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'2024/04/18'에 해당되는 글 2건

  1. 2024.04.18 [에셋] Disable Logs Easy
  2. 2024.04.18 [Lunar Mobile Console - PRO] Actions and Variables Sample

Unity 2021.3.37f1

----

 

기존에 Custom Debug.cs를 만들어서 Plugins 폴더에 넣고 Debug.Log 사용 유무를 제어했었는데,

스토어 둘러보다보니 Disable Logs Easy라는게 보여서 살펴보니 좋아보인다.

게다가 Free..

기존의 Debug.cs를 제거하고 이걸로 교체 함.

 

 

[링크] https://assetstore.unity.com/packages/tools/utilities/disable-logs-easy-206473

 

Disable Logs Easy | 유틸리티 도구 | Unity Asset Store

Use the Disable Logs Easy from Dev Dunk Studio on your next project. Find this utility tool & more on the Unity Asset Store.

assetstore.unity.com

 

[참조] https://blueasa.tistory.com/1024

 

디바이스에서 Debug.Log 메시지 출력하지 않도록 하기

[추가] 2024-04-17 #define으로 Editor, Device등 원하는 곳에 띄울 수 있게 약간 변형함 #if UNITY_EDITOR #define MY_DEBUG #endif using UnityEngine; using System.Collections; using System; using UnityEngine.Internal; /// /// It overrides Uni

blueasa.tistory.com

 

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Unity 2021.3.37f1

Lunar Mobile Console - Pro v1.8.5

----

Lunar Mobile Console - Pro에서 Actions and Variables를 사용할 수 있는데,

이번에 enum 넣으면서 참조 링크를 다시 봤는데 enum 관련 작성을 제대로 안해놔서 좀 헤메서..

변수 타입별 사용방법 정리 겸 샘플 작성해서 올려 둠.

 

 

using UnityEngine;
using System.Collections;
using LunarConsolePlugin;

public class AnLunarConsole_Actions_Variables_Manager : MonoBehaviour
{
    public enum eVariablesType
    {
        One,
        Two,
        Three
    }

    [CVarContainer]
    public static class Variables
    {
        public static readonly CVar myBool = new CVar("My boolean value", true);
        public static CVarChangedDelegate CVarChangedDelegate_myBool = null;
        public static readonly CVar myFloat = new CVar("My float value", 3.14f);
        public static CVarChangedDelegate CVarChangedDelegate_myFloat = null;
        public static readonly CVar myInt = new CVar("My integer value", 10);
        public static CVarChangedDelegate CVarChangedDelegate_myInt = null;
        public static readonly CVar myString = new CVar("My string value", "Test");
        public static CVarChangedDelegate CVarChangedDelegate_myString = null;
        public static readonly CEnumVar<eVariablesType> myEnum = new CEnumVar<eVariablesType>("My enum value", eVariablesType.Two);
        public static CVarChangedDelegate CVarChangedDelegate_myEnum = null;
    }

    IEnumerator Start()
    {
        yield return null;

        InitActions();
        InitVariables();

        AddAction();
        AddDelegate();
    }

    void OnDestroy()
    {
        RemoveAction();
        RemoveDelegate();
    }

    #region Actions
    void InitActions()
    {

    }

    void AddAction()
    {
        LunarConsole.RegisterAction("[Common] Action Common 1", Action_Common_1);
        LunarConsole.RegisterAction("[Common] Action Common 2_1", () => Action_Common_2(1));
        LunarConsole.RegisterAction("[Common] Action Common 2_2", () => Action_Common_2(2));
        LunarConsole.RegisterAction("[InGame] Action InGame", Action_InGame);
        LunarConsole.RegisterAction("[OutGame] Action OutGame", Action_OutGame);
    }

    void RemoveAction()
    {
        LunarConsole.UnregisterAllActions(this); // don't forget to unregister!
    }

    void Action_Common_1()
    {
        // do something..
    }

    void Action_Common_2(int _iValue)
    {
        // do something..
    }

    void Action_InGame()
    {
        // do something..
    }

    void Action_OutGame()
    {
        // do something..
    }
    #endregion

    #region Variables
    void InitVariables()
    {
        Variables.myBool.BoolValue = true;
        Variables.myFloat.FloatValue = 3.14f;
        Variables.myInt.IntValue = 10;
        Variables.myString.Value = "Test";
        //Variables.myEnum.EnumValue = eVariablesType.Two;  // Can't
    }

    void AddDelegate()
    {
        // myBool
        Variables.CVarChangedDelegate_myBool = (value) =>
        {
            UnityEngine.Debug.Log("[myBool is] " + value);
            OnCVarChangedDelegate_myBool(value);
        };
        Variables.myBool.AddDelegate(Variables.CVarChangedDelegate_myBool);

        // myFloat
        Variables.CVarChangedDelegate_myFloat = (value) =>
        {
            UnityEngine.Debug.Log("[myFloat is] " + value);
            OnCVarChangedDelegate_myFloat(value);
        };
        Variables.myFloat.AddDelegate(Variables.CVarChangedDelegate_myFloat);

        // myInt
        Variables.CVarChangedDelegate_myInt = (value) =>
        {
            UnityEngine.Debug.Log("[myInt is] " + value);
            OnCVarChangedDelegate_myInt(value);
        };
        Variables.myInt.AddDelegate(Variables.CVarChangedDelegate_myInt);

        // myString
        Variables.CVarChangedDelegate_myString = (value) =>
        {
            UnityEngine.Debug.Log("[myString is] " + value);
            OnCVarChangedDelegate_myString(value);
        };
        Variables.myString.AddDelegate(Variables.CVarChangedDelegate_myBool);

        // myEnum
        Variables.CVarChangedDelegate_myEnum = (value) =>
        {
            UnityEngine.Debug.Log("[myEnum is] " + value);
            CEnumVar<eVariablesType> cEnumVar = (CEnumVar<eVariablesType>)value;
            eVariablesType eEnumValue = cEnumVar.EnumValue;
            OnCVarChangedDelegate_myEnum(eEnumValue);
        };
        Variables.myEnum.AddDelegate(Variables.CVarChangedDelegate_myEnum);
    }

    void RemoveDelegate()
    {
        Variables.myBool.RemoveDelegate(Variables.CVarChangedDelegate_myBool);
        Variables.myFloat.RemoveDelegate(Variables.CVarChangedDelegate_myFloat);
        Variables.myInt.RemoveDelegate(Variables.CVarChangedDelegate_myInt);
        Variables.myString.RemoveDelegate(Variables.CVarChangedDelegate_myString);
        Variables.myEnum.RemoveDelegate(Variables.CVarChangedDelegate_myEnum);
    }

    void OnCVarChangedDelegate_myBool(bool _bValue)
    {
        // do something..
    }

    void OnCVarChangedDelegate_myFloat(float _fValue)
    {
        // do something..
    }

    void OnCVarChangedDelegate_myInt(int _iValue)
    {
        // do something..
    }

    void OnCVarChangedDelegate_myString(string _strValue)
    {
        // do something..
    }

    void OnCVarChangedDelegate_myEnum(eVariablesType _eVariablesType)
    {
        // do something..
    }
    #endregion
}

 

 

[참조] https://github.com/SpaceMadness/lunar-unity-console/wiki/Actions-and-Variables#listening-for-variable-changes

 

Actions and Variables

High-performance Unity iOS/Android logger built with native platform UI - SpaceMadness/lunar-unity-console

github.com

 

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