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UniDebugPanel

You can display customizable buttons for debugging in the game.

Version

Usage

Symbol

<img src="https://cdn-ak.f.st-hatena.com/images/fotolife/b/baba_s/20180805/20180805104628.png" />

Select "Player Settings ..." from "File> Build Settings ..." on the Unity menu,
Enter "ENABLE_DEBUG_PANEL" in "Scripting Define Symbols".

Basic Usage

<img src="https://cdn-ak.f.st-hatena.com/images/fotolife/b/baba_s/20180805/20180805104734.png" />

Place the "UniDebugPanelUI" prefab in the scene.

using KoganeLib.UniDebugPanel;
using UnityEngine;
using UnityEngine.UI;

public class Example : MonoBehaviour
{
    public UniDebugPanelUI m_debugPanelUI = null;
    public Button          m_buttonUI     = null;

    private void Start()
    {
        m_debugPanelUI.DoSetDisp
        (
            new UDPData( "ロック"    , () => m_buttonUI.interactable = false ),
            new UDPData( "アンロック", () => m_buttonUI.interactable = true  )
        );
        
    }
}

And you create a script like the one above.

<img src="https://cdn-ak.f.st-hatena.com/images/fotolife/b/baba_s/20180805/20180805105108.gif" />

You can now call the debugging functions from that scene.

Release Build

<img src="https://cdn-ak.f.st-hatena.com/images/fotolife/b/baba_s/20180805/20180805110417.png" />

Select "Player Settings ..." from "File> Build Settings ..." on the Unity menu,
Deleting "ENABLE_DEBUG_PANEL" from "Scripting Define Symbols"
All functions of UniDebugPanelUI are disabled.