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DebugManager.cs
<= ¥¯¥ê¥Ã¥¯¤¹¤ë¤È³«¤¤Þ¤¹
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
public class DebugManager : MonoBehaviour
{
public static DebugManager instance;
[SerializeField]
private Button btnSaveDataReset;
[SerializeField]
private Text txtDialog;
[Header("¥Ç¥Ð¥Ã¥°¤ò͸ú¤Ë¤¹¤ë¾ì¹ç¤Ï¥Á¥§¥Ã¥¯¤òÆþ¤ì¤ë")]
public bool isDebugModeOn;
void Awake() {
if (instance == null) {
instance = this;
DontDestroyOnLoad(gameObject);
} else {
Destroy(gameObject);
}
// ¥Ç¥Ð¥Ã¥°µ¡Ç½¤Î͸ú/̵¸ú²½
SetUpDebugMode();
}
/// <summary>
/// ¥Ç¥Ð¥Ã¥°µ¡Ç½¤Î͸ú/̵¸ú²½¤ò³Îǧ¤·¤ÆÀÚ¤êÂؤ¨
/// </summary>
private void SetUpDebugMode() {
// ¥Ü¥¿¥ó¤òɽ¼¨
btnSaveDataReset.gameObject.SetActive(isDebugModeOn);
// ¥Ü¥¿¥ó¤¬Í¸ú¤Ê¤é
if (btnSaveDataReset.gameObject.activeSelf) {
// ¥Ü¥¿¥ó¤Ë¥á¥½¥Ã¥É¤òÅÐÏ¿
btnSaveDataReset.onClick.AddListener(OnClickAllSaveDataReset);
}
// ¥í¥°ÍѤΥƥ¥¹¥È¤òɽ¼¨
txtDialog.gameObject.SetActive(isDebugModeOn);
}
/// <summary>
/// ¥»¡¼¥Ö¥Ç¡¼¥¿ºï½ü¥Ü¥¿¥ó¤ò²¡¤·¤¿ºÝ¤Î½èÍý
/// </summary>
private void OnClickAllSaveDataReset() {
OfflineTimeManager.instance.AllRemoveWorkingJobTimeDatasList();
}
/// <summary>
/// ¥²¡¼¥à²èÌÌ¤Ë¥í¥°É½¼¨
/// </summary>
/// <param name="log"></param>
public void DisplayDebugDialog(string log) {
txtDialog.text += log + "\n";
}
private void Update() {
// ¥Ç¥Ð¥Ã¥°µ¡Ç½¤¬Ìµ¸ú¤Î¾ì¹ç¤Ë¤Ï½èÍý¤ò¹Ô¤ï¤Ê¤¤
if (!isDebugModeOn) {
return;
}
// ¥·¡¼¥ó¤ÎºÆÆɤ߹þ¤ß(¼Â¹Ô/Ää»ß¤Î¼ê´Ö¤ò¾Ê¤¯)
if (Input.GetKeyDown(KeyCode.Space)) {
ReloadScene();
}
}
/// <summary>
/// ¸½ºß¤Î¥·¡¼¥ó¤òºÆÆɤ߹þ¤ß
/// </summary>
private void ReloadScene() {
SceneManager.LoadScene(SceneManager.GetActiveScene().name);
}
}
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