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