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Allows the addition of a lightweight developer console in play mode with completely scriptable commands and arguments.
Home Page: https://pablothedolphin.github.io/Scriptable-Console/
License: MIT License
C# 5.47%
ShaderLab 16.06%
HLSL 2.26%
JavaScript 41.07%
Liquid 1.40%
CSS 33.75%
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Extend the UI to instantiate up to a few text objects and use them as an object pool to show the most recent commands made.
Generate docs based on xml comments and create articles on how to use the API and best practices.
Describe in detail every class, struct, interface, method, field and property.
Create a library of parsing methods for each of these types and call them in the commands that need them.
Generate a cheat sheet text file that contains all the command words and their descriptions in the inspector on start. Save this file into persistent data path.
For the sake of best practice, write some decent test coverage to identify edge cases and account for them.
Allow history preview to be clickable so that the full text could replace what's currently in the input field.
Allow full user access to all overloads of StateMachineBase.UpdateState().
Replace all new line symbols with spaces or something.
Subscribe to all logs made in unity and just display them in the same way that previous commands were displayed in.
Just need to add in those command types.
Just remove all code associated to it.
Crank dat solja boi right up
Like the help command, add a built in key word for simply clearing the console.
Flesh out the command processing to accept a variable number of arguments and parse them accordingly.
Add a red text entry to the command history to describe if a command wasn't recognised or if the arguments were not accepted.
I think the awake method on scriptable objects executes on asset creation rather than on enter play mode so this is the best place to set the description to some default value for each command type.
Loop through all commands on either awake or via the editor and give some feedback saying that a command word is being used more than once.
Just add the necessary editor script. Would need to also add a new assembly definition to allow the editor script to compile.