public MovableSystemServer(GameWorld world, BundledResourceManager bundledResourceManager) { m_GameWorld = world; m_BundledResourceManager = bundledResourceManager; Console.AddCommand("spawnbox", CmdSpawnBox, "Spawn <n> boxes", GetHashCode()); Console.AddCommand("despawnboxes", CmdDespawnBoxes, "Despawn all boxes", GetHashCode()); }
void Awake() { if (instance != null && instance != this) { Destroy(gameObject); } else { DontDestroyOnLoad(gameObject); } Log("--- Console Initalized ---"); Console.AddCommand(new ConsoleCommand("help", "gets help info", CmdParameterType.None, gameObject, "DisplayHelp")); Console.AddCommand(new ConsoleCommand("sendmessage", "calls a send message on a game object, parameters (gameObject name) (message)", CmdParameterType.String, gameObject, "ForwardSendMessage")); if (logDebug) { Application.RegisterLogCallback(OnDebugLog); Console.Log("--- Unity Logger Registered ---"); } }
static void Main(string[] args) { Console.WriteLine("Hello from C#!", Console.LogLevel.Info); Console.WriteLine(string.Format("args = [{0}]", string.Join(",", args)), Console.LogLevel.Info); Console.AddCommand("test", TestCommand); Console.Execute("print t"); Events.Add <Input.KeyEvent>(KeyCallback); Events.Add <TestEvent>(TestEventCallback); DiscordEventHandler discordEventHandler = new DiscordEventHandler(); DiscordRPC.Init("424302031822520320", ref discordEventHandler, true, "480"); DiscordPresence presence = new DiscordPresence(); presence.details = "Jazz weeb"; presence.state = ":3c:"; presence.largeImageKey = "icon-large"; presence.smallImageKey = "icon-small"; DiscordRPC.UpdatePresence(ref presence); SteamworksClient = new Client(480); }
public GameStatistics() { m_FrequencyMS = System.Diagnostics.Stopwatch.Frequency / 1000; //System.Diagnostics.Stopwatch.Frequency 10000000 long //m_FrequencyMS 10000 long //초당 tick수를 나타낸다. 1000으로 나누면 ms당 tick 값이다. 그래서 이름이 m_FrequencyMS 이군. m_StopWatch = new System.Diagnostics.Stopwatch(); //stopwatch를 생성한다. m_StopWatch.Start(); //stopwatch를 시작한다. m_LastFrameTicks = m_StopWatch.ElapsedTicks; // Gets the total elapsed time measured by the current instance, in timer ticks. m_FrameTimes = new float[_no_frames]; //_no_frames = 128, 128개의 float 배열 m_TicksPerFrame = new float[2][] { new float[_no_frames], new float[_no_frames] }; //128개의 배열이 2개 m_GraphicsDeviceName = SystemInfo.graphicsDeviceName;// SystemInfo.graphicsDeviceName "NVIDIA GeForce GTX 670M" string for (int i = 0; i < recordersList.Length; i++) { var sampler = Sampler.Get(recordersList[i].name); //Sampler 이름을 사전에 RecorderEntry[] recordersList에 정의해 뒀는데, 이것으로 Sampler를 얻어 온다. if (sampler != null) { recordersList[i].recorder = sampler.GetRecorder(); } } Console.AddCommand("show.profilers", CmdShowProfilers, "Show available profilers."); }
public CharacterModulePreview(GameWorld world, BundledResourceManager resourceSystem) : base(world) { // Handle spawn requests m_HandleCharacterSpawnRequests = m_world.GetECSWorld().CreateSystem <HandleCharacterSpawnRequests>(m_world, resourceSystem, false); m_HandleCharacterDepawnRequests = m_world.GetECSWorld().CreateSystem <HandleCharacterDespawnRequests>(m_world); // Handle spawning CharacterBehaviours.CreateHandleSpawnSystems(m_world, m_HandleSpawnSystems, resourceSystem, false); // Handle despawn CharacterBehaviours.CreateHandleDespawnSystems(m_world, m_HandleDespawnSystems); // Behaviors CharacterBehaviours.CreateAbilityRequestSystems(m_world, m_AbilityRequestUpdateSystems); //m_MovementStartSystems.Add(m_world.GetECSWorld().CreateManager<UpdateTeleportation>(m_world)); CharacterBehaviours.CreateMovementStartSystems(m_world, m_MovementStartSystems); CharacterBehaviours.CreateMovementResolveSystems(m_world, m_MovementResolveSystems); CharacterBehaviours.CreateAbilityStartSystems(m_world, m_AbilityStartSystems); //CharacterBehaviours.CreateAbilityResolveSystems(m_world, m_AbilityResolveSystems); m_UpdateCharPresentationState = m_world.GetECSWorld().CreateSystem <UpdateCharPresentationState>(m_world); m_ApplyPresentationState = m_world.GetECSWorld().CreateSystem <ApplyPresentationState>(m_world); m_characterCameraSystem = m_world.GetECSWorld().CreateSystem <UpdateCharacterCamera>(m_world); m_UpdatePresentationRootTransform = m_world.GetECSWorld().CreateSystem <UpdatePresentationRootTransform>(m_world); Console.AddCommand("thirdperson", CmdToggleThirdperson, "Toggle third person mode", this.GetHashCode()); }
public bool Init(string[] args) { m_StateMachine = new StateMachine <PreviewState>(); m_StateMachine.Add(PreviewState.Loading, null, UpdateLoadingState, null); m_StateMachine.Add(PreviewState.Active, EnterActiveState, UpdateStateActive, LeaveActiveState); Console.AddCommand("nextchar", CmdNextHero, "Select next character", GetHashCode()); Console.AddCommand("nextteam", CmdNextTeam, "Select next character", GetHashCode()); Console.AddCommand("spectator", CmdSpectatorCam, "Select spectator cam", GetHashCode()); Console.AddCommand("respawn", CmdRespawn, "Force a respawn. Optional argument defines now many seconds untill respawn", this.GetHashCode()); Console.SetOpen(false); m_GameWorld = new GameWorld("World[PreviewGameLoop]"); if (args.Length > 0) { Game.game.levelManager.LoadLevel(args[0]); m_StateMachine.SwitchTo(PreviewState.Loading); } else { m_StateMachine.SwitchTo(PreviewState.Active); } GameDebug.Log("Preview initialized"); return(true); }
//添加控制台快捷显示 public static void addGmGMCommand(string command, eGmCommandType type, string helpInfo = "") { if (!mGms.ContainsKey(command)) { mGms.Add(command, type); Console.AddCommand(command, Unuse, helpInfo); } }
public CharacterModulePreview(GameWorld world, BundledResourceManager resourceSystem) : base(world) { // Handle spawn requests m_HandleCharacterSpawnRequests = m_world.GetECSWorld().CreateManager <HandleCharacterSpawnRequests>(m_world, resourceSystem, false); m_HandleCharacterDepawnRequests = m_world.GetECSWorld().CreateManager <HandleCharacterDespawnRequests>(m_world); // Handle control change m_ControlledEntityChangedSystems.Add(m_world.GetECSWorld().CreateManager <PlayerCharacterControlSystem>(m_world)); m_ControlledEntityChangedSystems.Add(m_world.GetECSWorld().CreateManager <UpdateCharacter1PSpawn>(m_world, resourceSystem)); // Handle spawning CharacterBehaviours.CreateHandleSpawnSystems(m_world, m_HandleSpawnSystems, resourceSystem, false); // Handle despawn CharacterBehaviours.CreateHandleDespawnSystems(m_world, m_HandleDespawnSystems); // Movement m_MovementStartSystems.Add(m_world.GetECSWorld().CreateManager <UpdateTeleportation>(m_world)); CharacterBehaviours.CreateMovementStartSystems(m_world, m_MovementStartSystems); CharacterBehaviours.CreateMovementResolveSystems(m_world, m_MovementResolveSystems); // Ability CharacterBehaviours.CreateAbilityStartSystems(m_world, m_AbilityStartSystems); CharacterBehaviours.CreateAbilityResolveSystems(m_world, m_AbilityResolveSystems); m_UpdateCharPresentationState = m_world.GetECSWorld().CreateManager <UpdateCharPresentationState>(m_world); m_ApplyPresentationState = m_world.GetECSWorld().CreateManager <ApplyPresentationState>(m_world); m_CharacterLateUpdate = m_world.GetECSWorld().CreateManager <CharacterLateUpdate>(m_world); m_HandleDamage = m_world.GetECSWorld().CreateManager <HandleDamage>(m_world); m_updateCharacterUI = m_world.GetECSWorld().CreateManager <UpdateCharacterUI>(m_world); m_characterCameraSystem = m_world.GetECSWorld().CreateManager <UpdateCharacterCamera>(m_world); m_UpdatePresentationRootTransform = m_world.GetECSWorld().CreateManager <UpdatePresentationRootTransform>(m_world); m_UpdatePresentationAttachmentTransform = m_world.GetECSWorld().CreateManager <UpdatePresentationAttachmentTransform>(m_world); m_HandleCharacterEvents = m_world.GetECSWorld().CreateManager <HandleCharacterEvents>(); // Preload all character resources (until we have better streaming solution) var charRegistry = resourceSystem.GetResourceRegistry <CharacterTypeRegistry>(); for (var i = 0; i < charRegistry.entries.Count; i++) { resourceSystem.LoadSingleAssetResource(charRegistry.entries[i].prefab1P.guid); resourceSystem.LoadSingleAssetResource(charRegistry.entries[i].prefabClient.guid); } var itemRegistry = resourceSystem.GetResourceRegistry <ItemRegistry>(); for (var i = 0; i < itemRegistry.entries.Count; i++) { resourceSystem.LoadSingleAssetResource(itemRegistry.entries[i].prefab1P.guid); resourceSystem.LoadSingleAssetResource(itemRegistry.entries[i].prefabClient.guid); } Console.AddCommand("thirdperson", CmdToggleThirdperson, "Toggle third person mode", this.GetHashCode()); }
public override void _Ready() { _wrapper = GetTree().Root.GetNode <Console>("CSharpConsole"); _wrapper.AddCommand("change_csharp_label", this, nameof(ChangeLabelText)) .SetDescription("Changes label to %newText%") .AddArgument("newText", Variant.Type.String) .Register(); _label = GetNode <Label>("Label"); }
public static void regeditGMCommand() { Table.ForeachGMCommand(table => { addGmGMCommand("!!" + table.Command, (eGmCommandType)table.Type); return(true); }); Console.AddCommand("@@Moveto", MoveTo, ""); }
//Commands //======================================================= private void RegisterConsoleCommands() { Console.AddCommand("serve", CmdServe, "Start server listening", this.GetHashCode()); Console.AddCommand("client", CmdClient, "client: Enter client mode.", this.GetHashCode()); Console.AddCommand("preview", CmdPreview, "Start preview mode"); Console.AddCommand("boot", CmdBoot, "Go back to boot loop", this.GetHashCode()); Console.AddCommand("quit", CmdQuit, "Quits", this.GetHashCode()); }
void Start() { Console.AddCommand(new Command <string>("TIME_TIMESCALE", TimeScale)); Console.AddCommand(new Command <string>("TIME_SHOWTIME", ShowTime)); Console.AddCommand(new Command <string>("PHYSICS_GRAVITY_X", XGravity)); Console.AddCommand(new Command <string>("PHYSICS_GRAVITY_Y", YGravity)); Console.AddCommand(new Command <string>("PHYSICS_GRAVITY_Z", ZGravity)); Console.AddCommand(new Command <string>("EXAMPLE_HELP", ExampleCommand, ExampleCommandHelp)); }
// Use this for initialization void Start() { Console.AddCommand("crab", "", this, null); Console.AddCommand("crusty", "", this, null); Console.AddCommand("credentials", "", this, null); Console.AddCommand("credentialisation", "", this, null); Console.AddCommand("credentialisationed", "", this, null); Console.AddCommand("credulity", "", this, null); }
public void Start() { Console.AddCommand("addItem", CmdAdd, "Add item to your inventory", CmdAddAutocomplete); ResourceType[] resources = Resources.LoadAll <ResourceType>("ResourceItems"); foreach (ResourceType r in resources) { items.Add(r.name.ToLower(), r); } }
protected override void Initialize() { base.Initialize(); HasConsole = true; ConsoleKey = Keys.OemTilde; Graphics.ApplyChanges(); Window.Title = "NeatStarter"; DefaultTransition = new Neat.Transitions.Fader(); Console.AddCommand("greet", greet_func); }
public bool Init(string[] args) { m_StateMachine = new StateMachine <ClientState>(); m_StateMachine.Add(ClientState.Browsing, EnterBrowsingState, UpdateBrowsingState, LeaveBrowsingState); m_StateMachine.Add(ClientState.Connecting, EnterConnectingState, UpdateConnectingState, null); m_StateMachine.Add(ClientState.Loading, EnterLoadingState, UpdateLoadingState, null); m_StateMachine.Add(ClientState.Playing, EnterPlayingState, UpdatePlayingState, LeavePlayingState); #if UNITY_EDITOR Game.game.levelManager.UnloadLevel(); World.DisposeAllWorlds(); #endif m_GameWorld = new GameWorld("ClientWorld"); m_NetworkTransport = new SocketTransport(); m_NetworkClient = new NetworkClient(m_NetworkTransport); if (Application.isEditor || Game.game.buildId == "AutoBuild") { NetworkClient.clientVerifyProtocol.Value = "0"; } m_NetworkClient.UpdateClientConfig(); m_NetworkStatistics = new NetworkStatisticsClient(m_NetworkClient); m_ChatSystem = new ChatSystemClient(m_NetworkClient); GameDebug.Log("Network client initialized"); m_requestedPlayerSettings.playerName = clientPlayerName.Value; m_requestedPlayerSettings.teamId = -1; Console.AddCommand("disconnect", CmdDisconnect, "Disconnect from server if connected", this.GetHashCode()); Console.AddCommand("prediction", CmdTogglePrediction, "Toggle prediction", this.GetHashCode()); Console.AddCommand("runatserver", CmdRunAtServer, "Run command at server", this.GetHashCode()); Console.AddCommand("respawn", CmdRespawn, "Force a respawn", this.GetHashCode()); Console.AddCommand("nextchar", CmdNextChar, "Select next character", this.GetHashCode()); Console.AddCommand("nc", CmdNextChar, "short version of nextchar", this.GetHashCode()); Console.AddCommand("nextteam", CmdNextTeam, "Select next team", this.GetHashCode()); Console.AddCommand("spectator", CmdSpectator, "Select spectator cam", this.GetHashCode()); Console.AddCommand("matchmake", CmdMatchmake, "matchmake <hostname[:port]/{projectid}>: Find and join a server", this.GetHashCode()); if (args.Length > 0) { targetServer = args[0]; m_StateMachine.SwitchTo(ClientState.Connecting); } else { m_StateMachine.SwitchTo(ClientState.Browsing); } GameDebug.Log("Client initialized"); return(true); }
public static void Init() { Console.AddCommand("r_resolution", CmdResolution, "Display or set resolution, e.g. 1280x720"); Console.AddCommand("r_quality", CmdQuality, "Set the render quality"); Console.AddCommand("r_maxqueue", CmdMaxQueue, "Max queued frames"); Console.AddCommand("r_srpbatching", CmdSrpBatching, "Use 0 or 1 to disable or enable SRP batching"); if (rResolution.Value == "") { rResolution.Value = Screen.currentResolution.width + "x" + Screen.currentResolution.height + "@" + Screen.currentResolution.refreshRate; } }
private bool RegisterMacro(Macro macro) { if (!CanUseName(macro.Name)) { return(false); } m_Macros.Add(macro); Console.RemoveCommand(macro.Name); Console.AddCommand(new MacroPlayerCommand(Console, macro)); NameHint.InvalidateCache(); return(true); }
public bool Init(string[] args) { NetworkClient.m_DropSnapshots = true; #if UNITY_EDITOR Game.game.levelManager.UnloadLevel(); #endif Console.AddCommand("disconnect", CmdDisconnect, "Disconnect from server if connected", this.GetHashCode()); GameDebug.Log("ThinClient initialized"); return(true); }
public GameStatistics() { m_FrequencyMS = System.Diagnostics.Stopwatch.Frequency / 1000; m_StopWatch = new System.Diagnostics.Stopwatch(); m_StopWatch.Start(); m_LastFrameTicks = m_StopWatch.ElapsedTicks; m_GraphicsDeviceName = SystemInfo.graphicsDeviceName; Console.AddCommand("show.profilers", CmdShowProfilers, "Show available profilers."); frameTimeData = Overlay.Managed.instance.m_Unmanaged.m_GraphDataReservations.Reserve(_no_frames); ticksPerFrameData0 = Overlay.Managed.instance.m_Unmanaged.m_GraphDataReservations.Reserve(_no_frames); ticksPerFrameData1 = Overlay.Managed.instance.m_Unmanaged.m_GraphDataReservations.Reserve(_no_frames); }
public ServerCameraSystem() { m_CameraSpots = Object.FindObjectsOfType <ServerCameraSpot>(); // NOTE : We should look at this when we have figured out the final // way that cameras should work GameObject cameraGO = GameObject.Instantiate <GameObject>(Resources.Load <GameObject>("Prefabs/ServerCam")); m_Camera = cameraGO.GetComponent <Camera>(); if (m_Camera) { GameApp.CameraStack.PushCamera(m_Camera); } Console.AddCommand("debug.servercam_shots", CmdServercamShots, "Grab a screenshot from each of the servercams"); }
protected override void RegisterConsoleCommands() { Console.AddCommand("mod_command", "s?i", "Specify command accessibility for moderators", ConfigFlags.Server, ConsoleModCommand); Console.AddCommand("mod_status", string.Empty, "List all commands which are accessible for moderators", ConfigFlags.Server, ConsoleModStatus); Console.AddCommand("status", string.Empty, "List players", ConfigFlags.Server, ConsoleStatus); Console.AddCommand("shutdown", string.Empty, "Shut down", ConfigFlags.Server, ConsoleShutdown); Console.AddCommand("logout", string.Empty, "Logout of rcon", ConfigFlags.Server, ConsoleLogout); Console.AddCommand("reload", string.Empty, "Reload the map", ConfigFlags.Server, ConsoleReload); Console.AddCommand("kick", "i?r", "Kick player with specified id for any reason", ConfigFlags.Server, ConsoleKick); Console.AddCommand("record", "?s", "Record to a file", ConfigFlags.Server | ConfigFlags.Store, ConsoleRecord); Console.AddCommand("stoprecord", string.Empty, "Stop recording", ConfigFlags.Server, ConsoleStopRecord); Console.SetAccessLevel(BaseServerClient.AuthedModerator, "logout"); GameContext.RegisterConsoleCommands(); }
public void Init() { Debug.Assert(_instance == null); _instance = this; m_DebugOverlay = new DebugOverlay(); m_DebugOverlay.Init(120, 36); m_Console = new Console(); m_Console.Init(); m_Console.AddCommand("quit", CmdQuit, "Quit game"); m_Stats = new Stats(); m_Stats.Init(); Game.console.Write("^FFFGame initialized^F44.^4F4.^44F.\n"); }
#pragma warning restore 649 public static void Init() { Console.AddCommand("r_resolution", CmdResolution, "Display or set resolution, e.g. 1280x720"); Console.AddCommand("r_quality", CmdQuality, "Set the render quality"); Console.AddCommand("r_maxqueue", CmdMaxQueue, "Max queued frames"); Console.AddCommand("r_srpbatching", CmdSrpBatching, "Use 0 or 1 to disable or enable SRP batching"); // Default to reasonable window if (rResolution.Value == "") { rResolution.Value = "1280x720@" + Screen.currentResolution.refreshRate; } currentQualityIdx = default; currentResX = default; currentResY = default; currentResRate = default; }
public GameStatistics() { m_FrequencyMS = System.Diagnostics.Stopwatch.Frequency / 1000; m_StopWatch = new System.Diagnostics.Stopwatch(); m_StopWatch.Start(); m_LastFrameTicks = m_StopWatch.ElapsedTicks; m_FrameTimes = new float[_no_frames]; m_TicksPerFrame = new float[2][] { new float[_no_frames], new float[_no_frames] }; m_GraphicsDeviceName = SystemInfo.graphicsDeviceName; for (int i = 0; i < recordersList.Length; i++) { var sampler = Sampler.Get(recordersList[i].name); if (sampler != null) { recordersList[i].recorder = sampler.GetRecorder(); } } Console.AddCommand("show.profilers", CmdShowProfilers, "Show available profilers."); }
public bool Init() { NetworkTransport.Init(); var connectionConfig = new ConnectionConfig(); var topology = new HostTopology(connectionConfig, 16); // Start listening for broadcasts from servers byte error; m_BroadcastHostId = NetworkTransport.AddHost(topology, config.port); if (m_BroadcastHostId != -1) { NetworkTransport.SetBroadcastCredentials(m_BroadcastHostId, config.key, config.version, config.subVersion, out error); Console.AddCommand("servers", CmdServers, "servers: list known servers on lan", this.GetHashCode()); return(true); } else { GameDebug.Log("ERROR : Could not setup server broadcast listener!"); return(false); } }
public override void RegisterConsoleCommands() { Console.AddCommand("tune", "s?i", "Tune variable to value", ConfigFlags.Server, ConsoleTune); Console.AddCommand("tune_reset", string.Empty, "Reset tuning", ConfigFlags.Server, ConsoleTuneReset); Console.AddCommand("tune_dump", string.Empty, "Dump tuning", ConfigFlags.Server, ConsoleTuneDump); Console.AddCommand("pause", "?i", "Pause/unpause game", ConfigFlags.Server | ConfigFlags.Store, ConsolePause); Console.AddCommand("change_map", "r", "Change map", ConfigFlags.Server | ConfigFlags.Store, ConsoleChangeMap); Console.AddCommand("restart", "?i", "Restart in x seconds (0 == abort)", ConfigFlags.Server | ConfigFlags.Store, ConsoleRestart); Console.AddCommand("say", "r", "Say in chat", ConfigFlags.Server, ConsoleSay); Console.AddCommand("broadcast", "r", "Broadcast message", ConfigFlags.Server, ConsoleBroadcast); Console.AddCommand("set_team", "ii?i", "Set team of player to team", ConfigFlags.Server, ConsoleSetTeam); Console.AddCommand("set_team_all", "i", "Set team of all players to team", ConfigFlags.Server, ConsoleSetTeamAll); Console.AddCommand("swap_teams", string.Empty, "Swap the current teams", ConfigFlags.Server, ConsoleSwapTeams); Console.AddCommand("shuffle_teams", string.Empty, "Shuffle the current teams", ConfigFlags.Server, ConsoleShuffleTeams); Console.AddCommand("lock_teams", string.Empty, "Lock/unlock teams", ConfigFlags.Server, ConsoleLockTeams); Console.AddCommand("force_teambalance", string.Empty, "Force team balance", ConfigFlags.Server, ConsoleForceTeamBalance); Console.AddCommand("add_vote", "sr", "Add a voting option", ConfigFlags.Server, ConsoleAddVote); Console.AddCommand("remove_vote", "s", "Remove a voting option", ConfigFlags.Server, ConsoleRemoveVote); Console.AddCommand("clear_votes", string.Empty, "Clears the voting options", ConfigFlags.Server, ConsoleClearVotes); Console.AddCommand("vote", "r", "Force a vote to yes/no", ConfigFlags.Server, ConsoleVote); }
public bool Init(string[] args) { m_StateMachine = new StateMachine<PreviewState>(); m_StateMachine.Add(PreviewState.Loading, null, UpdateLoadingState, null); m_StateMachine.Add(PreviewState.Active, EnterActiveState, UpdateStateActive, LeaveActiveState); Console.AddCommand("nextchar", CmdNextHero, "Select next character", GetHashCode()); Console.AddCommand("nextteam", CmdNextTeam, "Select next character", GetHashCode()); Console.AddCommand("spectator", CmdSpectatorCam, "Select spectator cam", GetHashCode()); Console.AddCommand("respawn", CmdRespawn, "Force a respawn. Optional argument defines now many seconds untill respawn", this.GetHashCode()); Console.SetOpen(false); m_GameWorld = new GameWorld("World[PreviewGameLoop]"); #if UNITY_EDITOR // As previewmode will keep current scene open in editor we need make sure GameObjectEntities are registered // in our world. This is done rather hackily by calling OnEnable foreach (var gameObjectEntity in GameObject.FindObjectsOfType<GameObjectEntity>()) gameObjectEntity.OnEnable(); #endif if (args.Length > 0) { Game.game.levelManager.LoadLevel(args[0]); m_StateMachine.SwitchTo(PreviewState.Loading); } else { m_StateMachine.SwitchTo(PreviewState.Active); } GameDebug.Log("Preview initialized"); return true; }
public MovableSystemServer(World world) { m_GameWorld = world; Console.AddCommand("spawnbox", CmdSpawnBox, "Spawn <n> boxes", GetHashCode()); Console.AddCommand("despawnboxes", CmdDespawnBoxes, "Despawn all boxes", GetHashCode()); }
public void Awake() { GameDebug.Log("-- Game Awakeing --"); GameDebug.Assert(game == null); //DontDestroyOnLoad(gameObject); game = this; m_StopwatchFrequency = System.Diagnostics.Stopwatch.Frequency; m_Clock = new System.Diagnostics.Stopwatch(); m_Clock.Start(); var commandLineArgs = new List <string>(System.Environment.GetCommandLineArgs()); var consoleRestoreFocus = commandLineArgs.Contains("-consolerestorefocus"); var consoleUI = Instantiate(Resources.Load <ConsoleGUI>("Prefabs/ConsoleGUI")); DontDestroyOnLoad(consoleUI); Console.Init(consoleUI); m_DebugOverlay = Instantiate(Resources.Load <DebugOverlay>("Prefabs/DebugOverlay")); DontDestroyOnLoad(m_DebugOverlay); m_DebugOverlay.Init(); // If -logfile was passed, we try to put our own logs next to the engine's logfile var engineLogFileLocation = "."; var logfileArgIdx = commandLineArgs.IndexOf("-logfile"); if (logfileArgIdx >= 0 && commandLineArgs.Count >= logfileArgIdx) { engineLogFileLocation = System.IO.Path.GetDirectoryName(commandLineArgs[logfileArgIdx + 1]); } var logName = m_isHeadless ? "game_" + DateTime.UtcNow.ToString("yyyyMMdd_HHmmss_fff") : "game"; GameDebug.Init(engineLogFileLocation, logName); ConfigVar.Init(); #if UNITY_EDITOR GameDebug.Log("Build type: editor"); #elif DEVELOPMENT_BUILD GameDebug.Log("Build type: development"); #else GameDebug.Log("Build type: release"); #endif //GameDebug.Log("BuildID: " + buildId); GameDebug.Log("Cwd: " + System.IO.Directory.GetCurrentDirectory()); // Game loops Console.AddCommand("zero", CmdZero, "Start preview mode"); Console.AddCommand("gameloops", CmdGameLoops, "List all current game loops."); Console.AddCommand("clear", CmdClear, "Shutdown all initilized IGameLoop provided as argument."); Console.AddCommand("reset", CmdResetLoop, "Resets all initilized IGameLoop provided as argument."); // Utility commands Console.AddCommand("quit", CmdQuit, "Quits"); Console.AddCommand("screenshot", CmdScreenshot, "Capture screenshot. Optional argument is destination folder or filename."); Console.AddCommand("crashme", (string[] args) => { GameDebug.Assert(false); }, "Crashes the game next frame "); #if UNITY_STANDALONE_WIN Console.AddCommand("windowpos", CmdWindowPosition, "Position of window. e.g. windowpos 100,100"); #endif Console.SetOpen(true); Console.ProcessCommandLineArguments(commandLineArgs.ToArray()); if (k_BootConfigFilename != null) { Console.EnqueueCommandNoHistory("exec -s " + k_BootConfigFilename); } GameDebug.Log("-- Game Awake --"); }