Topic: Debugger Position Script
If you need a script to control the position of your debugger you can use this.
#if UNITY_EDITOR
using UnityEngine;
using UFE3D;
public class UFE_2DebuggerPositionHandlerScript : MonoBehaviour
{
//I recommend deleting the object this script is attached to before creating a build of your game
private RectTransform player1DebuggerRectTransform;
public Vector3 player1DebuggerPosition;
private RectTransform player2DebuggerRectTransform;
public Vector3 player2DebuggerPosition;
// Update is called once per frame
void Update()
{
switch (UFE.config.debugOptions.debugMode)
{
case true:
switch (UFE.config.debugOptions.trainingModeDebugger)
{
case true:
switch (UFE.gameMode)
{
case GameMode.TrainingRoom:
if (UFE.p1ControlsScript != null
&& UFE.p2ControlsScript != null)
{
if (player1DebuggerRectTransform == null
&& player2DebuggerRectTransform == null)
{
player1DebuggerRectTransform = GameObject.Find("Debugger1").GetComponent<RectTransform>();
player2DebuggerRectTransform = GameObject.Find("Debugger2").GetComponent<RectTransform>();
}
else
{
player1DebuggerRectTransform.anchoredPosition = player1DebuggerPosition;
player2DebuggerRectTransform.anchoredPosition = player2DebuggerPosition;
}
}
break;
}
break;
case false:
if (UFE.p1ControlsScript != null
&& UFE.p2ControlsScript != null)
{
if (player1DebuggerRectTransform == null
&& player2DebuggerRectTransform == null)
{
player1DebuggerRectTransform = GameObject.Find("Debugger1").GetComponent<RectTransform>();
player2DebuggerRectTransform = GameObject.Find("Debugger2").GetComponent<RectTransform>();
}
else
{
player1DebuggerRectTransform.anchoredPosition = player1DebuggerPosition;
player2DebuggerRectTransform.anchoredPosition = player2DebuggerPosition;
}
}
break;
}
break;
}
}
}
#endif