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Forked from mminer/Console.cs
Created December 18, 2013 21:36
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using UnityEngine;
using System;
using System.Collections.Generic;
/// <summary>
/// A console that displays the contents of Unity's debug log.
/// </summary>
/// <remarks>
/// Developed by Matthew Miner (www.matthewminer.com)
/// Permission is given to use this script however you please with absolutely no restrictions.
/// </remarks>
public class Console : MonoBehaviour
{
public static readonly Version version = new Version(1, 0);
struct ConsoleMessage
{
public readonly string message;
public readonly string stackTrace;
public readonly LogType type;
public ConsoleMessage (string message, string stackTrace, LogType type)
{
this.message = message;
this.stackTrace = stackTrace;
this.type = type;
}
}
public KeyCode toggleKey = KeyCode.BackQuote;
List<ConsoleMessage> entries = new List<ConsoleMessage>();
Vector2 scrollPos;
bool show;
bool collapse;
// Visual elements:
const int margin = 20;
Rect windowRect = new Rect(margin, margin, Screen.width - (2 * margin), Screen.height - (2 * margin));
GUIContent clearLabel = new GUIContent("Clear", "Clear the contents of the console.");
GUIContent collapseLabel = new GUIContent("Collapse", "Hide repeated messages.");
void OnEnable () { Application.RegisterLogCallback(HandleLog); }
void OnDisable () { Application.RegisterLogCallback(null); }
void Update ()
{
if (Input.GetKeyDown(toggleKey)) {
show = !show;
}
}
void OnGUI ()
{
if (!show) {
return;
}
windowRect = GUILayout.Window(123456, windowRect, ConsoleWindow, "Console");
}
/// <summary>
/// A window displaying the logged messages.
/// </summary>
/// <param name="windowID">The window's ID.</param>
void ConsoleWindow (int windowID)
{
scrollPos = GUILayout.BeginScrollView(scrollPos);
// Go through each logged entry
for (int i = 0; i < entries.Count; i++) {
ConsoleMessage entry = entries[i];
// If this message is the same as the last one and the collapse feature is chosen, skip it
if (collapse && i > 0 && entry.message == entries[i - 1].message) {
continue;
}
// Change the text colour according to the log type
switch (entry.type) {
case LogType.Error:
case LogType.Exception:
GUI.contentColor = Color.red;
break;
case LogType.Warning:
GUI.contentColor = Color.yellow;
break;
default:
GUI.contentColor = Color.white;
break;
}
GUILayout.Label(entry.message);
}
GUI.contentColor = Color.white;
GUILayout.EndScrollView();
GUILayout.BeginHorizontal();
// Clear button
if (GUILayout.Button(clearLabel)) {
entries.Clear();
}
// Collapse toggle
collapse = GUILayout.Toggle(collapse, collapseLabel, GUILayout.ExpandWidth(false));
GUILayout.EndHorizontal();
// Set the window to be draggable by the top title bar
GUI.DragWindow(new Rect(0, 0, 10000, 20));
}
/// <summary>
/// Logged messages are sent through this callback function.
/// </summary>
/// <param name="message">The message itself.</param>
/// <param name="stackTrace">A trace of where the message came from.</param>
/// <param name="type">The type of message: error/exception, warning, or assert.</param>
void HandleLog (string message, string stackTrace, LogType type)
{
ConsoleMessage entry = new ConsoleMessage(message, stackTrace, type);
entries.Add(entry);
}
}
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