zombie_medium").prefab.AddComponent<CapsuleCollider>(); * rb.mass = 90.0f; * rb.drag = 0f; * rb.angularDrag = 0.5f; * bc.center = new Vector3(0f, 0f, 0f); * //bc.size = new Vector3(0.3f, 1.8f, 0.3f); * bc.radius = 0.3f; * bc.height = 1.8f; */ //new LineRenderer(). DebugOutput("Probe Finished"); }
public override int Execute(ICommandContext ctx, string[] args, char[] flags) { if (!this.VerifyArgsCount(args, 2, Int16.MaxValue)) { this.PrintUsage(ctx); return(1); } IList <string> argsList = args.ToList(); string alias = argsList[0]; argsList.RemoveAt(0); if (argsList[0].ToLower().Equals("alias")) { throw new ArgumentException("Cannot register an alias for the alias command.", "args"); } if (this.aliasCommands.Contains(argsList[0].ToLower())) { throw new ArgumentException("Cannot register an alias for another alias command.", "args"); } if (argsList[0].ToLower().Equals("0")) { DebugConsole.UnregisterCommand(alias); this.aliasCommands.Remove(alias); ctx.SendOutput(String.Format("Removed alias {0}", alias)); return(0); } string target = String.Join(" ", argsList.ToArray()); if (flags.Length > 0) { target += " -" + String.Join(" -", flags.Select(f => f.ToString()).ToArray <string>()); } DelegateCommand delCmd = new DelegateCommand((dCtx, dArgs, dFlags) => { target += " " + String.Join(" ", dArgs); if (dFlags.Length > 0) { target += " -" + String.Join(" -", dFlags.Select(f => f.ToString()).ToArray <string>()); } dCtx.SendOutput(String.Format("Alias {0} executes {1}", alias, target)); DebugConsole.Execute(target); return(0); }, true); delCmd.UsageText = String.Format("{0} [<AdditionalArg1> <AdditionalArg2> ...]", alias); delCmd.HelpText = String.Format("This is an alias command for {0}\n" + "You can use this alias to execute the aliased command with default or if required with more arguments.", target); DebugConsole.RegisterCommand(alias, delCmd); if (!this.aliasCommands.Contains(alias)) { this.aliasCommands.Add(alias); } ctx.SendOutput(String.Format("Registered command alias {0} for command {1}", alias, target)); return(0); }