├── .gitattributes
├── .gitignore
├── CHANGELOG.md
├── CHANGELOG.md.meta
├── Console.meta
├── Console
├── Prefabs.meta
├── Prefabs
│ ├── Console.prefab
│ └── Console.prefab.meta
├── Scripts.meta
└── Scripts
│ ├── Commands.meta
│ ├── Commands
│ ├── HelpCommand.cs
│ ├── HelpCommand.cs.meta
│ ├── LoadCommand.cs
│ ├── LoadCommand.cs.meta
│ ├── QuitCommand.cs
│ └── QuitCommand.cs.meta
│ ├── Console.cs
│ ├── Console.cs.meta
│ ├── ConsoleCommand.cs
│ ├── ConsoleCommand.cs.meta
│ ├── ConsoleCommandsDatabase.cs
│ ├── ConsoleCommandsDatabase.cs.meta
│ ├── ConsoleController.cs
│ ├── ConsoleController.cs.meta
│ ├── ConsoleInputHistory.cs
│ ├── ConsoleInputHistory.cs.meta
│ ├── ConsoleUI.cs
│ ├── ConsoleUI.cs.meta
│ ├── DefaultCommands.cs
│ ├── DefaultCommands.cs.meta
│ ├── NoSuchCommandException.cs
│ └── NoSuchCommandException.cs.meta
├── LICENSE.txt
├── LICENSE.txt.meta
├── README.md
├── README.md.meta
├── Samples.meta
├── Samples
├── BoxMaterial.mat
├── BoxMaterial.mat.meta
├── Scenes.meta
├── Scenes
│ ├── BasicSample.unity
│ ├── BasicSample.unity.meta
│ ├── CustomCommandsSample.unity
│ ├── CustomCommandsSample.unity.meta
│ ├── WorldSpaceSample.unity
│ └── WorldSpaceSample.unity.meta
├── Scripts.meta
├── Scripts
│ ├── CustomCommands.cs
│ ├── CustomCommands.cs.meta
│ ├── LockedCursor.cs
│ ├── LockedCursor.cs.meta
│ ├── MouseLook.cs
│ ├── MouseLook.cs.meta
│ ├── ToggleGameControlsOnConsoleToggle.cs
│ ├── ToggleGameControlsOnConsoleToggle.cs.meta
│ ├── WASDMovement.cs
│ └── WASDMovement.cs.meta
├── Terrain.asset
└── Terrain.asset.meta
├── UnityConsole.unitypackage
└── UnityConsole.unitypackage.meta
/.gitattributes:
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/.gitignore:
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1 | [Ll]ibrary/
2 | [Tt]emp/
3 | [Oo]bj/
4 | [Bb]uild/
5 |
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7 | /*.csproj
8 | /*.unityproj
9 | /*.sln
10 | /*.sln.DotSettings
11 | /*.suo
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15 | /*.booproj
16 |
17 | # =========================
18 | # Operating System Files
19 | # =========================
20 |
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22 | # =========================
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49 | $RECYCLE.BIN/
50 |
51 | # Windows Installer files
52 | *.cab
53 | *.msi
54 | *.msm
55 | *.msp
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/CHANGELOG.md:
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1 | # 0.2.0
2 |
3 | ## Change list
4 | - Include 3 built-in commands
5 | * ``HELP`` - Display the list of available commands or details about a specific command.
6 | * ``LOAD`` - Load the specified scene by name. Before you can load a scene you have to add it to the list of levels used in the game. Use File->Build Settings... in Unity and add the levels you need to the level list there.
7 | * ``QUIT`` - Quit the application.
8 | - Allow the overwriting of an existing command by simply registering a new command with the same name
9 | - Add optional parameters ``description`` and ``usage`` to the simpler overload of ``ConsoleCommandsDatabase.RegisterCommand()``
10 | - Improve the explanatory text in the sample scenes
11 | - Update the README with a more meaty custom command example
12 |
13 |
14 | # 0.1.0
15 |
16 | ### Migrating from a previous version
17 | 0.1.0 modifies the Console prefab. If you want to upgrade an existing project, make sure you use the updated prefab.
18 |
19 | ## Change list
20 | - Fix incompatibility with Unity 5 and drop Unity 4.6 support
21 | - Fix console preventing user to select any other input field
22 | - Fix scrolling not being enabled by default and weird scrolling behavior
23 | - Fix the input field sometimes losing focus randomly
24 | - Fix the console output text overflowing its rectangle when viewed from behind in World Space render mode
25 | - Fix changing Time.timeScale messing up input field reactivation when submitting a command or reopening the console.
26 | - Fix a strange bug when Unity rebuilds the project while in play mode
27 | - Make input history capacity a constant rather than a inspector-editable value (helps fix the previous bug)
28 | - Add some helpful text to each sample scene
29 | - Overhaul cursor locking in the world space sample scene
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/Console/Scripts/Commands/HelpCommand.cs:
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1 | using UnityEngine;
2 | using System.Collections.Generic;
3 | using System.Text;
4 | using Wenzil.Console;
5 |
6 | namespace Wenzil.Console.Commands
7 | {
8 | ///
9 | /// HELP command. Display the list of available commands or details about a specific command.
10 | ///
11 | public static class HelpCommand
12 | {
13 | public static readonly string name = "HELP";
14 | public static readonly string description = "Display the list of available commands or details about a specific command.";
15 | public static readonly string usage = "HELP [command]";
16 |
17 | private static StringBuilder commandList = new StringBuilder();
18 |
19 | public static string Execute(params string[] args)
20 | {
21 | if (args.Length == 0)
22 | {
23 | return DisplayAvailableCommands();
24 | }
25 | else
26 | {
27 | return DisplayCommandDetails(args[0]);
28 | }
29 | }
30 |
31 | private static string DisplayAvailableCommands()
32 | {
33 | commandList.Length = 0; // clear the command list before rebuilding it
34 | commandList.Append("Available Commands\n");
35 |
36 | foreach (ConsoleCommand command in ConsoleCommandsDatabase.commands)
37 | {
38 | commandList.Append(string.Format(" {0} - {1}\n", command.name, command.description));
39 | }
40 |
41 | commandList.Append("To display details about a specific command, type 'HELP' followed by the command name.");
42 | return commandList.ToString();
43 | }
44 |
45 | private static string DisplayCommandDetails(string commandName)
46 | {
47 | string formatting =
48 | @"{0} Command
49 | Description: {1}
50 | Usage: {2}";
51 |
52 | try
53 | {
54 | ConsoleCommand command = ConsoleCommandsDatabase.GetCommand(commandName);
55 | return string.Format(formatting, command.name, command.description, command.usage);
56 | }
57 | catch (NoSuchCommandException exception)
58 | {
59 | return string.Format("Cannot find help information about {0}. Are you sure it is a valid command?", exception.command);
60 | }
61 | }
62 | }
63 | }
64 |
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/Console/Scripts/Commands/LoadCommand.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// LOAD command. Load the specified scene by name.
6 | ///
7 |
8 | namespace Wenzil.Console.Commands
9 | {
10 | public static class LoadCommand
11 | {
12 | public static readonly string name = "LOAD";
13 | public static readonly string description = "Load the specified scene by name. Before you can load a scene you have to add it to the list of levels used in the game. Use File->Build Settings... in Unity and add the levels you need to the level list there.";
14 | public static readonly string usage = "LOAD scene";
15 |
16 | public static string Execute(params string[] args)
17 | {
18 | if (args.Length == 0)
19 | {
20 | return HelpCommand.Execute(LoadCommand.name);
21 | }
22 | else
23 | {
24 | return LoadLevel(args[0]);
25 | }
26 | }
27 |
28 | private static string LoadLevel(string scene)
29 | {
30 | try
31 | {
32 | Application.LoadLevel(scene);
33 | }
34 | catch
35 | {
36 | return string.Format("Failed to load {0}.", scene);
37 | }
38 |
39 | if (Application.loadedLevelName == scene) // Assume success if we had to load the scene we were already in
40 | return string.Format("Success loading {0}.", scene);
41 | else
42 | return string.Format("Failed to load {0}. Are you sure it's in the list of levels in Build Settings?", scene);
43 | }
44 | }
45 | }
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/Console/Scripts/Commands/QuitCommand.cs:
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1 | using UnityEngine;
2 |
3 | namespace Wenzil.Console.Commands
4 | {
5 | ///
6 | /// QUIT command. Quit the application.
7 | ///
8 | public static class QuitCommand
9 | {
10 | public static readonly string name = "QUIT";
11 | public static readonly string description = "Quit the application.";
12 | public static readonly string usage = "QUIT";
13 |
14 | public static string Execute(params string[] args)
15 | {
16 | Application.Quit();
17 | #if UNITY_EDITOR
18 | UnityEditor.EditorApplication.isPlaying = false;
19 | #endif
20 | return "Quitting...";
21 | }
22 | }
23 | }
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/Console/Scripts/Console.cs:
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1 | using System;
2 | using System.Collections;
3 | using UnityEngine;
4 |
5 | public delegate void OnConsoleLog(string line);
6 |
7 | namespace Wenzil.Console
8 | {
9 | ///
10 | /// Use Console.Log() anywhere in your code. The Console prefab will display the output.
11 | ///
12 | public static class Console
13 | {
14 | public static OnConsoleLog OnConsoleLog;
15 |
16 | public static void Log(string line)
17 | {
18 | Debug.Log(line);
19 | if (OnConsoleLog != null)
20 | OnConsoleLog(line);
21 | }
22 |
23 | public static string ExecuteCommand(string command, params string[] args)
24 | {
25 | return ConsoleCommandsDatabase.ExecuteCommand(command, args);
26 | }
27 | }
28 |
29 | public static class MBExtensions {
30 | #region Typesafe Invoke
31 | public static void Invoke(this MonoBehaviour mb, Action action, float delay) {
32 | if(delay == 0f)
33 | action();
34 | else
35 | mb.StartCoroutine(DelayedInvoke(action, delay));
36 | }
37 |
38 | public static void Invoke(this MonoBehaviour mb, Action action, T arg, float delay) {
39 | if(delay == 0f)
40 | action(arg);
41 | else
42 | mb.StartCoroutine(DelayedInvoke(action, arg, delay));
43 | }
44 |
45 | public static void Invoke(this MonoBehaviour mb, Action action, T1 arg1, T2 arg2, float delay) {
46 | if(delay == 0f)
47 | action(arg1, arg2);
48 | else
49 | mb.StartCoroutine(DelayedInvoke(action, arg1, arg2, delay));
50 | }
51 |
52 | public static void Invoke(this MonoBehaviour mb, Action action, T1 arg1, T2 arg2, T3 arg3, float delay) {
53 | if(delay == 0f)
54 | action(arg1, arg2, arg3);
55 | else
56 | mb.StartCoroutine(DelayedInvoke(action, arg1, arg2, arg3, delay));
57 | }
58 |
59 | public static void Invoke(this MonoBehaviour mb, Action action, T1 arg1, T2 arg2, T3 arg3, T4 arg4, float delay) {
60 | if(delay == 0f)
61 | action(arg1, arg2, arg3, arg4);
62 | else
63 | mb.StartCoroutine(DelayedInvoke(action, arg1, arg2, arg3, arg4, delay));
64 | }
65 |
66 | private static IEnumerator DelayedInvoke(Action action, float delay) {
67 | yield return new WaitForSeconds(delay);
68 | action();
69 | }
70 |
71 | private static IEnumerator DelayedInvoke(Action action, T arg, float delay) {
72 | yield return new WaitForSeconds(delay);
73 | action(arg);
74 | }
75 |
76 | private static IEnumerator DelayedInvoke(Action action, T1 arg1, T2 arg2, float delay) {
77 | yield return new WaitForSeconds(delay);
78 | action(arg1, arg2);
79 | }
80 |
81 | private static IEnumerator DelayedInvoke(Action action, T1 arg1, T2 arg2, T3 arg3, float delay) {
82 | yield return new WaitForSeconds(delay);
83 | action(arg1, arg2, arg3);
84 | }
85 |
86 | private static IEnumerator DelayedInvoke(Action action, T1 arg1, T2 arg2, T3 arg3, T4 arg4, float delay) {
87 | yield return new WaitForSeconds(delay);
88 | action(arg1, arg2, arg3, arg4);
89 | }
90 | #endregion
91 | }
92 | }
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/Console/Scripts/ConsoleCommand.cs:
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1 | namespace Wenzil.Console
2 | {
3 | public delegate string ConsoleCommandCallback(params string[] args);
4 |
5 | public struct ConsoleCommand
6 | {
7 | public string name { get; private set; }
8 | public string description { get; private set; }
9 | public string usage { get; private set; }
10 | public ConsoleCommandCallback callback { get; private set; }
11 |
12 | public ConsoleCommand(string name, string description, string usage, ConsoleCommandCallback callback) : this()
13 | {
14 | this.name = name;
15 | this.description = (string.IsNullOrEmpty(description.Trim()) ? "No description provided" : description);
16 | this.usage = (string.IsNullOrEmpty(usage.Trim()) ? "No usage information provided" : usage);
17 | this.callback = callback;
18 | }
19 | }
20 | }
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/Console/Scripts/ConsoleCommandsDatabase.cs:
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1 | using System;
2 | using System.Collections.Generic;
3 | using System.Linq;
4 |
5 | namespace Wenzil.Console
6 | {
7 | ///
8 | /// Use RegisterCommand() to register your own commands. Registered commands persist between scenes but don't persist between multiple application executions.
9 | ///
10 | public static class ConsoleCommandsDatabase
11 | {
12 | private static Dictionary database = new Dictionary(StringComparer.OrdinalIgnoreCase);
13 |
14 | ///
15 | /// Return all the commands in alphabetical order.
16 | ///
17 | public static IEnumerable commands { get { return database.OrderBy(kv => kv.Key).Select(kv => kv.Value); } }
18 |
19 | public static void RegisterCommand(string command, ConsoleCommandCallback callback, string description = "", string usage = "")
20 | {
21 | RegisterCommand(command, description, usage, callback);
22 | }
23 |
24 | public static void RegisterCommand(string command, string description, string usage, ConsoleCommandCallback callback)
25 | {
26 | database[command] = new ConsoleCommand(command, description, usage, callback);
27 | }
28 |
29 | public static string ExecuteCommand(string command, params string[] args)
30 | {
31 | try
32 | {
33 | ConsoleCommand retrievedCommand = GetCommand(command);
34 | return retrievedCommand.callback(args);
35 | }
36 | catch (NoSuchCommandException e)
37 | {
38 | return e.Message;
39 | }
40 | }
41 |
42 | public static bool TryGetCommand(string command, out ConsoleCommand result)
43 | {
44 | try
45 | {
46 | result = GetCommand(command);
47 | return true;
48 | }
49 | catch (NoSuchCommandException)
50 | {
51 | result = default(ConsoleCommand);
52 | return false;
53 | }
54 | }
55 |
56 | public static ConsoleCommand GetCommand(string command)
57 | {
58 | if (HasCommand(command))
59 | {
60 | return database[command];
61 | }
62 | else
63 | {
64 | command = command.ToUpper();
65 | throw new NoSuchCommandException("Command " + command + " not found.", command);
66 | }
67 | }
68 |
69 | public static bool HasCommand(string command)
70 | {
71 | return database.ContainsKey(command);
72 | }
73 | }
74 | }
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/Console/Scripts/ConsoleController.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Linq;
4 | using System.Collections.Generic;
5 |
6 | namespace Wenzil.Console
7 | {
8 | ///
9 | /// The behavior of the console.
10 | ///
11 | [DisallowMultipleComponent]
12 | [RequireComponent(typeof(ConsoleController))]
13 | public class ConsoleController : MonoBehaviour
14 | {
15 | private const int inputHistoryCapacity = 20;
16 |
17 | public ConsoleUI ui;
18 | public KeyCode toggleKey = KeyCode.BackQuote;
19 | public bool closeOnEscape = false;
20 |
21 | private ConsoleInputHistory inputHistory = new ConsoleInputHistory(inputHistoryCapacity);
22 |
23 | void Awake()
24 | {
25 | /* This instantiation causes a bug when Unity rebuilds the project while in play mode
26 | Solution: move it to class level initialization, and make inputHistoryCapacity a const */
27 | // inputHistory = new ConsoleInputHistory(inputHistoryCapacity);
28 | }
29 | void OnEnable()
30 | {
31 | Console.OnConsoleLog += ui.AddNewOutputLine;
32 | ui.onSubmitCommand += ExecuteCommand;
33 | ui.onClearConsole += inputHistory.Clear;
34 | }
35 |
36 | void OnDisable()
37 | {
38 | Console.OnConsoleLog -= ui.AddNewOutputLine;
39 | ui.onSubmitCommand -= ExecuteCommand;
40 | ui.onClearConsole -= inputHistory.Clear;
41 | }
42 |
43 | void Update()
44 | {
45 | if (Input.GetKeyDown(toggleKey))
46 | ui.ToggleConsole();
47 | else if (Input.GetKeyDown(KeyCode.Escape) && closeOnEscape)
48 | ui.CloseConsole();
49 | else if (Input.GetKeyDown(KeyCode.UpArrow))
50 | NavigateInputHistory(true);
51 | else if (Input.GetKeyDown(KeyCode.DownArrow))
52 | NavigateInputHistory(false);
53 | }
54 |
55 | private void NavigateInputHistory(bool up)
56 | {
57 | string navigatedToInput = inputHistory.Navigate(up);
58 | ui.SetInputText(navigatedToInput);
59 | }
60 |
61 | private void ExecuteCommand(string input)
62 | {
63 | string[] parts = input.Split(' ');
64 | string command = parts[0];
65 | string[] args = parts.Skip(1).ToArray();
66 |
67 | Console.Log("> " + input);
68 | Console.Log(ConsoleCommandsDatabase.ExecuteCommand(command, args));
69 | inputHistory.AddNewInputEntry(input);
70 | }
71 | }
72 | }
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/Console/Scripts/ConsoleInputHistory.cs:
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1 | using UnityEngine;
2 | using System;
3 | using System.Collections.Generic;
4 |
5 | namespace Wenzil.Console
6 | {
7 | ///
8 | /// Utility for caching and navigating recently executed console commands.
9 | ///
10 | public class ConsoleInputHistory
11 | {
12 | // Input history from most recent to oldest
13 | private List inputHistory;
14 | public int maxCapacity;
15 |
16 | // The go-to input entry index. The one to navigate to when first navigating up. It's usually the one most recently navigated-to.
17 | private int currentInput;
18 |
19 | private bool isNavigating;
20 |
21 | public ConsoleInputHistory(int maxCapacity)
22 | {
23 | inputHistory = new List(maxCapacity);
24 | this.maxCapacity = maxCapacity;
25 | }
26 |
27 | ///
28 | /// Navigates up or down the input history
29 | ///
30 | /// The navigated-to input entry
31 | public string Navigate(bool up)
32 | {
33 | bool down = !up;
34 |
35 | // When first navigating up (if there is an input entry), navigate to the go-to input entry (we actually are already there)
36 | // If navigating up again, navigate to the input entry ABOVE (if there is one) the go-to input entry
37 | // If navigating down at any time, navigate to the input entry BELOW (if there is one) the go-to input entry
38 | if (!isNavigating)
39 | isNavigating = (up && inputHistory.Count > 0) || (down && currentInput > 0);
40 | else if (up)
41 | currentInput++;
42 | if (down)
43 | currentInput--;
44 |
45 | currentInput = Mathf.Clamp(currentInput, 0, inputHistory.Count - 1);
46 |
47 | // Return the navigated-to input entry
48 | if (isNavigating)
49 | return inputHistory[currentInput];
50 | else
51 | return "";
52 | }
53 |
54 | ///
55 | /// Add a new input entry to the input history.
56 | ///
57 | public void AddNewInputEntry(string input)
58 | {
59 | // Give the opportunity to "first" navigate up again, so that we can resume navigating up from the go-to input entry
60 | isNavigating = false;
61 |
62 | // Don't add the same input twice in a row
63 | if (inputHistory.Count > 0 && input.Equals(inputHistory[0], StringComparison.OrdinalIgnoreCase))
64 | return;
65 |
66 | // If we went over capacity, remove the oldest input entry to make room for a new one
67 | if (inputHistory.Count == maxCapacity)
68 | inputHistory.RemoveAt(maxCapacity - 1);
69 |
70 | // Insert the new input entry
71 | inputHistory.Insert(0, input);
72 |
73 | // If the go-to input entry was removed for capacity reasons, then the new input entry becomes go-to input entry
74 | if (currentInput == maxCapacity - 1)
75 | currentInput = 0;
76 | // Otherwise make sure the go-to input entry remains the same by shifting the index
77 | // Note that if there was no input entry before, then the go-to input entry index remains 0 which is the new input entry
78 | else
79 | currentInput = Mathf.Clamp(++currentInput, 0, inputHistory.Count - 1);
80 |
81 | // If the new input entry is different than the go-to input entry, then it becomes the go-to input entry
82 | if (!input.Equals(inputHistory[currentInput], StringComparison.OrdinalIgnoreCase))
83 | currentInput = 0;
84 | }
85 |
86 | public void Clear()
87 | {
88 | inputHistory.Clear();
89 | currentInput = 0;
90 | isNavigating = false;
91 | }
92 | }
93 | }
94 |
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/Console/Scripts/ConsoleUI.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 | using UnityEngine.EventSystems;
4 | using System;
5 |
6 | namespace Wenzil.Console
7 | {
8 |
9 | ///
10 | /// The interactive front-end of the console.
11 | ///
12 | [DisallowMultipleComponent]
13 | [RequireComponent(typeof(ConsoleController))]
14 | public class ConsoleUI : MonoBehaviour, IScrollHandler
15 | {
16 | public event Action onToggleConsole;
17 | public event Action onSubmitCommand;
18 | public event Action onClearConsole;
19 |
20 | public Scrollbar scrollbar;
21 | public Text outputText;
22 | public ScrollRect outputArea;
23 | public InputField inputField;
24 |
25 | ///
26 | /// Indicates whether the console is currently open or close.
27 | ///
28 | public bool isConsoleOpen { get { return enabled; } }
29 |
30 | void Awake()
31 | {
32 | Show(false);
33 | }
34 |
35 | ///
36 | /// Opens or closes the console.
37 | ///
38 | public void ToggleConsole()
39 | {
40 | enabled = !enabled;
41 | }
42 |
43 | ///
44 | /// Opens the console.
45 | ///
46 | public void OpenConsole()
47 | {
48 | enabled = true;
49 | }
50 |
51 | ///
52 | /// Closes the console.
53 | ///
54 | public void CloseConsole()
55 | {
56 | enabled = false;
57 | }
58 |
59 | void OnEnable()
60 | {
61 | OnToggle(true);
62 | }
63 |
64 | void OnDisable()
65 | {
66 | OnToggle(false);
67 | }
68 |
69 | private void OnToggle(bool open)
70 | {
71 | Show(open);
72 |
73 | if (open)
74 | inputField.ActivateInputField();
75 | else
76 | ClearInput();
77 |
78 | if (onToggleConsole != null)
79 | onToggleConsole(open);
80 | }
81 |
82 | private void Show(bool show)
83 | {
84 | inputField.gameObject.SetActive(show);
85 | outputArea.gameObject.SetActive(show);
86 | scrollbar.gameObject.SetActive(show);
87 | }
88 |
89 | ///
90 | /// What to do when the user wants to submit a command.
91 | ///
92 | public void OnSubmit(string input)
93 | {
94 | if (EventSystem.current.alreadySelecting) // if user selected something else, don't treat as a submit
95 | return;
96 |
97 | if (input.Length > 0)
98 | {
99 | if (onSubmitCommand != null)
100 | onSubmitCommand(input);
101 | scrollbar.value = 0;
102 | ClearInput();
103 | }
104 |
105 | inputField.ActivateInputField();
106 | }
107 |
108 | ///
109 | /// What to do when the user uses the scrollwheel while hovering the console input.
110 | ///
111 | public void OnScroll(PointerEventData eventData)
112 | {
113 | scrollbar.value += 0.08f * eventData.scrollDelta.y;
114 | }
115 |
116 | ///
117 | /// Displays the given message as a new entry in the console output.
118 | ///
119 | public void AddNewOutputLine(string line)
120 | {
121 | outputText.text += Environment.NewLine + line;
122 | }
123 |
124 | ///
125 | /// Clears the console output.
126 | ///
127 | public void ClearOutput()
128 | {
129 | outputText.text = "";
130 | outputText.SetLayoutDirty();
131 | if(onClearConsole != null)
132 | onClearConsole();
133 | }
134 |
135 | ///
136 | /// Clears the console input.
137 | ///
138 | public void ClearInput()
139 | {
140 | SetInputText("");
141 | }
142 |
143 | ///
144 | /// Writes the given string into the console input, ready to be user submitted.
145 | ///
146 | public void SetInputText(string input)
147 | {
148 | inputField.MoveTextStart(false);
149 | inputField.text = input;
150 | inputField.MoveTextEnd(false);
151 | }
152 | }
153 | }
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/Console/Scripts/DefaultCommands.cs:
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1 | using UnityEngine;
2 | using Wenzil.Console.Commands;
3 |
4 | namespace Wenzil.Console
5 | {
6 | public class DefaultCommands : MonoBehaviour
7 | {
8 | void Start()
9 | {
10 | ConsoleCommandsDatabase.RegisterCommand(QuitCommand.name, QuitCommand.description, QuitCommand.usage, QuitCommand.Execute);
11 | ConsoleCommandsDatabase.RegisterCommand(HelpCommand.name, HelpCommand.description, HelpCommand.usage, HelpCommand.Execute);
12 | ConsoleCommandsDatabase.RegisterCommand(LoadCommand.name, LoadCommand.description, LoadCommand.usage, LoadCommand.Execute);
13 | }
14 | }
15 | }
16 |
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/Console/Scripts/NoSuchCommandException.cs:
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1 | using System;
2 | using System.Runtime.Serialization;
3 |
4 | namespace Wenzil.Console
5 | {
6 | ///
7 | /// An exception thrown when attempting to retrieve a command that does not exist.
8 | ///
9 | [Serializable]
10 | public class NoSuchCommandException : Exception
11 | {
12 | ///
13 | /// The command that does not exist.
14 | ///
15 | public string command { get; private set; }
16 |
17 | public NoSuchCommandException() : base() { }
18 |
19 | public NoSuchCommandException(string message) : base(message) { }
20 |
21 | public NoSuchCommandException(string message, string command)
22 | : base(message)
23 | {
24 | this.command = command;
25 | }
26 |
27 | protected NoSuchCommandException(SerializationInfo info, StreamingContext context)
28 | : base(info, context)
29 | {
30 | if (info != null)
31 | this.command = info.GetString("command");
32 | }
33 |
34 | // Perform serialization
35 | public override void GetObjectData(SerializationInfo info, StreamingContext context)
36 | {
37 | base.GetObjectData(info, context);
38 |
39 | if (info != null)
40 | info.AddValue("command", command);
41 | }
42 | }
43 | }
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/LICENSE.txt:
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1 | The MIT License (MIT)
2 |
3 | Copyright (c) 2014 Sami Turcotte
4 |
5 | Permission is hereby granted, free of charge, to any person obtaining a copy
6 | of this software and associated documentation files (the "Software"), to deal
7 | in the Software without restriction, including without limitation the rights
8 | to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
9 | copies of the Software, and to permit persons to whom the Software is
10 | furnished to do so, subject to the following conditions:
11 |
12 | The above copyright notice and this permission notice shall be included in all
13 | copies or substantial portions of the Software.
14 |
15 | THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
16 | IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
17 | FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
18 | AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
19 | LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
20 | OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
21 | SOFTWARE.
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/README.md:
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1 | # UnityConsole
2 | Welcome to UnityConsole, an easy-to-use developer console for Unity 5!
3 |
4 | 
5 |
6 | ## Getting Started
7 | 1. Import the UnityConsole package into your project (or clone the UnityConsole repository into your Assets folder)
8 | 2. Add a UI canvas to your scene if you don't already have one (GameObject > UI > Canvas)
9 | 3. Drag-and-Drop the ``Console`` prefab onto the canvas in the Hierarchy
10 | 4. Run your scene and press ``TAB`` to toggle the console
11 |
12 | ## Logging
13 | Anywhere in your code, simply use ``Console.Log()`` to output to the console
14 |
15 | ## Default Commands
16 | The console comes with three commands by default.
17 |
18 | * ``HELP`` - Display the list of available commands or details about a specific command.
19 | * ``LOAD`` - Load the specified scene by name. Before you can load a scene you have to add it to the list of levels used in the game. Use File->Build Settings... in Unity and add the levels you need to the level list there.
20 | * ``QUIT`` - Quit the application.
21 |
22 | ## Extending the Console
23 | Use the ``ConsoleCommandsDatabase.RegisterCommand()`` method to register your own commands. Here's an example.
24 |
25 | ```csharp
26 | public class MyCommands : MonoBehaviour
27 | {
28 | void Start()
29 | {
30 | ConsoleCommandsDatabase.RegisterCommand("TAKE", MyCommands.Take,
31 | description: "Partake in a great adventure alone.",
32 | usage: "TAKE");
33 |
34 | ConsoleCommandsDatabase.RegisterCommand("RANDOM", MyCommands.Random,
35 | description: "Display a random number between a and b using an optional seed.",
36 | usage: "RANDOM a b [seed]");
37 | }
38 |
39 | private static string Take(params string[] args)
40 | {
41 | return "It is dangerous to go alone! Take this."
42 | }
43 |
44 | private static string Random(params string[] args)
45 | {
46 | if (args.Length < 2)
47 | {
48 | return "Missing range bounds.";
49 | }
50 |
51 | if (args.Length >= 3)
52 | {
53 | int seed = 0;
54 | if (int.TryParse(args[2], out seed))
55 | {
56 | UnityEngine.Random.seed = seed;
57 | }
58 | else
59 | {
60 | return "Invalid seed.";
61 | }
62 | }
63 |
64 | float a = 0;
65 | float b = 0;
66 | if (float.TryParse(args[0], out a) &&
67 | float.TryParse(args[1], out b) &&
68 | a <= b)
69 | {
70 | return Convert.ToString(UnityEngine.Random.Range(a, b));
71 | }
72 | else
73 | {
74 | return "Invalid range bounds.";
75 | }
76 | }
77 | ```
78 |
79 | Attaching this script to the console will extend it with the two commands at the start of the game. Registered commands can be overwritten and persist between scenes but don't persist between multiple application executions.
80 |
81 | ## World space UI
82 | You can use UnityConsole in world space. Simply set your canvas ``Render Mode`` to ``World Space`` and you're good to go. You may need to scale down the canvas.
83 |
84 | ## Styling the Console
85 | You can easily change the appearance of the console by changing the image sources, font styles and state transitions of the various UI components. It is also possible to anchor the console differently as needed.
86 |
87 | ## Contributing
88 |
89 | Feel free to create pull requests or report any issues you may find. I'll be taking your feedback!
90 |
91 | ## Contact me
92 |
93 | @Syncopath1 on Twitter
94 |
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1174 | If you use mouse look, you might want to lock the cursor. See LockedCursor.cs.
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/Samples/Scripts/CustomCommands.cs:
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1 | using UnityEngine;
2 | using System;
3 | using Wenzil.Console;
4 | using Wenzil.Console.Commands;
5 |
6 | ///
7 | /// Two custom commands being registered with the console. Registered commands persist between scenes but don't persist between multiple application executions.
8 | ///
9 | public class CustomCommands : MonoBehaviour
10 | {
11 | void Start()
12 | {
13 | ConsoleCommandsDatabase.RegisterCommand("SPAWN", "Spawn a new game object from the given name and primitve type in front of the main camera. See PrimitiveType.", "SPAWN name primitiveType", Spawn);
14 | ConsoleCommandsDatabase.RegisterCommand("DESTROY", "Destroy the specified game object by name.", "DESTROY gameobject", Destroy);
15 | }
16 |
17 | ///
18 | /// Spawn a new game object from the given name and primitve type in front of the main camera. See PrimitiveType.
19 | ///
20 | private static string Spawn(params string[] args)
21 | {
22 | string name;
23 | PrimitiveType primitiveType;
24 | GameObject spawned;
25 |
26 | if(args.Length < 2)
27 | {
28 | return HelpCommand.Execute("SPAWN");
29 | }
30 | else
31 | {
32 | name = args[0];
33 | try
34 | {
35 | primitiveType = (PrimitiveType) Enum.Parse(typeof(PrimitiveType), args[1], true);
36 | }
37 | catch
38 | {
39 | return "Invalid primitive type specified: " + args[1];
40 | }
41 |
42 | spawned = GameObject.CreatePrimitive(primitiveType);
43 | spawned.name = name;
44 | spawned.transform.position = Camera.main.transform.position + Camera.main.transform.forward * 5;
45 | return "Spawned a new " + primitiveType + " named " + name + ".";
46 | }
47 | }
48 |
49 | ///
50 | /// Destroy the specified game object by name.
51 | ///
52 | private static string Destroy(params string[] args)
53 | {
54 | if (args.Length == 0)
55 | {
56 | return HelpCommand.Execute("DESTROY");
57 | }
58 | else
59 | {
60 | string name = args[0];
61 | GameObject gameobject = GameObject.Find(name);
62 |
63 | if (gameobject != null)
64 | {
65 | GameObject.Destroy(gameobject);
66 | return "Destroyed game object " + name + ".";
67 | }
68 | else
69 | {
70 | return "No game object named " + name + ".";
71 | }
72 | }
73 | }
74 | }
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/Samples/Scripts/LockedCursor.cs:
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1 | using UnityEngine;
2 | using UnityEngine.UI;
3 |
4 | ///
5 | /// Hide the default mouse cursor and show a centered pointer instead. Useful in conjunction with MouseLook and world space UI.
6 | ///
7 | public class LockedCursor : MonoBehaviour
8 | {
9 | private Graphic cursorGraphic;
10 |
11 | void Start()
12 | {
13 | cursorGraphic = GetComponent();
14 | cursorGraphic.enabled = false;
15 | }
16 |
17 | void Update()
18 | {
19 | if (Input.GetKeyDown(KeyCode.Escape))
20 | UnlockCursor();
21 | else if (Input.GetMouseButtonUp(0))
22 | LockCursor();
23 | }
24 |
25 | private void LockCursor()
26 | {
27 | Cursor.lockState = CursorLockMode.Locked;
28 | Cursor.visible = false;
29 | cursorGraphic.enabled = true;
30 | }
31 |
32 | private void UnlockCursor()
33 | {
34 | Cursor.lockState = CursorLockMode.None;
35 | Cursor.visible = true;
36 | cursorGraphic.enabled = false;
37 | }
38 | }
39 |
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/Samples/Scripts/MouseLook.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | /// MouseLook rotates the transform based on the mouse delta.
5 | /// Minimum and Maximum values can be used to constrain the possible rotation
6 |
7 | /// To make an FPS style character:
8 | /// - Create a capsule.
9 | /// - Add a rigid body to the capsule
10 | /// - Add the MouseLook script to the capsule.
11 | /// -> Set the mouse look to use LookX. (You want to only turn character but not tilt it)
12 | /// - Add FPSWalker script to the capsule
13 |
14 | /// - Create a camera. Make the camera a child of the capsule. Reset it's transform.
15 | /// - Add a MouseLook script to the camera.
16 | /// -> Set the mouse look to use LookY. (You want the camera to tilt up and down like a head. The character already turns.)
17 | [AddComponentMenu("Camera-Control/Mouse Look")]
18 | public class MouseLook : MonoBehaviour
19 | {
20 | public enum RotationAxes { MouseXAndY = 0, MouseX = 1, MouseY = 2 }
21 | public RotationAxes axes = RotationAxes.MouseXAndY;
22 | public float sensitivityX = 15F;
23 | public float sensitivityY = 15F;
24 |
25 | public float minimumX = -360F;
26 | public float maximumX = 360F;
27 |
28 | public float minimumY = -60F;
29 | public float maximumY = 60F;
30 |
31 | float rotationX = 0F;
32 | float rotationY = 0F;
33 |
34 | Quaternion originalRotation;
35 |
36 | void Update()
37 | {
38 | if (axes == RotationAxes.MouseXAndY)
39 | {
40 | // Read the mouse input axis
41 | rotationX += Input.GetAxis("Mouse X") * sensitivityX;
42 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
43 |
44 | rotationX = ClampAngle(rotationX, minimumX, maximumX);
45 | rotationY = ClampAngle(rotationY, minimumY, maximumY);
46 |
47 | Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
48 | Quaternion yQuaternion = Quaternion.AngleAxis(rotationY, -Vector3.right);
49 |
50 | transform.localRotation = originalRotation * xQuaternion * yQuaternion;
51 | }
52 | else if (axes == RotationAxes.MouseX)
53 | {
54 | rotationX += Input.GetAxis("Mouse X") * sensitivityX;
55 | rotationX = ClampAngle(rotationX, minimumX, maximumX);
56 |
57 | Quaternion xQuaternion = Quaternion.AngleAxis(rotationX, Vector3.up);
58 | transform.localRotation = originalRotation * xQuaternion;
59 | }
60 | else
61 | {
62 | rotationY += Input.GetAxis("Mouse Y") * sensitivityY;
63 | rotationY = ClampAngle(rotationY, minimumY, maximumY);
64 |
65 | Quaternion yQuaternion = Quaternion.AngleAxis(-rotationY, Vector3.right);
66 | transform.localRotation = originalRotation * yQuaternion;
67 | }
68 | }
69 |
70 | void Start()
71 | {
72 | // Make the rigid body not change rotation
73 | var rigidbody = GetComponent();
74 | if (rigidbody != null)
75 | rigidbody.freezeRotation = true;
76 | originalRotation = transform.localRotation;
77 | }
78 |
79 | public static float ClampAngle(float angle, float min, float max)
80 | {
81 | if (angle < -360F)
82 | angle += 360F;
83 | if (angle > 360F)
84 | angle -= 360F;
85 | return Mathf.Clamp(angle, min, max);
86 | }
87 | }
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/Samples/Scripts/ToggleGameControlsOnConsoleToggle.cs:
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1 | using UnityEngine;
2 | using Wenzil.Console;
3 |
4 | ///
5 | /// A special utility class that revokes user controls whenever the console is open. Very game-specific.
6 | ///
7 | public class ToggleGameControlsOnConsoleToggle : MonoBehaviour
8 | {
9 | public ConsoleUI console;
10 | public MouseLook mouseLook;
11 | public WASDMovement wasdMovement;
12 |
13 | void OnEnable()
14 | {
15 | console.onToggleConsole += ToggleMouseLook;
16 | ToggleMouseLook(console.isConsoleOpen);
17 | }
18 |
19 | void OnDisable()
20 | {
21 | console.onToggleConsole -= ToggleMouseLook;
22 | ToggleMouseLook(false);
23 | }
24 |
25 | private void ToggleMouseLook(bool isConsoleOpen)
26 | {
27 | if(mouseLook != null)
28 | mouseLook.enabled = !isConsoleOpen;
29 |
30 | if(wasdMovement != null)
31 | wasdMovement.enabled = !isConsoleOpen;
32 | }
33 | }
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/Samples/Scripts/WASDMovement.cs:
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1 | using UnityEngine;
2 | using System.Collections;
3 |
4 | ///
5 | /// Very basic player controls.
6 | ///
7 | public class WASDMovement : MonoBehaviour
8 | {
9 | public float speed = 1;
10 |
11 | void Update ()
12 | {
13 | Vector3 direction = Vector3.zero;
14 |
15 | if (Input.GetKey(KeyCode.W))
16 | direction += Vector3.forward;
17 | if (Input.GetKey(KeyCode.S))
18 | direction += Vector3.back;
19 | if (Input.GetKey(KeyCode.D))
20 | direction += Vector3.right;
21 | if (Input.GetKey(KeyCode.A))
22 | direction += Vector3.left;
23 |
24 | direction = transform.TransformDirection(direction);
25 | direction.y = 0;
26 | direction.Normalize();
27 |
28 | transform.position += direction * speed;
29 | }
30 | }
31 |
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