using System.Collections;
using System.Collections.Generic;
using System.Text.RegularExpressions;
using UnityEngine;
using UnityEngine.UI;
namespace Cyber.Console {
///
/// Controls an input and an output to implement a console interface to call
/// arbitrary commands which can be set from anywhere in the program through
/// .
///
public class DebugConsole : MonoBehaviour {
private static readonly Regex CommandPartRegex = new Regex("([^ \"]+ )|(\"[^\"]+\")");
///
/// The parent of the and .
///
public GameObject Panel;
///
/// The input for the console.
///
public InputField InputField;
///
/// The output for the console.
///
public Text TextField;
///
/// Controls the visibility of the console. For how this is controlled in-game, see .
///
public bool Visible = false;
private Dictionary Actions = new Dictionary();
///
/// Creates a new , and sets the 's singleton.
///
public DebugConsole() {
Term.SetDebugConsole(this);
}
///
/// Tries to call the command in the .
///
public void CallCommand() {
if (InputField.text.Length == 0) {
return;
}
Println(InputField.text);
List Arguments = new List();
MatchCollection Matches = CommandPartRegex.Matches(InputField.text + " ");
for (int i = 0; i < Matches.Count; i++) {
Arguments.Add(Matches[i].Value.Replace('"', ' ').Trim());
}
foreach (string Action in Actions.Keys) {
string[] Parts = Action.Split(' ');
if (Arguments.Count == Parts.Length && Arguments[0].Equals(Parts[0])) {
Arguments.RemoveAt(0);
Actions[Action].Call(Arguments);
break;
}
}
InputField.text = "";
InputField.ActivateInputField();
}
///
/// Adds a command to be used in the console.
///
/// The command template that should be used.
/// eg. "print (text)" or "add (number) (number)".
/// Description.
/// Action.
public void AddCommand(string command, string description, DebugConsoleAction.Action action) {
string PrettyDescription = command;
foreach (string Line in description.Split('\n')) {
PrettyDescription += "\n " + Line;
}
Actions[command] = new DebugConsoleAction(PrettyDescription, action);
}
///
/// Prints text into the DebugConsole and adds a newline.
///
/// Text.
public void Println(string text) {
Print(text + "\n");
}
///
/// Prints text into the Console.
///
/// Text.
/// \todo Handle removing history when it gets very long. Very long console logs might cause problems when displaying new prints.
public void Print(string text) {
TextField.text += text;
}
private void Start() {
AddCommand("help", "Lists all commands.", (args) => {
Println("Commands:");
foreach (string Action in Actions.Keys) {
Println("- " + Action);
}
});
AddCommand("help (command)", "Describes the given command.", (args) => {
// Check complete versions of the names (so you can do eg. help "help (command)")
foreach (string Action in Actions.Keys) {
if (Action.Equals(args[0])) {
Println(Actions[Action].Description);
return;
}
}
// Check just names
foreach (string Action in Actions.Keys) {
string[] Parts = Action.Split(' ');
if (Parts[0].Equals(args[0])) {
Println(Actions[Action].Description);
return;
}
}
Println("That command doesn't exist.");
});
AddCommand("print (text)", "Prints the given text.", (args) => {
Println(args[0]);
});
AddCommand("shutdown", "Shuts the game down.", (args) => {
Application.Quit();
});
}
private void Update() {
// Inputs
if (Input.GetButtonDown("Console Toggle")) {
Visible = !Visible;
}
if (Input.GetButtonDown("Enter Command")) {
CallCommand();
}
// Slide up/down animation
RectTransform Rect = Panel.GetComponent();
Vector2 OffsetMin = Rect.offsetMin;
if (Visible) {
if (OffsetMin.y > 1) {
OffsetMin.y = Mathf.Lerp(OffsetMin.y, 0, 5f * Time.deltaTime);
}
if (!InputField.isFocused) {
InputField.ActivateInputField();
}
} else {
if (1000 - OffsetMin.y > 1) {
OffsetMin.y = Mathf.Lerp(OffsetMin.y, 1000, 1f * Time.deltaTime);
}
if (InputField.isFocused) {
InputField.DeactivateInputField();
}
}
Rect.offsetMin = OffsetMin;
}
}
}