static void Enable() { _instance = new RuntimeConsole(); Application.logMessageReceived += _instance.OnLogMessageReceived; Debug.Log("Console Enabled"); }
void Initialize() { Instance = this; DontDestroyOnLoad(gameObject); RuntimeConsole.textFont = consoleFont; RuntimeConsole.IsEnabled = enableConsole; RuntimeConsole.SetCommands(commandPrefix, commands); RuntimeConsole.Initialize(); }
static void Disable() { Using = false; Mini = false; if (_instance != null) { Application.logMessageReceived -= _instance.OnLogMessageReceived; _instance = null; } }
public override bool Process(string[] args) { if (RuntimeConsole.Instance != null) { string response = "List of all Commands :\n"; for (int i = 0; i < RuntimeConsole.CommandCount; i++) { response += RuntimeConsole.Prefix + RuntimeConsole.Command(i).KeyWord + "\n"; } RuntimeConsole.Instance.Respond(response + "You can also add '#1 ' or '#2 ' at the start to make the line colored as an erorr or a warning, respectively."); return(true); } return(false); }
protected override void Awake() { try { base.Awake(); // Application settings go here Application.runInBackground = true; Application.targetFrameRate = 60; // Set up required components, and just the bare minimum of MVC actors. We don't have config data yet, so // anything that requires real data off the network should be registered in StartupCommand or later mGuiManager = new RuntimeGuiManager(mLogger); mLogger.AddReporter(new DebugLogReporter()); mGameFacade = GameFacade.Instance; // Nulls out the reference on application exit for editor integration // Register Required Mediators GameFacade.Instance.RegisterMediator(new LoggerMediator(mLogger)); GameFacade.Instance.RegisterMediator(new InputManagerMediator()); GameFacade.Instance.RegisterMediator(new SchedulerMediator(this.Scheduler)); GameFacade.Instance.RegisterMediator((IMediator)mGuiManager); RuntimeConsole runtimeConsole = new RuntimeConsole(mGuiManager); runtimeConsole.AddCommand("showTasks", ((Scheduler)this.Scheduler).ShowTasks); ((Scheduler)this.Scheduler).Logger = mLogger; GameFacade.Instance.RegisterMediator(runtimeConsole); mLogger.AddReporter(runtimeConsole); mLogger.Log("SceneInit.Awake", LogLevel.Info); ConnectionProxy connectionProxy = new ConnectionProxy(); GameFacade.Instance.RegisterProxy(connectionProxy); // Get configuration data before doing anything else. This sends STARTUP_COMMAND when done getting the config data ConfigManagerClient configManager = new ConfigManagerClient(); GameFacade.Instance.RegisterProxy(configManager); configManager.InitAndStartup(); } catch (System.Exception ex) { // Catch all here is to avoid browser crashes on exit if something becomes unstable. mLogger.Log(ex.ToString(), LogLevel.Error); } finally { mLogger.Flush(); } }