.Command Documentation¶
Welcome to the official documentation for .Command a powerful Command Line Processor for Unity Applications.
If you are reading the .pdf version of this documentation, you may find the online version easier to navigate. It is accessible on https://dotcommand-documentation.readthedocs.io/en/latest/.
We recommend you read the introduction page to get an overview of what this documentation has to offer.
The table of contents below and in the sidebar should let you easily access the documentation for your topic of interest. You can also use the search function in the top left corner.
Note
Notice something wrong with our documentation? Feel free to submit a pull request.
If you have a technical question, please feel free to contact us through our keybase team wellfiredltd.technicalsupport
The main documentation for the site is organized into the following sections:
About¶
Introduction¶
This page aims at giving a broad presentation of the tool and of the contents of this documentation, so that you know where to start if you are a beginner or where to look if you need info on a specific feature.
About .Command¶
.Command has a small set of core features that make it a must have for any development team.
- Fully view your applications log, as you would in Unity in any built out player.
- Strong filtering and searching functionality from with the global log, which works in Editor and in Player.
- Expose any C# Method or Property to a simple UI, exposing them to touch or click.
- Email any callstack or full log to any email address at the touch of a button.
- Auto open when an exception is throw to instantly alert you of an error.
- Multiple themes to choose from.
Why .Command is better for you¶
Developers¶
Instanly expose any of your c# Methods or Properties (public, private, internal, static or instance) to the All Commands Window window. Allowing you to access them in game on the command line instantly. If you’re a power user, the command interface works similar to a regular terminal. All the usual hotkeys work here too. All built in types are parsed and displayed as suggestions, with support for complex types.
Quality Assurance¶
As soon as an error happens, you’ll know about it. You’ll be able to quickly send the offending exception or callstack to your nearest Developer for fixing. With automatic command exposing you’ll be able to instantly Spawn new characters, change levels, generally make the game easier for you to test.
Administrators¶
Your team will be more productive from day 1. Whatever type of product you’re making, .Command will enable you to build it faster. .Command builds upon and enhances your existing application, making it easier to test, develop and ship.
About the documentation¶
This documentation is continuously written, corrected, edited and revamped by members of the .Command team and community. It is edited via text files in the reStructuredText markup language and then compiled into a static website/offline document using the open source Sphinx and ReadTheDocs tools.
Note
You can contribute to .Command’s documentation by opening issues through YouTrack or sending patches via pull requests on its GitHub source repository.
Organisation of the documentation¶
This documentation is organised in five sections, the way it is split up should be relatively intuitive:
- The General section contains this introduction as well as general information on the tool It also contains the Frequently asked questions.
- The Getting Started section is the the main entry point of this documentation, as it contains all the necessary information on using the tool.
- Finally, the Class API reference is the documentation of the .Command API. It is generated automatically from a files in the main repository, and the generated files of the documentation are therefore not meant to be modified.
Frequently asked questions¶
Can you add some more commands to .Command¶
We tried to provide a nice set of out of the box functionality, but we’re definitely open to adding more! If there’s some missing commands you would like to see in .Command, feel free to create an issue on our YouTrack page, or join and contact us through our keybase team wellfiredltd.technicalsupport.
Why do I need to register my objects and types¶
We could have made this automatic, and that would have been fine for some development teams, but for anyone with a large number of classes in their unity project, this would have caused major slowdown. Another benefit of using manual registering and un-registering is that you can register all kinds of objects and you’re not limited to MonoBehaviours or UnityObjects. This provides the user with far greater flexibility.
Installing¶
Package Contents¶
Each .unitypackage downloaded from the AssetStore or from the WellFired website will have the same contents.
- /WellFired/WellFired.Command/Code
- Here you’ll find all code related to the .Command project
- /WellFired/WellFired.Command/Platform/
- Here you can find some useful utilities, such as quick start prefabs, link.xml and test scenes.
Installing¶
- Import the .unitypackage into your unity project.
To be continued…..¶
This section walked you through installing .Command, in the next section you’ll get to use .Command in your Unity Project.
Quick Start¶
.Command is built to be incredibly easy to use, in here, you’re going to find two sections, one will get you running with no work, and the other is a bit more manual, but provides you more control.
Its recommended that you follow the Slightly less Quick Start for more control over .Command, but for those of you who are unfamiliar with writing code (or simply don’t want to), you can get started with the Quickest Start section.
Quickest Start¶
Simply drag the prefab DebugConsoleLoader from the /WellFired/WellFired.Command/Platform/Prefabs directory into your scene and press play. You can now toggle .Command with the tilde (~) key, or by pressing the button at the top left of the screen. Once open .Command should look something like this.
Slightly less Quick Start¶
The recommended approach when loading .Command is as follows.
For this quick start, we assume you already have an entry point, or a single place in time where you’d like to load and instantiate .Command.
Decide upon your entry point for .Command. This will be where you load .Command.
Add the required using
using WellFired.Command.Unity.Runtime.CommandHandlers; using WellFired.Command.Unity.Runtime.Console;
Load .Command
// Loads .Command with the default settings. DevelopmentConsole.Load();
Tell .Command to register built in commands.
// Register built in .Command Inspect commands DevelopmentCommands.Register(typeof(Inspect));
Optionally Customise .Command behaviour. (.Command has sensible defaults).
// Dont auto open when an exception is thrown. DevelopmentConsole.Instance.DisableAutoOpen(); // Show the 'show .Command' for quick access if users don't have a tilde key (for instance mobile platforms) DevelopmentConsole.Instance.DrawShowDotCommandButton = true; // Set a special message on the 'show .Command' button DevelopmentConsole.Instance.ShowDotCommandButtonMessage = "Show .Command (~)"; // Tell the 'open console' button to display in the top left corner DevelopmentConsole.Instance.DisplayCorner = DisplayCorner.TopLeft; // Get a notification when the visible state of the console changes. I.E. It becomes visible DevelopmentConsole.Instance.VisibleStateChange += (visible) => { if(visible) // Disable In-Game Controls else // Enable In-Game Controls };
Now press play in Unity and you can toggle .Command with the tilde (~) key.
And Then?¶
In the coming pages, you’ll learn more about .Command’s User Interface, how to filter the log as well as how to add custom commands.
UI Overview¶
Introduction¶
The UI for .Command is not made of many components, so it shouldn’t take long to familiarise yourself. If you’re already familiar with the UI or don’t want to read this section, it’s fine to skip and move on to Logs and filters.
Main Window¶
.Command is split into a couple of main areas, these are highlighted in the image below. Each of which is covered under the sub headings below.
Action Area¶
Here you can find a selection of commonly used actions.
- Close
- will close .Command.
- Maximise
- will ensure .Command uses all available space.
- Disable
- will ensure .Command does not auto open (if this setting is toggled on when .Command loads)
- Filters Active
- This will bring up the Filter Window, allowing you to filter content displayed in the Log History area.
- All Commands
- This will bring up a quick action window, allowing users to interact with .Command without typing.
Log History¶
Over time the Log History will fill up with your applications logs. these items will be color coded to show you which type of message you are receiving, this works similar to Unity’s Console Window.
Each item in this list can be clicked (or touched) to bring up a separate window showing a full callstack.
Tip
Note that the list can be scrolled up and down by directly sliding on it. This allows you to scroll the list without grabbing the scrollbar which comes as a great convenience on small screen devices.
Input Field¶
You can type commands by hand into the input field. .Command also provides you with some autocomplete functionalities, whilst you have focus on the input field you can press the tab or shift tab keys to cycle forward and backwards through the suggestions shown in the Input Field.
Suggestion Area¶
As you type in the Input Field, suggestions will appear here. These suggestions are buttons and you can click (or touch) them. .Command will provide you with suggestions for the following things.
- Recently used commands when the Input Field is empty
- Commands whilst using the Input Field
- Command Parameters after having input a command. Most built in c# types will be automatically parsed and presented to the user in the suggestion box (including enums).
Filter Window¶
The filter window allows you to quickly toggle which filters the Log History will display.
Filters can be toggled on and off, you can also see Logs and filters for an overview on how you can add your own custom filters to .Command.
Filters can be toggled on individually and also simultaneously, in the example above, if you toggled on Info and Warning only, your Log History would only show messages with the Info or Warning Filter.
All Commands Window¶
The all commands window allows you to quickly see and execute all commands exposed to .Command
From this window, you can simply click any command you’d like to execute and .Command will do the rest for you.
Log Entry Window¶
The log entry window allows you to quickly see a full callstack for any given item in the Log History. Simply click or tap the item in the Log History to open this window.
From this window, you can copy the full callstack, or press the email button to open your email client and send the callstack to any given email address.
To be continued…..¶
In the next section you’ll find out how to add your own custom filters to .Command and how you can filter use those in your game.
Logs and filters¶
Introduction¶
Unity has built in support for four types of filters, and allows you to filer the in editor log with these filters.
- Info
- Messages about your game, this corresponds to the Debug.Log().
- Warnings
- Warnings about your game, this corresponds to the Debug.LogWarning().
- Errors
- Warnings or exceptions in your game, this corresponds to the Debug.LogError().
- Exceptions
- These are tracked when exceptions are thrown.
These filters are great and allow you to split up what’s visible in your in-editor log, however when a product grows, searching through thousands of entries becomes burdensome and frankly a waste of time. On top of this, you cannot see the in-editor log window when you have a built out player running on an iPad or Windows computer for example.
.Command solves all these problems by giving you a powerful suite for filtering and displaying logs in your player.
Displaying Logs in built out players¶
This functionality works out of the box and requires no effort from you whatsoever. The in game .Command window will mimic the Unity Editor Log exactly. It also out of the box provides the same filtering functionality, providing info, warning and error filtering.
Adding custom filters to .Command¶
.Command ships with three built in filters, Info, Warning and Error. These can all be toggled on in the Filter Window.
As an extension to this you can add as many Filters as you like, and they will automatically populate the Filter Window window. In order to do this, you must follow the following steps.
Note
If you followed the Quickest Start when you installed .Command, you might want to have a read over the Slightly less Quick Start for more information on loading .Command.
Create an enum that will hold your custom Filter definition, for example…
private enum AdditionalFilters { dotCommand, Networking, Sound, Graphics }
When you load .Command, pass your custom enum to the Load method.
DevelopmentConsole.Load(typeof(AdditionalFilters));
3. Your new filters; dotCommand, Networking, Sound and Graphics should now be available in the Filter Window.
Logging with your custom filter¶
Now you’ve told .Command about your custom filters, .Command knows how to perform custom filter, the only thing left to do is start Logging with your custom filter. In order to do that, you’ll want to perform the following steps.
Add the correct Namespace for your Debug.Log
using Debug = WellFired.Command.Log.Debug;
Perform your logging
Debug.Log(AdditionalFilters.dotCommand, "Hello Log!");
.Command provides overloads for everyone of Unity’s Log methods, as an extension that takes an enum as the first parameter. It’s also worth mentioning that Unity’s build in logging functionality still works, so you can slowly migrate your logs over to a filter safe approach.
Next?¶
This section walked you through custom filters with .Command, and next we’re going to over .Command’s ready to use out of the box commands!
Built in Commands¶
.Command comes with a selection of useful built in commands, these will change over time, and new commands will be added. It’s also incredibly easy to add your own commands, as you’ll see in the next section Custom Commands.
At any point during execution of your game, you can view the All Commands Window for a full list of all commands. Commands may also contain small description to help you understand their purpose.
AutoScroll¶
A command that allows you to jump to last log entry and to activate autoscrolling. Autoscrolling will get disabled as soon as you scroll the list of log entries.
Clear¶
A simple command that allows you to clear the Log History.
ConsoleScale¶
If you’d like to change the scale of .Command, you can call this. Call it if the UI is too small with a larger number or if it’s too big with a smaller number.
ConsoleScale 1.5
This will scale .Command up by 1.5 times, making .Command appear bigger.
ConsoleScale 0.5
This will half the scale, making .Command appear smaller
DeviceId¶
A simple command that will print out the current Device Id, this can be useful if you’re running on Mobile Devices.
InspectAllGameObjects¶
Run this command to print a list of all game objects in your currently active scene to the Log History. You might use this command if you wanted to know which objects are in your scene currently, it would return you a list similar to Unity’s built in Hierarchy window.
After running this command you will see a new entry in the Log History, stating ‘Click to see a list of all game objects in the scene’. simply click this log entry to see all game objects in your current scene.
InspectGameObject¶
Run this command to inspect all components on a game object. You might want to do this to check a GameObject has the correct components.
This command takes parameters, the .Command interface will inform you of these required parameters, here is an example usage:
InspectGameObject MyGameObject
This will inspect all components on the game object : MyGameObject
After running this command you will see a new entry in the Log History, beginning ‘Click to see the result of your inspection of gameObject : ‘. simply click this log entry to see all the state of the requested game object.
InspectGameObjectComponent¶
Run this command to inspect a component on a game object. You could do this if you wanted to check a specific value on a component. Similar to being able to use the Inspector in Unity Editor but in your built out players. In the example below, for example, you could check all of the settings on the Camera component are as expected.
This command takes parameters, the .Command interface will inform you of these required parameters, here is an example usage:
InspectGameObjectComponent MyGameObject Camera
This will inspect the Camera component on the game object : MyGameObject
After running this command you will see a new entry in the Log History, beginning ‘Click to see the result of your inspection of gameObject : ‘. simply click this log entry to see all the state of the requested component on the requested game object.
InspectGameObjectProperty¶
Run this command to inspect a property on a component on a game object. You could use this if you want to check a specific value that is usually exposed to the unity inspector for example, checking the scale on a GameObject.
This command takes parameters, the .Command interface will inform you of these required parameters, here is an example usage:
InspectGameObjectProperty MyGameObject Camera fov
This will inspect the fov property on the Camera component on the game object : MyGameObject
After running this command you will see a new entry in the Log History, beginning ‘Click to see the result of your inspection of gameObject : ‘. simply click this log entry to see all the state of the requested property on the component of the game object.
And Then?¶
Now you’ve seen an overview of all the commands available to you out of the box with .Command, it’s time to learn about how to add your own completely custom commands to .Command.
Custom Commands¶
Introduction¶
.Command comes with a selection of Built in Commands, though it’s completely possible to expose any method in your codebase to .Command. In most cases it requires setting an attribute.
- Methods
- Methods can be fully exposed both static and non static
- Properties
- Both the get and set Property can be exposed to .Command
Custom Command Examples¶
The following ‘real world’ use cases should help you with exposing your existing codebase as Commands with .Command.
Each time you want to expose a method to .Command you will go through the following steps.
- Register your object with .Command so .Command knows where to look for your commands.
- Mark up your code with a custom attribute.
- You are now fully exposed to .Command
Creating a static cheats class¶
One common use cases when developing games is to create a central class which acts as a cheat container. We’re going to assume the following class already exists.
public static class HeroCheats
{
private static int _heroHealth = 100;
public static int HeroHealth
{
get { return _heroHealth; }
set { _heroHealth = value; }
}
public static void DamageHero(int damage)
{
HeroHealth -= damage;
}
}
We want to follow the steps introduced in the Custom Command Examples section :
- Register the object with .Command. (You can do this anywhere in your code base).
DevelopmentCommands.Register(typeof(HeroCheats));
.. note:: After registering a type or object, when you want to remove those commands from .Command you can also call
DevelopmentCommands.Unregister to unregister that object
- Mark up your code. (See the highlighted lines for additions)
public static class HeroCheats
{
private static int _heroHealth = 100;
[ConsoleCommand(Description = "Gets or Sets the heroes health")]
public static int HeroHealth
{
get { return _heroHealth; }
set { _heroHealth = value; }
}
[ConsoleCommand(Description = "Damages our hero")]
public static void DamageHero(int damage)
{
HeroHealth -= damage;
}
}
3. These methods and properties are now exposed to .Command. If you press play in Unity and open the All Commands Window, you should see the following additions:
- HeroHealth
- The Property exposed to .Command has been automatically added to the All Commands Window, here we can see that the description has also been extracted as well as a little description of the type of data that this command can consume, along with it’s current value.
- DamageHero
- The Method exposed to .Command has been automatically added to the All Commands Window, here we can see that the description has also been extracted as well as a little description of the type of data that this command can be passed to this method.
Have a play around with these exposed methods to get a feel for how they work, and what they do, then feel free to go and add the ConsoleCommand attribute to your own codebase!
Note
Ensure you only call Register with a type once or you may end up with duplicate commands in your All Commands Window
ConsoleCommands on instance classes¶
It’s worth noting that you can add the ConsoleCommand attribute to any property or method on any class, static or not. If you’re going to add an instance class, you must change slightly the first step, instead of
DevelopmentCommands.Register(typeof(HeroCheats));
you would add the following
// This would be instantiated somewhere else
var someInstantiatedObject = new SomeInstantiatedObject();
// Add your instantiated object instead of the type
DevelopmentCommands.Register(someInstantiatedObject);
Note
In this case, instantiated object could be anything, from a plain old class, to a MonoBehaviour or EditorScript, it really doesn’t matter, as long as you register the object or type (for static classes), your ConsoleCommand Attributes will be automatically added to .Command
Warning
After registering an instantiated object, be sure to unregister it with Unregister when the object is destroyed. If you don’t do this, nothing bad will happen, however it’s good practise to match your register calls with an unregister call.
Next Up¶
Skinning .Command and tweaking global settings.
Theme and Settings¶
Introduction¶
.Command ships with a couple of options that can be modified to suit your needs. These options reside in the Unity Preference window. To access them, go to Unity > Preferences (on macOS) or Edit > Preferences… (Windows).
From here, select the .Command menu in the left hand pane.
Settings¶
There are currently only two global .Command settings.
- Allow sending of usage data
- .Command will by default send anonymous analytics data to WellFired Development to help improve .Command functionality, if you don’t want this feature, be sure to disable this option.
- Theme
- .Command ships with a selection of themes that are ready to use out of the box, you can select the theme here. By default, .Command uses the dark theme.
Going deeper?¶
You’ve now completed all the basic’s! In the next section you’ll learn how to provide suggestions for a ConsoleCommand.
Programmatic Control¶
Every method and property listed here can be found in greater detail in our Class API reference, specifically be sure to check out the DevelopmentConsole api page.
Hiding the Show .Command Button¶
The show .Command button can be set to display or hidden with the DrawShowDotCommandButton property. Pass true or false to this depending on if you want to show or hide the button.
DevelopmentConsole.Instance.DrawShowDotCommandButton = true;
Change the text of the show .Command button¶
ShowDotCommandButtonMessage will allow you to override the default message on the ‘show console’ button.
DevelopmentConsole.Instance.ShowConsoleButtonMessage = "My custom message";
Change the location of the show .Command button¶
By default the ‘show console’ button is displayed in the top left corner, you can override this behaviour with the DisplayCorner property.
DevelopmentConsole.Instance.DisplayCorner = DisplayCorner.TopRight;
Receiving callbacks when .Command appears or disappear¶
It’s possible to receive a callback when .Command opens, either manually or automatically, with the VisibleStateChange property.
DevelopmentConsole.Instance.VisibleStateChange += (visible) => { if(visible) // Disable In-Game Controls else // Enable In-Game Controls };
Adding additional Custom Filters¶
At any point during execution you can add additional filters to .Command, this can be useful if you support dynamic module loading, or if your team wants to distribute .Command as part of a central package and doesn’t know ahead of time what Filters they will have
private enum DynamicModuleFilter { ModuleFIlter } DevelopmentConsole.Instance.AddCustomFilters(typeof(DynamicModuleFilter));
Next¶
Now we’ll find out how to improve your already created custom commands.
Suggestions¶
When providing Custom Commands to .Command, you can also present suggestions to the user on what they can input.
This could be useful when a function can be called with any data, but you want to provide hints to content creators who might not know all the possibilities, it provides a more user friendly interface to .Command.
Improving an existing Command¶
Suppose our ‘real world’ example has the following class with the following method.
public static class Cheats
{
[ConsoleCommand(Description = "Damages all enemies of the given type")]
public static void DamageAllEnemiesOfType(string type)
{
if (type == "enemy_type_sausage")
{
// Damage all sausages
}
if (type == "enemy_type_heroes")
{
// Damage all heroes
}
if (type == "enemy_type_projectiles")
{
// Damage all projectiles
}
}
}
The method DamageAllEnemiesOfType takes a type string, but inside the body, we’re expecting certain values. You can provide hints to .Command, so that it can present a friendly user interface.
Using the example above, we know that the data received should be one of the following values “enemy_type_sausage”, “enemy_type_heroes” or “enemy_type_projectiles”. So, let’s present that to the user of .Command.
We firstly need to create a class which implements ISuggestion. Inside this class we want to return a list of suggested data, for example
public class EnemyTypeSuggestion : ISuggestion
{
public IEnumerable<string> Suggestion(IEnumerable<string> previousArguments)
{
var suggestions = previousArguments.ToList();
suggestions.AddRange( new[] { "enemy_type_sausage", "enemy_type_heroes", "enemy_type_projectiles" } );
return suggestions;
}
}
The final step is to tell the ConsoleCommand to use our suggestion, you can do this by adding a parameter Attribute, as shown in the highlighted line.
public static class Cheats
{
[ConsoleCommand(Description = "Damages all enemies of the given type")]
public static void DamageAllEnemiesOfType([Suggestion(typeof(EnemyTypeSuggestion))]string type)
{
if (type == "enemy_type_sausage")
{
// Damage all sausages
}
if (type == "enemy_type_heroes")
{
// Damage all heroes
}
if (type == "enemy_type_projectiles")
{
// Damage all projectiles
}
}
}
If you press play in Unity and open .Command you should see that it now starts to show you suggestions for your parameter.
Note
It’s possible to add more than one suggestion to a method, in fact you can add one per parameter.
dotCommand API¶
Classes¶
ExtensionMethods¶
Namespace: WellFired.Command
Description¶
Public Static Methods¶
void | CopyProperties ( this TFrom @ from, TTo to ) |
Breakdown¶
- void CopyProperties< TFrom, TTo > ( this TFrom @ from, TTo to )
Debug¶
Namespace: WellFired.Command
Description¶
Public Static Methods¶
void | LogFormat ( Enum filter, string message, params object[] parameters ) |
void | LogError ( Enum filter, object message ) |
void | LogError ( Enum filter, object message, Object ping ) |
void | LogError ( object message, Object ping ) |
void | LogErrorFormat ( Enum filter, string message, params object[] parameters ) |
void | LogErrorFormat ( string message, params object[] parameters ) |
void | LogWarning ( Enum filter, object message ) |
void | LogWarning ( object message ) |
void | LogWarningFormat ( Enum filter, string message, params object[] parameters ) |
void | LogWarningFormat ( string message, params object[] parameters ) |
void | LogWarningFormat ( Enum filter, string message, Object ping, params object[] parameters ) |
void | LogWarningFormat ( string message, Object ping, params object[] parameters ) |
void | LogWarningFormat ( Enum filter, object message, Object ping ) |
void | LogWarning ( object message, Object ping ) |
void | Log ( Enum filter, object message ) |
void | Log ( object message ) |
void | Log ( Enum filter, string message, Color color ) |
void | Log ( string message, Color color ) |
void | Log ( Enum filter, string message, Object ping ) |
void | Log ( string message, Object ping ) |
void | Log ( Enum filter, string message, Object ping, Color color ) |
void | Log ( string message, Object ping, Color color ) |
void | LogError ( object message ) |
void | LogFormat ( string message, params object[] parameters ) |
void | LogFormat ( Enum filter, string message, Color color, params object[] parameters ) |
void | LogFormat ( string message, Color color, params object[] parameters ) |
void | LogFormat ( Enum filter, string message, Object ping, params object[] parameters ) |
void | LogFormat ( string message, Object ping, params object[] parameters ) |
void | LogFormat ( Enum filter, string message, Object ping, Color color, params object[] parameters ) |
void | LogFormat ( string message, Object ping, Color color, params object[] parameters ) |
void | LogException ( Exception exception ) |
void | ClearDeveloperConsole ( ) |
void | DebugBreak ( ) |
void | DrawLine ( Vector3 start, Vector3 end ) |
void | DrawLine ( Vector3 start, Vector3 end, UnityEngine.Color color ) |
void | DrawLine ( Vector3 start, Vector3 end, UnityEngine.Color color, float duration ) |
void | DrawLine ( Vector3 start, Vector3 end, UnityEngine.Color color, float duration, bool depthTest ) |
void | DrawRay ( Vector3 start, Vector3 dir ) |
void | DrawRay ( Vector3 start, Vector3 dir, UnityEngine.Color color ) |
void | DrawRay ( Vector3 start, Vector3 dir, UnityEngine.Color color, float duration ) |
void | DrawRay ( Vector3 start, Vector3 dir, UnityEngine.Color color, float duration, bool depthTest ) |
void | Break ( ) |
void | Assert ( bool condition, string message = null, string message1 = null ) |
void | WriteLine ( string line ) |
void | LogException ( Exception exception, Object context ) |
Breakdown¶
- void LogError ( object message )
- void LogFormat ( Enum filter, string message, params object[] parameters )
- void LogError ( Enum filter, object message, Object ping )
- void LogError ( object message, Object ping )
- void LogErrorFormat ( Enum filter, string message, params object[] parameters )
- void LogErrorFormat ( string message, params object[] parameters )
- void LogWarning ( Enum filter, object message )
- void LogWarning ( object message )
- void LogWarningFormat ( Enum filter, string message, params object[] parameters )
- void LogWarningFormat ( string message, params object[] parameters )
- void LogWarningFormat ( Enum filter, string message, Object ping, params object[] parameters )
- void LogWarningFormat ( string message, Object ping, params object[] parameters )
- void LogWarningFormat ( Enum filter, object message, Object ping )
- void LogWarning ( object message, Object ping )
- void Log ( Enum filter, object message )
- void Log ( object message )
- void Log ( Enum filter, string message, Color color )
- void Log ( string message, Color color )
- void Log ( Enum filter, string message, Object ping )
- void Log ( string message, Object ping )
- void Log ( Enum filter, string message, Object ping, Color color )
- void Log ( string message, Object ping, Color color )
- void LogError ( Enum filter, object message )
- void LogFormat ( string message, params object[] parameters )
- void LogFormat ( Enum filter, string message, Color color, params object[] parameters )
- void LogFormat ( string message, Color color, params object[] parameters )
- void LogFormat ( Enum filter, string message, Object ping, params object[] parameters )
- void LogFormat ( string message, Object ping, params object[] parameters )
- void LogFormat ( Enum filter, string message, Object ping, Color color, params object[] parameters )
- void LogFormat ( string message, Object ping, Color color, params object[] parameters )
- void LogException ( Exception exception )
- void ClearDeveloperConsole ( )
- void DebugBreak ( )
- void DrawLine ( Vector3 start, Vector3 end )
- void DrawLine ( Vector3 start, Vector3 end, UnityEngine.Color color )
- void DrawLine ( Vector3 start, Vector3 end, UnityEngine.Color color, float duration )
- void DrawLine ( Vector3 start, Vector3 end, UnityEngine.Color color, float duration, bool depthTest )
- void DrawRay ( Vector3 start, Vector3 dir )
- void DrawRay ( Vector3 start, Vector3 dir, UnityEngine.Color color )
- void DrawRay ( Vector3 start, Vector3 dir, UnityEngine.Color color, float duration )
- void DrawRay ( Vector3 start, Vector3 dir, UnityEngine.Color color, float duration, bool depthTest )
- void Break ( )
- void Assert ( bool condition, string message = null, string message1 = null )
- void WriteLine ( string line )
- void LogException ( Exception exception, Object context )
DarkOlive¶
Namespace: WellFired.Command.Skins
Inherits: WellFired.Command.Skins.Customisation.DarkSkin
Description¶
Properties¶
override Color | MainColor { get; set; } |
override Color | MainFontColor { get; set; } |
override Color | SecondaryColor { get; set; } |
override Color | ButtonColor { get; set; } |
override Color | TextEntryFontColor { get; set; } |
Breakdown¶
- override Color MainColor { get; set; }
- override Color MainFontColor { get; set; }
- override Color SecondaryColor { get; set; }
- override Color ButtonColor { get; set; }
- override Color TextEntryFontColor { get; set; }
DarkSkin¶
Namespace: WellFired.Command.Skins
Implements: WellFired.Command.Skins.ISkinData
Description¶
Properties¶
Color | DetailedLogMessageBackgroundColor { get; set; } |
Color | ButtonColor { get; set; } |
Color | MainColor { get; set; } |
Color | SecondaryColor { get; set; } |
Color | MainFontColor { get; set; } |
Color | TextEntryColor { get; set; } |
Color | TextEntryFontColor { get; set; } |
Color | EntryExceptionColor { get; set; } |
Color | EntryErrorColor { get; set; } |
Color | EntryWarningColor { get; set; } |
Color | EntryInfoColor { get; set; } |
Color | ButtonHoverColor { get; set; } |
Color | DetailedLogMessageColor { get; set; } |
Color | GeneralLabelFontColor { get; set; } |
int | FontSize { get; set; } |
int | ButtonSpacing { get; set; } |
int | ButtonSpacingTouch { get; set; } |
int | EntryHeight { get; set; } |
int | ButtonPaddingKeyboard { get; set; } |
int | ButtonPaddingTouch { get; set; } |
int | HeaderPaddingKeyboard { get; set; } |
int | HeaderPaddingTouch { get; set; } |
Breakdown¶
- Color ButtonHoverColor { get; set; }
- Color DetailedLogMessageBackgroundColor { get; set; }
- Color MainColor { get; set; }
- Color SecondaryColor { get; set; }
- Color MainFontColor { get; set; }
- Color TextEntryColor { get; set; }
- Color TextEntryFontColor { get; set; }
- Color EntryExceptionColor { get; set; }
- Color EntryErrorColor { get; set; }
- Color EntryWarningColor { get; set; }
- Color EntryInfoColor { get; set; }
- Color ButtonColor { get; set; }
- Color DetailedLogMessageColor { get; set; }
- Color GeneralLabelFontColor { get; set; }
- int FontSize { get; set; }
- int ButtonSpacing { get; set; }
- int ButtonSpacingTouch { get; set; }
- int EntryHeight { get; set; }
- int ButtonPaddingKeyboard { get; set; }
- int ButtonPaddingTouch { get; set; }
- int HeaderPaddingKeyboard { get; set; }
- int HeaderPaddingTouch { get; set; }
GreenSkin¶
Namespace: WellFired.Command.Skins
Inherits: WellFired.Command.Skins.Customisation.DarkSkin
Description¶
Properties¶
override Color | MainColor { get; set; } |
override Color | MainFontColor { get; set; } |
override Color | SecondaryColor { get; set; } |
override Color | ButtonColor { get; set; } |
override Color | TextEntryFontColor { get; set; } |
Breakdown¶
- override Color MainColor { get; set; }
- override Color MainFontColor { get; set; }
- override Color SecondaryColor { get; set; }
- override Color ButtonColor { get; set; }
- override Color TextEntryFontColor { get; set; }
LightSkin¶
Namespace: WellFired.Command.Skins
Inherits: WellFired.Command.Skins.Customisation.DarkSkin
Description¶
Properties¶
override Color | MainColor { get; set; } |
override Color | SecondaryColor { get; set; } |
override Color | ButtonColor { get; set; } |
override Color | GeneralLabelFontColor { get; set; } |
override Color | MainFontColor { get; set; } |
override Color | TextEntryFontColor { get; set; } |
override Color | EntryInfoColor { get; set; } |
override Color | EntryWarningColor { get; set; } |
override Color | EntryErrorColor { get; set; } |
override Color | EntryExceptionColor { get; set; } |
Breakdown¶
- override Color MainColor { get; set; }
- override Color SecondaryColor { get; set; }
- override Color ButtonColor { get; set; }
- override Color GeneralLabelFontColor { get; set; }
- override Color MainFontColor { get; set; }
- override Color TextEntryFontColor { get; set; }
- override Color EntryInfoColor { get; set; }
- override Color EntryWarningColor { get; set; }
- override Color EntryErrorColor { get; set; }
- override Color EntryExceptionColor { get; set; }
PurpleSkin¶
Namespace: WellFired.Command.Skins
Inherits: WellFired.Command.Skins.Customisation.DarkSkin
Description¶
Properties¶
override Color | MainColor { get; set; } |
override Color | MainFontColor { get; set; } |
override Color | SecondaryColor { get; set; } |
override Color | ButtonColor { get; set; } |
override Color | TextEntryFontColor { get; set; } |
Breakdown¶
- override Color MainColor { get; set; }
- override Color MainFontColor { get; set; }
- override Color SecondaryColor { get; set; }
- override Color ButtonColor { get; set; }
- override Color TextEntryFontColor { get; set; }
SkyBlueSkin¶
Namespace: WellFired.Command.Skins
Inherits: WellFired.Command.Skins.Customisation.DarkSkin
Description¶
Properties¶
override Color | MainColor { get; set; } |
override Color | MainFontColor { get; set; } |
override Color | SecondaryColor { get; set; } |
override Color | ButtonColor { get; set; } |
override Color | TextEntryFontColor { get; set; } |
Breakdown¶
- override Color MainColor { get; set; }
- override Color MainFontColor { get; set; }
- override Color SecondaryColor { get; set; }
- override Color ButtonColor { get; set; }
- override Color TextEntryFontColor { get; set; }
SkinData¶
Namespace: WellFired.Command
Implements: WellFired.Command.Skins.ISkinData
Description¶
Properties¶
Color | DetailedLogMessageBackgroundColor { get; set; } |
Color | MainColor { get; set; } |
Color | MainFontColor { get; set; } |
Color | TextEntryFontColor { get; set; } |
Color | TextEntryColor { get; set; } |
Color | ButtonColor { get; set; } |
Color | ButtonHoverColor { get; set; } |
Color | EntryExceptionColor { get; set; } |
Color | EntryErrorColor { get; set; } |
Color | EntryWarningColor { get; set; } |
Color | EntryInfoColor { get; set; } |
Color | SecondaryColor { get; set; } |
Color | DetailedLogMessageColor { get; set; } |
Color | GeneralLabelFontColor { get; set; } |
int | FontSize { get; set; } |
int | ButtonSpacing { get; set; } |
int | ButtonSpacingTouch { get; set; } |
int | EntryHeight { get; set; } |
int | ButtonPaddingKeyboard { get; set; } |
int | ButtonPaddingTouch { get; set; } |
int | HeaderPaddingKeyboard { get; set; } |
int | HeaderPaddingTouch { get; set; } |
Breakdown¶
- Color SecondaryColor { get; set; }
- Color DetailedLogMessageBackgroundColor { get; set; }
- Color MainFontColor { get; set; }
- Color TextEntryFontColor { get; set; }
- Color TextEntryColor { get; set; }
- Color ButtonColor { get; set; }
- Color ButtonHoverColor { get; set; }
- Color EntryExceptionColor { get; set; }
- Color EntryErrorColor { get; set; }
- Color EntryWarningColor { get; set; }
- Color EntryInfoColor { get; set; }
- Color MainColor { get; set; }
- Color DetailedLogMessageColor { get; set; }
- Color GeneralLabelFontColor { get; set; }
- int FontSize { get; set; }
- int ButtonSpacing { get; set; }
- int ButtonSpacingTouch { get; set; }
- int EntryHeight { get; set; }
- int ButtonPaddingKeyboard { get; set; }
- int ButtonPaddingTouch { get; set; }
- int HeaderPaddingKeyboard { get; set; }
- int HeaderPaddingTouch { get; set; }
Preferences¶
Namespace: WellFired.Command.Unity
Description¶
Public Static Methods¶
void | PreferencesGUI ( ) |
Breakdown¶
- void PreferencesGUI ( )
ConsoleCommandAttribute¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Place this attribute on any method that you want exposed to the .:ref:Command<namespacewellfired_command>.
Properties¶
string | Name { get; set; } |
string | Description { get; set; } |
Breakdown¶
string Name { get; set; }
Description
The Name of this attribute. .:ref:Command<namespacewellfired_command> will use this as the actual command the user must type of select.
string Description { get; set; }
Description
This will give the user a nice overview of the command they are about to use.
DevelopmentCommands¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
This is a static class that the user can register use to register command wrappers. If you have any DevelopmentConsole Attributes inside your class, you will want to call one of the following methods:
Events¶
Action< CommandWrapper > | CommandHandlerAdded |
Action< CommandWrapper > | CommandHandlerRemoved |
Action< CommandWrapper > | CommandExecuted |
public-static-attrib¶
IEnumerable< CommandWrapper > | Handlers |
Public Static Methods¶
void | HandleCommand ( string commandLine ) |
CommandWrapper | FindCommandFromPartial ( string partialCommand, int index ) |
IEnumerable< CommandWrapper > | FindCommandFromPartial ( string partialCommand ) |
CommandWrapper | GetCommandWrapper ( string commandName ) |
void | Register ( Type type ) |
void | Register ( object obj ) |
void | Unregister ( object obj ) |
void | Unregister ( Type type ) |
Breakdown¶
- Action< CommandWrapper > CommandHandlerAdded
- Action< CommandWrapper > CommandHandlerRemoved
- Action< CommandWrapper > CommandExecuted
- IEnumerable< CommandWrapper > Handlers
- void HandleCommand ( string commandLine )
- CommandWrapper FindCommandFromPartial ( string partialCommand, int index )
- IEnumerable< CommandWrapper > FindCommandFromPartial ( string partialCommand )
- CommandWrapper GetCommandWrapper ( string commandName )
void Register ( Type type )
Description
Call this method to register an object by type. Objects that are registered will be parsed for the ConsoleCommand attribute.
Parameters
type The type of object that you would like to register with .:ref:Command<namespacewellfired_command>
void Register ( object obj )
Description
Call this method to register an object by instance. Objects that are registered will be parsed for the ConsoleCommand attribute.
Parameters
obj The object that you would like to register with .:ref:Command<namespacewellfired_command>
void Unregister ( object obj )
Description
If you have called Register on an object, you should match that call with an unregister
Parameters
obj The object that you would like to unregister from .:ref:Command<namespacewellfired_command>
void Unregister ( Type type )
Description
If you have called Register on a type, you should match that call with an unregister
Parameters
type The type of object that you would like to unregister from .:ref:Command<namespacewellfired_command>
MethodCommandWrapper¶
Namespace: WellFired.Command.Unity.Runtime
Inherits: WellFired.Command.Unity.Runtime.Wrapper.CommandWrapper
Description¶
The command wrapper that contains cached information about Methods.
Properties¶
override :ref:`ParameterWrapper<classwellfired_command_unity_runtime_helpers_parameterwrapper>`[] | Parameters { get; set; } |
Public Methods¶
MethodCommandWrapper ( string commandName, string description, Type type, object referenceObject, MethodInfo methodInfo ) | |
override bool | Equals ( object otherObject ) |
override int | GetHashCode ( ) |
override void | Invoke ( params string[] arguments ) |
protected-func¶
bool | GetArgumentList ( string[] commandArguments, out object[] argumentValues ) |
protected-static-func¶
ISuggestion | GetSuggestionMethod ( ParameterInfo paramInfo ) |
Breakdown¶
- override :ref:`ParameterWrapper<classwellfired_command_unity_runtime_helpers_parameterwrapper>`[] Parameters { get; set; }
- MethodCommandWrapper ( string commandName, string description, Type type, object referenceObject, MethodInfo methodInfo )
- override bool Equals ( object otherObject )
- override int GetHashCode ( )
- override void Invoke ( params string[] arguments )
- bool GetArgumentList ( string[] commandArguments, out object[] argumentValues )
- ISuggestion GetSuggestionMethod ( ParameterInfo paramInfo )
PropertyCommandWrapper¶
Namespace: WellFired.Command.Unity.Runtime
Inherits: WellFired.Command.Unity.Runtime.Wrapper.CommandWrapper
Description¶
Properties¶
override :ref:`ParameterWrapper<classwellfired_command_unity_runtime_helpers_parameterwrapper>`[] | Parameters { get; set; } |
Public Methods¶
PropertyCommandWrapper ( string commandName, string description, Type type, object obj, PropertyInfo propertyInfo ) | |
override bool | Equals ( object otherObject ) |
override int | GetHashCode ( ) |
override void | Invoke ( params string[] arguments ) |
Breakdown¶
- override :ref:`ParameterWrapper<classwellfired_command_unity_runtime_helpers_parameterwrapper>`[] Parameters { get; set; }
- PropertyCommandWrapper ( string commandName, string description, Type type, object obj, PropertyInfo propertyInfo )
- override bool Equals ( object otherObject )
- override int GetHashCode ( )
- override void Invoke ( params string[] arguments )
CommandRegistration¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
This class is here to provide users with a single easy location to register all command objects with .:ref:Command<namespacewellfired_command>.
Public Static Methods¶
void | RegisterCommandsOnConsoleStartup ( ) |
void | UnRegisterCommandsOnConsoleExit ( ) |
Breakdown¶
void RegisterCommandsOnConsoleStartup ( )
Description
Called automatically when .:ref:Command<namespacewellfired_command> launches, you can add your own Registrations here. Don’t forget to match your DevelopmentCommands.Register call with a DevelopmentCommands.Unregister call by calling DevelopmentCommands.Unregister in CommandRegistration.UnRegisterCommandsOnConsoleExit
void UnRegisterCommandsOnConsoleExit ( )
Description
Called automatically when .:ref:Command<namespacewellfired_command> is destroyed, you can add your own Unregistrations here.
ComponentProperties¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Properties¶
List< PropertyInfo > | Properties { get; set; } |
List< FieldInfo > | Fields { get; set; } |
string | ComponentName { get; set; } |
Component | Component { get; set; } |
Breakdown¶
- List< PropertyInfo > Properties { get; set; }
- List< FieldInfo > Fields { get; set; }
- string ComponentName { get; set; }
- Component Component { get; set; }
DevelopmentConsole¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Console is a MonoBehaviour that opens an in game .:ref:Command<namespacewellfired_command>, this console can call any Property / Method that is marked up with the ConsoleCommandAttribute.
Properties¶
string | ShowDotCommandButtonMessage { get; set; } |
DisplayCorner | DisplayCorner { get; set; } |
DevelopmentConsole | Instance { get; set; } |
bool | IsMaximized { get; set; } |
bool | DrawShowDotCommandButton { get; set; } |
bool | ForceMinimize { get; set; } |
int | InputBlockerSortingOrder { get; set; } |
bool | JustMadeVisible { get; set; } |
bool | IsVisible { get; set; } |
ISkinData | SkinData { get; set; } |
Public Properties¶
Action< bool > | VisibleStateChange |
bool | ShouldAcceptGameInput |
IEnumerable< string > | RecentCommands |
public-static-attrib¶
float | ScreenWidth |
Public Methods¶
void | AddCustomFilters ( Type customFilterProvider ) |
void | DisableAutoOpen ( ) |
void | EnableAutoOpen ( bool openOnException = true, bool openOnError = false ) |
void | HideAllOpenPopups ( ) |
void | ClearTypedInput ( ) |
void | SetCommandInputTextAsIfUserHadTyped ( string text ) |
string | CheckInputForTilde ( string input ) |
void | InspectLogEntry ( LogEntry logEntry ) |
Breakdown¶
string ShowDotCommandButtonMessage { get; set; }
Description
Set this if you would like to change the message displayed on the ‘open .:ref:Command<namespacewellfired_command>’ button.
DisplayCorner DisplayCorner { get; set; }
Description
Set this if you would like to change corner of the screen the ‘open .:ref:Command<namespacewellfired_command>’ button is located.
DevelopmentConsole Instance { get; set; }
Description
Gets or sets the singleton instance of .:ref:Command<namespacewellfired_command>.
bool IsMaximized { get; set; }
Description
Is the console maximised
bool DrawShowDotCommandButton { get; set; }
Description
Should we draw the ‘open .:ref:Command<namespacewellfired_command>’ button or not.
bool ForceMinimize { get; set; }
Description
Has the user clicked on the Force Hide button. If so, they can re-open the console with the ~ key or by setting this value to false.
int InputBlockerSortingOrder { get; set; }
Description
Since .:ref:Command<namespacewellfired_command> is based on Unity legacy GUI, we use the new UI system to block input behind the console. This property allows to set the sorting order of the canvas used to block input. It is by default in front of everyting.
- bool JustMadeVisible { get; set; }
- bool IsVisible { get; set; }
- ISkinData SkinData { get; set; }
Action< bool > VisibleStateChange
Description
This Action will be triggered when the visible state of .:ref:Command<namespacewellfired_command> changes. If it’s called with true, it means .:ref:Command<namespacewellfired_command> became visible, if it’s called with false, it means .:ref:Command<namespacewellfired_command> was hidden
bool ShouldAcceptGameInput
Description
You can query this in your game, to see if the game should accept Input. This will return false if the console is showing for any reason.
- IEnumerable< string > RecentCommands
- float ScreenWidth
void AddCustomFilters ( Type customFilterProvider )
Description
This method allows you to add more filters to the consol at runtime, .:ref:Command<namespacewellfired_command> calls this internally when you pass filters to load, but you can additionally call this if you need to append more. (I.E.) you load modules at runtime and can’t be sure of which enums will be needed at load time.
Parameters
customFilterProvider This type should be an enum, which holds the types you’d like to use when filtering.
void DisableAutoOpen ( )
Description
This method will stop .:ref:Command<namespacewellfired_command> from auto opening if an error is fired, you can still open it manually.
void EnableAutoOpen ( bool openOnException = true, bool openOnError = false )
Description
This method will make sure .:ref:Command<namespacewellfired_command> auto opens if an error is fired.
Parameters
openOnException Should .:ref:Command<namespacewellfired_command> auto open on exception openOnError Should .:ref:Command<namespacewellfired_command> auto open on error
void HideAllOpenPopups ( )
Description
This method will hide all open popups.
- void ClearTypedInput ( )
void SetCommandInputTextAsIfUserHadTyped ( string text )
Description
You can call this method if you’d like to set input in .:ref:Command<namespacewellfired_command> as though the user had typed it.
Parameters
text The text to enter into .:ref:Command<namespacewellfired_command>
string CheckInputForTilde ( string input )
Description
Checks the input for the close key and Closes the Development console if it is found.
Parameters
input The Input.
void InspectLogEntry ( LogEntry logEntry )
Description
Opens a the history of a specific Item.
Parameters
logEntry Log Entry.
void Load ( Type customFilterType = null )
Description
Call this method to load a single instance of .:ref:Command<namespacewellfired_command>. You can then access the instance through the Instance property.
Inspect¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Static Methods¶
string | WildcardToRegex ( string pattern ) |
Breakdown¶
- string WildcardToRegex ( string pattern )
SampleCommands¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
A selection of provided sample commands that will help you get started with writing your own.
ScaleSuggestion¶
Namespace: WellFired.Command.Unity.Runtime
Implements: WellFired.Command.Unity.Runtime.Suggestion.ISuggestion
Description¶
Present sensible scale suggestions to the user, + / - x around currentScale
Public Methods¶
ScaleSuggestion ( ) | |
IEnumerable< string > | Suggestion ( IEnumerable< string > previousArguments ) |
Breakdown¶
- ScaleSuggestion ( )
IEnumerable< string > Suggestion ( IEnumerable< string > previousArguments )
Description
This method will be used by the .:ref:Command<namespacewellfired_command> to determine the auto complete values that should be used.
Parameters
previousArguments The Previous Arguments
UIBlocker¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
This class create a UnityUI canvas allowing to place input blockers below our Unity legacy GUI system. This ensure that input events happening in the Console are not used by element of the game. This is a temporary solution, in the future, .:ref:Command<namespacewellfired_command> will use Unity most recent UI system.
Public Methods¶
UIBlocker ( Transform parent ) | |
void | SetSortingOrder ( int sortingOrder ) |
void | BlockOpenConsoleArea ( Rect rect ) |
void | BlockConsoleArea ( Rect rect ) |
void | BlockFilterArea ( Rect rect ) |
void | BlockCommandsArea ( Rect rect ) |
void | BlockLogEntryArea ( Rect rect ) |
void | BlockScreen ( ) |
void | UnblockScreen ( ) |
Breakdown¶
- UIBlocker ( Transform parent )
void SetSortingOrder ( int sortingOrder )
Description
The blocking canvas is placed on top of every canvas by default. This function allows to change it.
Parameters
sortingOrder
void BlockOpenConsoleArea ( Rect rect )
Description
Will set the size of the input blocker corresponding to the open console button.
Parameters
rect
void BlockConsoleArea ( Rect rect )
Description
Will set the size of the input blocker corresponding to the console window.
Parameters
rect
void BlockFilterArea ( Rect rect )
Description
Will set the size of the input blocker corresponding to the filter window.
Parameters
rect
void BlockCommandsArea ( Rect rect )
Description
Will set the size of the input blocker corresponding to the commands window.
Parameters
rect
void BlockLogEntryArea ( Rect rect )
Description
Will set the size of the input blocker corresponding to the log entry window.
Parameters
rect
- void BlockScreen ( )
- void UnblockScreen ( )
EmailFactory¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
If you want to provide specific email support for your platform, you can add your platform to this Email Factory, returning a new instance of your custom IEmailSender.
Public Static Methods¶
IEmailSender | GetEmailSender ( ) |
Breakdown¶
- IEmailSender GetEmailSender ( )
EmailSender¶
Namespace: WellFired.Command.Unity.Runtime
Implements: WellFired.Command.Unity.Runtime.Email.IEmailSender
Description¶
Public Methods¶
bool | CanSendEmail ( ) |
void | Email ( string attachmentPath, string mimeType, string attachmentFilename, string recipientAddress, string subject, string body ) |
Public Static Methods¶
string | Base64Encode ( string plainText ) |
Breakdown¶
bool CanSendEmail ( )
Description
If this instance of an Email Sender can send an email, you should return true from here, if you do this, your Development Console will have an Email button in certain bits of UI.
void Email ( string attachmentPath, string mimeType, string attachmentFilename, string recipientAddress, string subject, string body )
Description
Implement this method if your custom email sender needs to send email. You can implement this in any way you see fit.
Parameters
attachmentPath File path to attachment. mimeType MIME type. attachmentFilename Attachment filename. recipientAddress Recipient address. subject Subject. body Body.
- string Base64Encode ( string plainText )
NoEmailSender¶
Namespace: WellFired.Command.Unity.Runtime
Implements: WellFired.Command.Unity.Runtime.Email.IEmailSender
Description¶
Public Methods¶
bool | CanSendEmail ( ) |
void | Email ( string attachmentPath, string mimeType, string attachmentFilename, string recipientAddress, string subject, string body ) |
Breakdown¶
bool CanSendEmail ( )
Description
If this instance of an Email Sender can send an email, you should return true from here, if you do this, your Development Console will have an Email button in certain bits of UI.
void Email ( string attachmentPath, string mimeType, string attachmentFilename, string recipientAddress, string subject, string body )
Description
Implement this method if your custom email sender needs to send email. You can implement this in any way you see fit.
Parameters
attachmentPath File path to attachment. mimeType MIME type. attachmentFilename Attachment filename. recipientAddress Recipient address. subject Subject. body Body.
ArrayExtensions¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Static Methods¶
T[] | SubArray ( this T[] data, int index, int length ) |
void | Populate ( this T[] data, T value ) |
Breakdown¶
T[] SubArray< T > ( this T[] data, int index, int length )
Description
This method gets a sub section of another array.
void Populate< T > ( this T[] data, T value )
Description
Populates an array with the specified value.
Parameters
data The array we will populate value The value to populate this array with
Color¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Breakdown¶
- UnityEngine.Color ToColor ( this Skins.Color color )
StringExtensions¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Static Methods¶
IEnumerable< string > | Split ( this string str, Func< char, bool > controller ) |
IEnumerable< string > | SplitCommandLine ( string commandLine ) |
string | TrimMatchingQuotes ( this string input, char quote ) |
Breakdown¶
- IEnumerable< string > Split ( this string str, Func< char, bool > controller )
IEnumerable< string > SplitCommandLine ( string commandLine )
Description
When passed a command, this method will split it into it’s individual components.
string TrimMatchingQuotes ( this string input, char quote )
Description
This method will trim matching quotes
Parameters
input The string to trim quote The character that represents the quote
Texture¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Breakdown¶
- Texture2D Texture2D ( UnityEngine.Color color, int size )
Helper¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Static Methods¶
object | GetArgumentValueFromString ( string argument, Type type ) |
IEnumerable< string > | GetDefaultParameterPossibleOptions ( Type type ) |
Breakdown¶
- object GetArgumentValueFromString ( string argument, Type type )
- IEnumerable< string > GetDefaultParameterPossibleOptions ( Type type )
ParameterWrapper¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Properties¶
string | Name |
bool | IsOptional |
Type | Type |
object | DefaultValue |
ISuggestion | SuggestionObject |
Public Methods¶
List< string > | GetParameterPossibleValues ( string parameterValue, IEnumerable< string > lastTypedParameters ) |
Breakdown¶
- string Name
- bool IsOptional
- Type Type
- object DefaultValue
- ISuggestion SuggestionObject
- List< string > GetParameterPossibleValues ( string parameterValue, IEnumerable< string > lastTypedParameters )
Suggestions¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Methods¶
Suggestions ( ISkinData skinData, IInputField inputField ) | |
void | Update ( ) |
void | Draw ( ISkinData skinData, Rect rect ) |
Breakdown¶
- Suggestions ( ISkinData skinData, IInputField inputField )
- void Update ( )
- void Draw ( ISkinData skinData, Rect rect )
SuggestionButton¶
Namespace: WellFired.Command.Unity.Runtime.Helpers
Description¶
Properties¶
float | Width { get; set; } |
GUIContent | Content { get; set; } |
bool | AutomaticallyExecute { get; set; } |
string | Input { get; set; } |
Public Methods¶
SuggestionButton ( ISkinData skinData, string label, string input, bool automaticallyExecute ) |
InputFieldFactory¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
If you want to provide specific input support for your platform, you can add your platform to this Input Factory, returning a new instance of your custom IInputField.
Public Static Methods¶
IInputField | GetInputField ( LogHistoryGui logHistoryView ) |
Breakdown¶
- IInputField GetInputField ( LogHistoryGui logHistoryView )
KeyboardInputField¶
Namespace: WellFired.Command.Unity.Runtime
Implements: WellFired.Command.Unity.Runtime.Input.IInputField
Description¶
Public Properties¶
const string | FocusOutId |
bool | HasFocus |
Properties¶
Rect | Rect { get; set; } |
string | PreviousCompleteInput { get; set; } |
string[] | PreviousCompleteParameters { get; set; } |
int | CurrentParameterIndex { get; set; } |
string | Input { get; set; } |
Public Methods¶
KeyboardInputField ( LogHistoryGui logHistoryGuiView ) | |
void | Draw ( ISkinData skinData ) |
void | LoseFocus ( ) |
void | Focus ( ) |
void | FinaliseInput ( ) |
Breakdown¶
- const string FocusOutId
- bool HasFocus
- Rect Rect { get; set; }
- string PreviousCompleteInput { get; set; }
- string[] PreviousCompleteParameters { get; set; }
- int CurrentParameterIndex { get; set; }
- string Input { get; set; }
- KeyboardInputField ( LogHistoryGui logHistoryGuiView )
- void Draw ( ISkinData skinData )
- void LoseFocus ( )
- void Focus ( )
- void FinaliseInput ( )
TouchInputField¶
Namespace: WellFired.Command.Unity.Runtime
Implements: WellFired.Command.Unity.Runtime.Input.IInputField
Description¶
Public Properties¶
const string | FocusOutId |
bool | HasFocus |
Properties¶
Rect | Rect { get; set; } |
string | PreviousCompleteInput { get; set; } |
string[] | PreviousCompleteParameters { get; set; } |
int | CurrentParameterIndex { get; set; } |
string | Input { get; set; } |
Public Methods¶
TouchInputField ( LogHistoryGui logHistoryGuiView ) | |
void | Draw ( ISkinData skinData ) |
void | LoseFocus ( ) |
void | Focus ( ) |
void | FinaliseInput ( ) |
Breakdown¶
- const string FocusOutId
- bool HasFocus
- Rect Rect { get; set; }
- string PreviousCompleteInput { get; set; }
- string[] PreviousCompleteParameters { get; set; }
- int CurrentParameterIndex { get; set; }
- string Input { get; set; }
- TouchInputField ( LogHistoryGui logHistoryGuiView )
- void Draw ( ISkinData skinData )
- void LoseFocus ( )
- void Focus ( )
- void FinaliseInput ( )
DebugLogHistory¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Events¶
Action< LogEntry > | LogEntryAdded |
Action< LogEntry > | LogEntryRemoved |
Action | LogHistoryCleared |
Properties¶
DebugLogHistory | Instance { get; set; } |
Public Methods¶
DebugLogHistory ( Action< LogEntry > onLogEntryAdded ) | |
void | Dispose ( ) |
void | Update ( ) |
void | Clear ( ) |
void | LogException ( string message ) |
void | LogMessage ( string message, LogType type = LogType.Log ) |
void | LogMessage ( string message, string stacktrace, LogType type = LogType.Log ) |
Breakdown¶
- Action< LogEntry > LogEntryAdded
- Action< LogEntry > LogEntryRemoved
- Action LogHistoryCleared
- IList< LogEntry > LogItems
- DebugLogHistory Instance { get; set; }
- DebugLogHistory ( Action< LogEntry > onLogEntryAdded )
- void Dispose ( )
- void Update ( )
- void Clear ( )
- void LogException ( string message )
- void LogMessage ( string message, LogType type = LogType.Log )
- void LogMessage ( string message, string stacktrace, LogType type = LogType.Log )
LogEntry¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Properties¶
LogType | Type { get; set; } |
string | StackTrace { get; set; } |
string | LogMessage { get; set; } |
string | FirstLineOfLogMessage { get; set; } |
float | Time { get; set; } |
Enum | Filter { get; set; } |
string | FilterName { get; set; } |
Breakdown¶
- LogType Type { get; set; }
- string StackTrace { get; set; }
- string LogMessage { get; set; }
- string FirstLineOfLogMessage { get; set; }
- float Time { get; set; }
- Enum Filter { get; set; }
- string FilterName { get; set; }
- LogEntry ( LogType type, string message, float time, string stackTrace = “” )
LogHandler¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Static Methods¶
void | RegisterLogCallback ( Application.LogCallback callback ) |
void | UnRegisterLogCallback ( Application.LogCallback callback ) |
Breakdown¶
- void RegisterLogCallback ( Application.LogCallback callback )
- void UnRegisterLogCallback ( Application.LogCallback callback )
EmailViewModal¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Methods¶
EmailViewModal ( LogHistory viewModel ) | |
string | GetAsBody ( ) |
string | GetHtml ( ) |
LogHistory¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Properties¶
string | FilterString { get; set; } |
IList< LogEntry > | LogEntries { get; set; } |
Public Properties¶
bool | IsFiltered |
bool | HasFiltersToggled |
Public Methods¶
LogHistory ( DebugLogHistory debugLogHistory, Filter filter ) | |
void | FilterLogItems ( ) |
string | ActiveFilterNames ( ) |
Breakdown¶
- string FilterString { get; set; }
- IList< LogEntry > LogEntries { get; set; }
- bool IsFiltered
- bool HasFiltersToggled
- LogHistory ( DebugLogHistory debugLogHistory, Filter filter )
- void FilterLogItems ( )
- string ActiveFilterNames ( )
LogHistoryGui¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Properties¶
bool | AutoScrolling { get; set; } |
Public Methods¶
LogHistoryGui ( ISkinData skinData, LogHistory viewModel, DevelopmentConsole console ) | |
void | Draw ( ISkinData skinData, bool mouseUpOutsideOfWindow ) |
Breakdown¶
- bool AutoScrolling { get; set; }
- LogHistoryGui ( ISkinData skinData, LogHistory viewModel, DevelopmentConsole console )
- void Draw ( ISkinData skinData, bool mouseUpOutsideOfWindow )
Skin¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Properties¶
GUIStyle | TooltipMoreBackgroundStyle { get; set; } |
GUISkin | GuiSkin { get; set; } |
GUIStyle | PopupHeaderStyle { get; set; } |
GUIStyle | PopupWidowStyle { get; set; } |
GUIStyle | ScrollViewStyle { get; set; } |
GUIStyle | ConsoleItemBorderlessLabelStyle { get; set; } |
GUIStyle | FullSizeBorderlessLabelStyle { get; set; } |
GUIStyle | TooltipNormalStyle { get; set; } |
GUIStyle | TooltipHighlightedStyle { get; set; } |
GUIStyle | TooltipOptionBackgroundStyle { get; set; } |
GUIStyle | ConsoleTextField { get; set; } |
GUIStyle | ConsoleWindowBackgroundStyle { get; set; } |
GUIStyle | TooltipLabelBackground { get; set; } |
GUIStyle | HeaderStyle { get; set; } |
GUIStyle | ItemAlternateBackgroundStyle { get; set; } |
GUIStyle | HighlightedItemBackgroundStyle { get; set; } |
GUIStyle | SuggestionButtonBackgroundStyle { get; set; } |
GUIStyle | SuggestionButtonMoreBackgroundStyle { get; set; } |
int | ConsoleRowTextHeight { get; set; } |
int | ConsoleRowHeight { get; set; } |
int | ConsoleRowTextLeftMargin { get; set; } |
Breakdown¶
- GUIStyle ConsoleTextField { get; set; }
- GUIStyle TooltipMoreBackgroundStyle { get; set; }
- GUIStyle PopupHeaderStyle { get; set; }
- GUIStyle PopupWidowStyle { get; set; }
- GUIStyle ScrollViewStyle { get; set; }
- GUIStyle ConsoleItemBorderlessLabelStyle { get; set; }
- GUIStyle FullSizeBorderlessLabelStyle { get; set; }
- GUIStyle TooltipNormalStyle { get; set; }
- GUIStyle TooltipHighlightedStyle { get; set; }
- GUIStyle TooltipOptionBackgroundStyle { get; set; }
- GUISkin GuiSkin { get; set; }
- GUIStyle ConsoleWindowBackgroundStyle { get; set; }
- GUIStyle TooltipLabelBackground { get; set; }
- GUIStyle HeaderStyle { get; set; }
- GUIStyle ItemAlternateBackgroundStyle { get; set; }
- GUIStyle HighlightedItemBackgroundStyle { get; set; }
- GUIStyle SuggestionButtonBackgroundStyle { get; set; }
- GUIStyle SuggestionButtonMoreBackgroundStyle { get; set; }
- int ConsoleRowTextHeight { get; set; }
- int ConsoleRowHeight { get; set; }
- int ConsoleRowTextLeftMargin { get; set; }
SuggestionAttribute¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
This attribute can be used on parameters only. to specify that you will provide auto complete behaviour for that element. The type that is passed to the constructor must be a type that implements the ISuggestion interface.
Public Methods¶
SuggestionAttribute ( Type type ) |
Scroller¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Methods¶
Scroller ( float maxReleaseSpeed, float decelerationSpeed ) | |
void | DoTouch ( Vector2 touchPosition ) |
void | DoUntouch ( ) |
Vector2 | Update ( Vector2 touchPosition, float deltaTime ) |
void | ZeroSpeed ( ) |
Breakdown¶
- ScrollerState State { get; set; }
- Scroller ( float maxReleaseSpeed, float decelerationSpeed )
- void DoTouch ( Vector2 touchPosition )
- void DoUntouch ( )
- Vector2 Update ( Vector2 touchPosition, float deltaTime )
- void ZeroSpeed ( )
CommandsWindow¶
Namespace: WellFired.Command.Unity.Runtime.UI
Inherits: WellFired.Command.Unity.Runtime.UI.Windows.PopupWindow
Description¶
Public Methods¶
CommandsWindow ( ISkinData skinData ) |
protected-func¶
override void | OnShow ( ) |
override void | OnHide ( ) |
override void | DrawWindow ( int windowId ) |
Filter¶
Namespace: WellFired.Command.Unity.Runtime.UI
Description¶
Properties¶
IEnumerable< FilterState > | Custom { get; set; } |
IEnumerable< FilterState > | Global { get; set; } |
Public Properties¶
int | ActiveFilterCount |
Public Methods¶
Filter ( ) | |
void | AddCustomFilters ( IEnumerable< FilterState > filterStates ) |
Breakdown¶
- IEnumerable< FilterState > Custom { get; set; }
- IEnumerable< FilterState > Global { get; set; }
- int ActiveFilterCount
- Filter ( )
- void AddCustomFilters ( IEnumerable< FilterState > filterStates )
FilterState¶
Namespace: WellFired.Command.Unity.Runtime.UI.Windows
Description¶
Properties¶
string | Name { get; set; } |
bool | CustomFilter { get; set; } |
bool | State { get; set; } |
Public Methods¶
FilterState ( string name, bool custom ) |
Breakdown¶
- string Name { get; set; }
- bool CustomFilter { get; set; }
- bool State { get; set; }
- FilterState ( string name, bool custom )
FilterWindow¶
Namespace: WellFired.Command.Unity.Runtime.UI
Inherits: WellFired.Command.Unity.Runtime.UI.Windows.PopupWindow
Description¶
Properties¶
LogHistory | LogHistory { get; set; } |
protected-func¶
override void | OnShow ( ) |
override void | OnHide ( ) |
override void | DrawWindow ( int windowId ) |
Breakdown¶
- LogHistory LogHistory { get; set; }
- void Show ( LogEntry logEntry )
- override void OnShow ( )
- override void OnHide ( )
- override void DrawWindow ( int windowId )
LogEntryPopupWindow¶
Namespace: WellFired.Command.Unity.Runtime.UI
Inherits: WellFired.Command.Unity.Runtime.UI.Windows.PopupWindow
Description¶
Public Methods¶
LogEntryPopupWindow ( ISkinData skinData ) | |
void | Show ( LogEntry logEntry ) |
protected-func¶
override void | OnShow ( ) |
override void | OnHide ( ) |
override void | DrawWindow ( int windowId ) |
PopupWindow¶
Namespace: WellFired.Command.Unity.Runtime.UI
Description¶
Public Properties¶
float | WindowX |
float | WindowY |
float | WindowWidth |
float | WindowHeight |
protected-func¶
abstract void | OnShow ( ) |
abstract void | OnHide ( ) |
abstract void | DrawWindow ( int windowId ) |
Public Methods¶
PopupWindow ( ISkinData skinData, string windowTitle, int windowId ) | |
void | Show ( ) |
void | Hide ( ) |
Rect | Draw ( ) |
Breakdown¶
- readonly ISkinData SkinData
- bool IsVisible { get; set; }
- float WindowX
- float WindowY
- float WindowWidth
- float WindowHeight
- abstract void OnShow ( )
- abstract void OnHide ( )
- abstract void DrawWindow ( int windowId )
- PopupWindow ( ISkinData skinData, string windowTitle, int windowId )
- void Show ( )
- void Hide ( )
- Rect Draw ( )
GuiBeginHorizontal¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Methods¶
GuiBeginHorizontal ( ) | |
GuiBeginHorizontal ( params GUILayoutOption[] layoutOptions ) | |
GuiBeginHorizontal ( GUIStyle guiStyle, params GUILayoutOption[] layoutOptions ) | |
void | Dispose ( ) |
Breakdown¶
- GuiBeginHorizontal ( )
- GuiBeginHorizontal ( params GUILayoutOption[] layoutOptions )
- GuiBeginHorizontal ( GUIStyle guiStyle, params GUILayoutOption[] layoutOptions )
- void Dispose ( )
GuiBeginVertical¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Methods¶
GuiBeginVertical ( ) | |
GuiBeginVertical ( params GUILayoutOption[] layoutOptions ) | |
GuiBeginVertical ( GUIStyle guiStyle, params GUILayoutOption[] layoutOptions ) | |
void | Dispose ( ) |
Breakdown¶
- GuiBeginVertical ( )
- GuiBeginVertical ( params GUILayoutOption[] layoutOptions )
- GuiBeginVertical ( GUIStyle guiStyle, params GUILayoutOption[] layoutOptions )
- void Dispose ( )
GuiChangeColor¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Methods¶
GuiChangeColor ( Color newColor ) | |
void | Dispose ( ) |
GuiChangeContentColor¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Methods¶
GuiChangeContentColor ( Color newColor ) | |
void | Dispose ( ) |
GuiLayoutReflectionHelper¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Static Methods¶
object | GetFieldValue ( object obj, string fieldName ) |
void | SetFieldValue ( object obj, string fieldName, object val ) |
Breakdown¶
- object GetFieldValue ( object obj, string fieldName )
- void SetFieldValue ( object obj, string fieldName, object val )
GuiScaler¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Methods¶
GuiScaler ( ) | |
GuiScaler ( float scale ) | |
void | ReScale ( float scale ) |
void | Begin ( ) |
void | End ( ) |
Breakdown¶
- float Scale
- GuiScaler ( )
- GuiScaler ( float scale )
- void ReScale ( float scale )
- void Begin ( )
- void End ( )
Helper¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Static Methods¶
IDisposable | BodyBeginVertical ( ISkinData skinData ) |
bool | IsValidConsoleScale ( float scale ) |
void | Label ( ISkinData skinData, GUIContent content, params GUILayoutOption[] options ) |
void | Label ( ISkinData skinData, GUIContent content ) |
void | Label ( ISkinData skinData, Rect rect, GUIContent content ) |
bool | Button ( ISkinData skinData, string message ) |
bool | Button ( ISkinData skinData, string message, params GUILayoutOption[] options ) |
bool | Button ( ISkinData skinData, Rect rect, string message ) |
Vector2 | LabelSizeWithContent ( ISkinData skinData, GUIContent content ) |
IDisposable | HeaderBeginHorizontal ( ISkinData skinData ) |
IDisposable | HeaderBeginVertical ( ISkinData skinData ) |
IDisposable | BodyBeginHorizontal ( ISkinData skinData ) |
GUIStyle | Window ( ISkinData skinData ) |
void | Space ( ISkinData skinData ) |
void | ShrinkableSpace ( ISkinData skinData ) |
void | LogEntry ( ISkinData skinData, Rect itemRect, string message, LogType type, bool hover, bool active, bool on, bool keyboardFocus ) |
string | TextEntry ( ISkinData skinData, string commandInput, params GUILayoutOption[] options ) |
Vector2 | DrawTooltip ( ISkinData skinData, Vector2 topLeft, CommandWrapper commandWrapper ) |
GUIStyle | SuggestionButtonStyle ( ISkinData skinData ) |
GUIStyle | SuggestionLabelStyle ( ISkinData skinData ) |
Vector2 | BeginScrollView ( ISkinData skinData, Vector2 scrollPosition, params GUILayoutOption[] options ) |
void | TextArea ( ISkinData skinData, GUIContent content, params GUILayoutOption[] layoutOptions ) |
void | DrawArgument ( ISkinData skinData, Rect rect, GUIContent content, bool current ) |
string | SearchField ( ISkinData skinData, string commandInput, float screenWidth ) |
int | EntryHeight ( ISkinData skinData ) |
Breakdown¶
- float Scale { get; set; }
- GUIStyle Window ( ISkinData skinData )
- IDisposable BodyBeginVertical ( ISkinData skinData )
- void Label ( ISkinData skinData, GUIContent content, params GUILayoutOption[] options )
- void Label ( ISkinData skinData, GUIContent content )
- void Label ( ISkinData skinData, Rect rect, GUIContent content )
- bool Button ( ISkinData skinData, string message )
- bool Button ( ISkinData skinData, string message, params GUILayoutOption[] options )
- bool Button ( ISkinData skinData, Rect rect, string message )
- Vector2 LabelSizeWithContent ( ISkinData skinData, GUIContent content )
- IDisposable HeaderBeginHorizontal ( ISkinData skinData )
- IDisposable HeaderBeginVertical ( ISkinData skinData )
- IDisposable BodyBeginHorizontal ( ISkinData skinData )
- bool IsValidConsoleScale ( float scale )
- void Space ( ISkinData skinData )
- void ShrinkableSpace ( ISkinData skinData )
- void LogEntry ( ISkinData skinData, Rect itemRect, string message, LogType type, bool hover, bool active, bool on, bool keyboardFocus )
- string TextEntry ( ISkinData skinData, string commandInput, params GUILayoutOption[] options )
- Vector2 DrawTooltip ( ISkinData skinData, Vector2 topLeft, CommandWrapper commandWrapper )
- GUIStyle SuggestionButtonStyle ( ISkinData skinData )
- GUIStyle SuggestionLabelStyle ( ISkinData skinData )
- Vector2 BeginScrollView ( ISkinData skinData, Vector2 scrollPosition, params GUILayoutOption[] options )
- void TextArea ( ISkinData skinData, GUIContent content, params GUILayoutOption[] layoutOptions )
- void DrawArgument ( ISkinData skinData, Rect rect, GUIContent content, bool current )
- string SearchField ( ISkinData skinData, string commandInput, float screenWidth )
- int EntryHeight ( ISkinData skinData )
Padding¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Static Methods¶
RectOffset | OnPlatform ( int mouseAndKeyboard, int touch ) |
Breakdown¶
- RectOffset OnPlatform ( int mouseAndKeyboard, int touch )
Platform¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Static Methods¶
bool | IsMouseAndKeyboard ( ) |
Breakdown¶
- bool IsMouseAndKeyboard ( )
Selector¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Public Static Methods¶
T | OnPlatform ( T mouseAndKeyboard, T touch ) |
Breakdown¶
- T OnPlatform< T > ( T mouseAndKeyboard, T touch )
CommandWrapper¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Each Command has an instance of something which derives from CommandWrapper, this simply contains the details for the call. Basically caching it. It is possible to implement custom commands, simply by deriving from this type
protected-attrib¶
string | TheMethodOrPropertyName |
Properties¶
string | Description { get; set; } |
string | CommandName { get; set; } |
WeakReference | ObjectReference { get; set; } |
Type | Type { get; set; } |
abstract :ref:`ParameterWrapper<classwellfired_command_unity_runtime_helpers_parameterwrapper>`[] | Parameters { get; set; } |
Public Properties¶
string | MethodOrPropertyName |
Public Methods¶
abstract void | Invoke ( params string[] arguments ) |
override bool | Equals ( object otherObject ) |
override int | GetHashCode ( ) |
bool | IsValid ( ) |
string | GetParametersAsString ( ) |
protected-func¶
CommandWrapper ( string commandName, string description, Type type, object referenceObject ) |
Breakdown¶
- string TheMethodOrPropertyName
- string Description { get; set; }
- string CommandName { get; set; }
- WeakReference ObjectReference { get; set; }
- Type Type { get; set; }
- abstract :ref:`ParameterWrapper<classwellfired_command_unity_runtime_helpers_parameterwrapper>`[] Parameters { get; set; }
- string MethodOrPropertyName
- abstract void Invoke ( params string[] arguments )
override bool Equals ( object otherObject )
Description
Your custom Command Wrappers can implement this to check for object equality.
Parameters
otherObject The CommandWrapper to compare with the current CommandWrapper.
- override int GetHashCode ( )
bool IsValid ( )
Description
Determines whether this instance is valid.
string GetParametersAsString ( )
Description
Getsa string containing all the method parameters.
- CommandWrapper ( string commandName, string description, Type type, object referenceObject )
Interfaces¶
ISkinData¶
Namespace: WellFired.Command
Description¶
Properties¶
Color | DetailedLogMessageBackgroundColor { get; set; } |
Color | MainColor { get; set; } |
Color | MainFontColor { get; set; } |
Color | TextEntryFontColor { get; set; } |
Color | TextEntryColor { get; set; } |
Color | ButtonColor { get; set; } |
Color | ButtonHoverColor { get; set; } |
Color | EntryExceptionColor { get; set; } |
Color | EntryErrorColor { get; set; } |
Color | EntryWarningColor { get; set; } |
Color | EntryInfoColor { get; set; } |
Color | SecondaryColor { get; set; } |
Color | DetailedLogMessageColor { get; set; } |
Color | GeneralLabelFontColor { get; set; } |
int | FontSize { get; set; } |
int | ButtonSpacing { get; set; } |
int | ButtonSpacingTouch { get; set; } |
int | EntryHeight { get; set; } |
int | ButtonPaddingKeyboard { get; set; } |
int | ButtonPaddingTouch { get; set; } |
int | HeaderPaddingKeyboard { get; set; } |
int | HeaderPaddingTouch { get; set; } |
Breakdown¶
- Color SecondaryColor { get; set; }
- Color DetailedLogMessageBackgroundColor { get; set; }
- Color MainFontColor { get; set; }
- Color TextEntryFontColor { get; set; }
- Color TextEntryColor { get; set; }
- Color ButtonColor { get; set; }
- Color ButtonHoverColor { get; set; }
- Color EntryExceptionColor { get; set; }
- Color EntryErrorColor { get; set; }
- Color EntryWarningColor { get; set; }
- Color EntryInfoColor { get; set; }
- Color MainColor { get; set; }
- Color DetailedLogMessageColor { get; set; }
- Color GeneralLabelFontColor { get; set; }
- int FontSize { get; set; }
- int ButtonSpacing { get; set; }
- int ButtonSpacingTouch { get; set; }
- int EntryHeight { get; set; }
- int ButtonPaddingKeyboard { get; set; }
- int ButtonPaddingTouch { get; set; }
- int HeaderPaddingKeyboard { get; set; }
- int HeaderPaddingTouch { get; set; }
IEmailSender¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
You can implement this interface if you would like to provide specific functionality for your debug console to send email logs.
Public Methods¶
bool | CanSendEmail ( ) |
void | Email ( string attachmentPath, string mimeType, string attachmentFilename, string recipientAddress, string subject, string body ) |
Breakdown¶
bool CanSendEmail ( )
Description
If this instance of an Email Sender can send an email, you should return true from here, if you do this, your Development Console will have an Email button in certain bits of UI.
void Email ( string attachmentPath, string mimeType, string attachmentFilename, string recipientAddress, string subject, string body )
Description
Implement this method if your custom email sender needs to send email. You can implement this in any way you see fit.
Parameters
attachmentPath File path to attachment. mimeType MIME type. attachmentFilename Attachment filename. recipientAddress Recipient address. subject Subject. body Body.
IInputField¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
Properties¶
bool | HasFocus { get; set; } |
Rect | Rect { get; set; } |
string | PreviousCompleteInput { get; set; } |
string[] | PreviousCompleteParameters { get; set; } |
int | CurrentParameterIndex { get; set; } |
string | Input { get; set; } |
Public Methods¶
void | FinaliseInput ( ) |
void | Focus ( ) |
void | LoseFocus ( ) |
void | Draw ( ISkinData skinData ) |
Breakdown¶
- bool HasFocus { get; set; }
- Rect Rect { get; set; }
- string PreviousCompleteInput { get; set; }
- string[] PreviousCompleteParameters { get; set; }
- int CurrentParameterIndex { get; set; }
- string Input { get; set; }
- void FinaliseInput ( )
- void Focus ( )
- void LoseFocus ( )
- void Draw ( ISkinData skinData )
ISuggestion¶
Namespace: WellFired.Command.Unity.Runtime
Description¶
The Interface for an IAutoCompletable Object, this is used by the DevelopmentConsole to auto complete suggestions for the user. You can provide your own Auto Complete method, E.G.
Public Methods¶
IEnumerable< string > | Suggestion ( IEnumerable< string > previousArguments ) |
Breakdown¶
IEnumerable< string > Suggestion ( IEnumerable< string > previousArguments )
Description
This method will be used by the .:ref:Command<namespacewellfired_command> to determine the auto complete values that should be used.
Parameters
previousArguments The Previous Arguments
Namespaces¶
Enums¶
DisplayCorner¶
Namespace: WellFired.Command.Unity.Runtime.Console
Description¶
TopLeft |
TopRight |
BottomRight |
BottomLeft |