using System.Diagnostics; using UnityEngine; namespace FIMSpace { public static class FDebug { private static readonly Stopwatch _debugWatch = new Stopwatch(); public static long _LastMeasureMilliseconds = 0L; public static long _LastMeasureTicks = 0L; public static void Log(string log) { UnityEngine.Debug.Log("LOG: " + log); } public static void Log(string log, string category) { UnityEngine.Debug.Log(MarkerColor("#1A6600") + "[" + category + "]" + EndColorMarker() + " " + log); } public static void LogRed(string log) { UnityEngine.Debug.Log(MarkerColor("red") + log + EndColorMarker()); } public static void LogOrange(string log) { UnityEngine.Debug.Log(MarkerColor("#D1681D") + log + EndColorMarker()); } public static void LogYellow(string log) { UnityEngine.Debug.Log(MarkerColor("#E0D300") + log + EndColorMarker()); } public static void StartMeasure() { _debugWatch.Reset(); _debugWatch.Start(); } public static void PauseMeasure() { _debugWatch.Stop(); } public static void ResumeMeasure() { _debugWatch.Start(); } public static void EndMeasureAndLog(string v) { _debugWatch.Stop(); _LastMeasureMilliseconds = _debugWatch.ElapsedMilliseconds; _LastMeasureTicks = _debugWatch.ElapsedTicks; UnityEngine.Debug.Log("Measure " + v + ": " + _debugWatch.ElapsedTicks + " ticks " + _debugWatch.ElapsedMilliseconds + "ms"); } public static long EndMeasureAndGetTicks() { _debugWatch.Stop(); _LastMeasureMilliseconds = _debugWatch.ElapsedMilliseconds; _LastMeasureTicks = _debugWatch.ElapsedTicks; return _debugWatch.ElapsedTicks; } public static string MarkerColor(string color) { return ""; } public static string EndColorMarker() { return ""; } public static void DrawBounds2D(this Bounds b, Color c, float y = 0f, float scale = 1f, float duration = 1.1f) { Vector3 vector = new Vector3(b.max.x, y, b.max.z) * scale; Vector3 vector2 = new Vector3(b.max.x, y, b.min.z) * scale; Vector3 vector3 = new Vector3(b.min.x, y, b.min.z) * scale; Vector3 vector4 = new Vector3(b.min.x, y, b.max.z) * scale; UnityEngine.Debug.DrawLine(vector, vector2, c, duration); UnityEngine.Debug.DrawLine(vector2, vector3, c, duration); UnityEngine.Debug.DrawLine(vector2, vector3, c, duration); UnityEngine.Debug.DrawLine(vector3, vector4, c, duration); UnityEngine.Debug.DrawLine(vector4, vector, c, duration); } public static void DrawBounds3D(this Bounds b, Color c, float scale = 1f, float time = 1.01f) { Vector3 vector = new Vector3(b.max.x, b.min.y, b.max.z) * scale; Vector3 vector2 = new Vector3(b.max.x, b.min.y, b.min.z) * scale; Vector3 vector3 = new Vector3(b.min.x, b.min.y, b.min.z) * scale; Vector3 vector4 = new Vector3(b.min.x, b.min.y, b.max.z) * scale; UnityEngine.Debug.DrawLine(vector, vector2, c, time); UnityEngine.Debug.DrawLine(vector2, vector3, c, time); UnityEngine.Debug.DrawLine(vector2, vector3, c, time); UnityEngine.Debug.DrawLine(vector3, vector4, c, time); UnityEngine.Debug.DrawLine(vector4, vector, c, time); Vector3 vector5 = new Vector3(b.max.x, b.max.y, b.max.z) * scale; Vector3 vector6 = new Vector3(b.max.x, b.max.y, b.min.z) * scale; Vector3 vector7 = new Vector3(b.min.x, b.max.y, b.min.z) * scale; Vector3 vector8 = new Vector3(b.min.x, b.max.y, b.max.z) * scale; UnityEngine.Debug.DrawLine(vector5, vector6, c, time); UnityEngine.Debug.DrawLine(vector6, vector7, c, time); UnityEngine.Debug.DrawLine(vector6, vector7, c, time); UnityEngine.Debug.DrawLine(vector7, vector8, c, time); UnityEngine.Debug.DrawLine(vector8, vector5, c, time); UnityEngine.Debug.DrawLine(vector, vector, c, time); UnityEngine.Debug.DrawLine(vector6, vector2, c, time); UnityEngine.Debug.DrawLine(vector3, vector7, c, time); UnityEngine.Debug.DrawLine(vector4, vector8, c, time); } } }