Files
pathfinding-visualizer/Pathfinding Visualizer/Assets/CodeMonkey/CMDebug.cs
T
Simon O'Shea 5f9e8f979d import successful, grid has visuals
cell values and grid lines are displayed. no interaction available yet.
2023-07-31 18:45:01 -04:00

173 lines
7.5 KiB
C#

/*
------------------- Code Monkey -------------------
Thank you for downloading the Code Monkey Utilities
I hope you find them useful in your projects
If you have any questions use the contact form
Cheers!
unitycodemonkey.com
--------------------------------------------------
*/
using System;
using UnityEngine;
using CodeMonkey.Utils;
namespace CodeMonkey {
/*
* Debug Class with various helper functions to quickly create buttons, text, etc
* */
public static class CMDebug {
// Creates a Button in the World
public static World_Sprite Button(Transform parent, Vector3 localPosition, string text, System.Action ClickFunc, int fontSize = 30, float paddingX = 5, float paddingY = 5) {
return World_Sprite.CreateDebugButton(parent, localPosition, text, ClickFunc, fontSize, paddingX, paddingY);
}
// Creates a Button in the UI
public static UI_Sprite ButtonUI(Vector2 anchoredPosition, string text, Action ClickFunc) {
return UI_Sprite.CreateDebugButton(anchoredPosition, text, ClickFunc);
}
public static UI_Sprite ButtonUI(Transform parent, Vector2 anchoredPosition, string text, Action ClickFunc) {
return UI_Sprite.CreateDebugButton(parent, anchoredPosition, text, ClickFunc);
}
// Creates a World Text object at the world position
public static void Text(string text, Vector3 localPosition = default(Vector3), Transform parent = null, int fontSize = 40, Color? color = null, TextAnchor textAnchor = TextAnchor.UpperLeft, TextAlignment textAlignment = TextAlignment.Left, int sortingOrder = UtilsClass.sortingOrderDefault) {
UtilsClass.CreateWorldText(text, parent, localPosition, fontSize, color, textAnchor, textAlignment, sortingOrder);
}
// World text pop up at mouse position
public static void TextPopupMouse(string text, Vector3? offset = null) {
if (offset == null) {
offset = Vector3.one;
}
UtilsClass.CreateWorldTextPopup(text, UtilsClass.GetMouseWorldPosition() + (Vector3)offset);
}
// World text pop up at mouse position
public static void TextPopupMouse(object obj, Vector3? offset = null) {
TextPopupMouse(obj.ToString(), offset);
}
// Creates a Text pop up at the world position
public static void TextPopup(string text, Vector3 position, float popupTime = 1f) {
UtilsClass.CreateWorldTextPopup(text, position, popupTime);
}
// Text Updater in World, (parent == null) = world position
public static FunctionUpdater TextUpdater(Func<string> GetTextFunc, Vector3 localPosition, Transform parent = null, int fontSize = 40, Color? color = null, TextAnchor textAnchor = TextAnchor.UpperLeft, TextAlignment textAlignment = TextAlignment.Left, int sortingOrder = UtilsClass.sortingOrderDefault) {
return UtilsClass.CreateWorldTextUpdater(GetTextFunc, localPosition, parent, fontSize, color, textAnchor, textAlignment, sortingOrder);
}
// Text Updater in UI
public static FunctionUpdater TextUpdaterUI(Func<string> GetTextFunc, Vector2 anchoredPosition) {
return UtilsClass.CreateUITextUpdater(GetTextFunc, anchoredPosition);
}
// Text Updater always following mouse
public static void MouseTextUpdater(Func<string> GetTextFunc, Vector3 positionOffset = default(Vector3)) {
GameObject gameObject = new GameObject();
FunctionUpdater.Create(() => {
gameObject.transform.position = UtilsClass.GetMouseWorldPosition() + positionOffset;
return false;
});
TextUpdater(GetTextFunc, Vector3.zero, gameObject.transform);
}
// Trigger Action on Key
public static FunctionUpdater KeyCodeAction(KeyCode keyCode, Action onKeyDown) {
return UtilsClass.CreateKeyCodeAction(keyCode, onKeyDown);
}
// Debug DrawLine to draw a projectile, turn Gizmos On
public static void DebugProjectile(Vector3 from, Vector3 to, float speed, float projectileSize) {
Vector3 dir = (to - from).normalized;
Vector3 pos = from;
FunctionUpdater.Create(() => {
Debug.DrawLine(pos, pos + dir * projectileSize);
float distanceBefore = Vector3.Distance(pos, to);
pos += dir * speed * Time.deltaTime;
float distanceAfter = Vector3.Distance(pos, to);
if (distanceBefore < distanceAfter) {
return true;
}
return false;
});
}
public static void SpritePopupMouse(Sprite sprite, float scale = 1f) {
SpritePopup(UtilsClass.GetMouseWorldPosition(), sprite, scale);
}
public static void SpritePopup(Vector3 position, Sprite sprite, float scale) {
float popupTime = 1f;
GameObject gameObject = DrawSpriteTimedAlpha(position, sprite, scale, popupTime);
Vector3 finalPopupPosition = position + new Vector3(0, 1, 0) * 20f;
Transform transform = gameObject.transform;
Vector3 moveAmount = (finalPopupPosition - position) / popupTime;
FunctionUpdater.Create(delegate () {
if (gameObject == null) {
return true;
}
transform.position += moveAmount * Time.unscaledDeltaTime;
return false;
}, "SpritePopup");
}
public static GameObject DrawSpriteTimed(Sprite sprite, float scale, float timer) {
return DrawSpriteTimed(UtilsClass.GetMouseWorldPosition(), sprite, scale, timer);
}
public static GameObject DrawSpriteTimed(Vector3 position, Sprite sprite, float scale, float timer) {
GameObject gameObject = new GameObject("SpriteTimed", typeof(SpriteRenderer));
gameObject.transform.position = position;
gameObject.transform.localScale = Vector3.one * scale;
gameObject.GetComponent<SpriteRenderer>().sprite = sprite;
GameObject.Destroy(gameObject, timer);
return gameObject;
}
public static GameObject DrawSpriteTimedAlpha(Sprite sprite, float scale, float timer, float startDecayTimeNormalized = .8f) {
return DrawSpriteTimedAlpha(UtilsClass.GetMouseWorldPosition(), sprite, scale, timer, startDecayTimeNormalized);
}
public static GameObject DrawSpriteTimedAlpha(Vector3 position, Sprite sprite, float scale, float timer, float startDecayTimeNormalized = .8f) {
GameObject gameObject = DrawSpriteTimed(position, sprite, scale, timer);
SpriteRenderer spriteRenderer = gameObject.GetComponent<SpriteRenderer>();
float startAlphaDecayTime = timer * startDecayTimeNormalized;
float totalAlphaDecayTime = timer - startAlphaDecayTime;
float currentTime = 0f;
FunctionUpdater.Create(() => {
if (gameObject == null) {
return true;
}
currentTime += Time.unscaledDeltaTime;
if (currentTime >= startAlphaDecayTime) {
spriteRenderer.color = new Color(1, 1, 1, Mathf.Lerp(1f, 0f, 1 - ((timer - currentTime) / totalAlphaDecayTime)));
}
return false;
});
return gameObject;
}
}
}