public override IEnumerator OnLoadCoroutine(Level level) { DebugLogConsole.AddCommandInstance("custom_animation_spawn_creature", "Custom Animation Spawn Creature", "SpawnCreature", this); return(base.OnLoadCoroutine(level)); }
void Start() { DebugLogConsole.AddCommandInstance("cube", "Creates a cube at [0 2.5 0]", "CreateCubeAt", this); DebugLogConsole.AddCommandInstance("server", "Call NetworkManager.singleton.StartServer", "StartServer", this); DebugLogConsole.AddCommandInstance("client", "Call NetworkManager.singletone.StartClient", "StartClient", this); }
public override IEnumerator OnLoadCoroutine(Level level) { DebugLogConsole.AddCommandInstance("onoff_creatures", "On Off Creatures", "OnOffCreatures", this); return(base.OnLoadCoroutine(level)); }
private void Start() { if (Application.platform != RuntimePlatform.Android) { return; } DebugLogConsole.AddCommandInstance("login", "Sign in to this app on this device.", "OnSignIn", this); DebugLogConsole.AddCommandInstance("logout", "Sign out of app. Will require sign in to connect in the future.", "OnSignOut", this); DebugLogConsole.AddCommandInstance("disc", "Disconnect your account from this game. Will require re-authorization to connect in the future.", "OnDisconnect", this); DebugLogConsole.AddCommandInstance("silent", "Sign in without a login dialog if possible.", "OnSignInSilently", this); }
public override IEnumerator OnLoadCoroutine(Level level) { DebugLogConsole.AddCommandInstance("sw", "Start Wave", "StartWave", this); DebugLogConsole.AddCommandInstance("asd", "Toggle Arena Squad Data", "ArenaSquadData", this); DebugLogConsole.AddCommandInstance("fps", "Get FPS", "GetFPS", this); return(base.OnLoadCoroutine(level)); }
/// <summary> /// Called when master scene is loaded /// Creates the manager instance and adds commands to the debug console /// </summary> public override void OnLevelLoaded(LevelDefinition levelDefinition) { // Creates the manager GameObject and gives it the Manager MonoBehaviour // Makes it so that GameObject is not destroyed on loading a new scene Manager m = new GameObject().AddComponent <Manager>(); GameObject.DontDestroyOnLoad(m.gameObject); // Adds the commands to the debug console DebugLogConsole.AddCommandInstance("connect", "Connect as client, Parameters: ip, port", "connectClient", m); DebugLogConsole.AddCommandInstance("start", "Start a server, Parameters, port, maxPlayers", "startServer", m); DebugLogConsole.AddCommandInstance("disconnect", "Disconnect from a server", "disconnectClient", m); }
public void Start() { Log.Debug(string.Format("ConsoleManager.Start()")); // TODO: Use C# attributes to define commands instead of hard-wiring here // or at least raise an event to let components know they can register // add instance methods DebugLogConsole.AddCommandInstance(command: "SetMuteAudio", methodName: "SetMuteAudio", instance: AudioManager.Instance); // add static methods DebugLogConsole.AddCommandStatic(command: "Version", methodName: "ConsoleApplicationVersion", ownerType: typeof(ApplicationHelper)); }
public ConsoleCommands() { DebugLogConsole.AddCommandInstance("compare", "launch file browser", "Compare", this); DebugLogConsole.AddCommandInstance("clear", "clear saved preferences", "Clear", this); DebugLogConsole.AddCommandInstance("load", "load a file with a shortcut name you choose", "Load", this); DebugLogConsole.AddCommandInstance("print", "print results", "Print", this); DebugLogConsole.AddCommandInstance("comparecol", "compare columns in a sheet", "CompareColumns", this); DebugLogConsole.AddCommandInstance("check", "check for collisions within columns - specify true or false to compare rows of collisions", "CheckColumns", this); DebugLogConsole.AddCommandInstance("create", "create a test sheet", "CreateTestSheet", this); DebugLogConsole.AddCommandInstance("itemlist", "create the main item list with unique UPCs and ALUs", "ItemList", this); }