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Test script for SimpleCSVDebug.cs for Unity
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using UnityEngine; | |
public class TestSimpleCSVDebug : MonoBehaviour | |
{ | |
// Construct an instance of the SimpleCSVDebug class to use. | |
private SimpleCSVDebug simpleCSVDebug = new SimpleCSVDebug(); | |
void Start() | |
{ | |
// Write the heading to the file so we have named columns in the CSV. | |
simpleCSVDebug.AddLineToOutput("Time,lerpTime,newPositionX,newPositionY"); | |
} | |
private float lerpTime = 0f; | |
private Vector2 start = Vector2.zero; | |
private Vector2 end = new Vector2(10f,10f); | |
private float lerpDuration = 2f; | |
void Update() | |
{ | |
Vector2 newPosition = Vector2.Lerp(start, end, lerpTime / lerpDuration); | |
simpleCSVDebug.AddLineToOutput(simpleCSVDebug.DelimitedFormat(',', "F6", Time.time, lerpTime, newPosition.x, newPosition.y)); | |
lerpTime = Time.deltaTime; | |
// We've successfully lerped so we can disable the script. | |
// OnDisable will write the output to the file. | |
if (newPosition == end) | |
{ | |
Debug.Log("success!"); | |
enabled = false; | |
} | |
} | |
// We're using enabled=false to signal success, | |
// yet we may still want to see our results so we should | |
// write to the file at that time. | |
void OnDisable() { simpleCSVDebug.FinalWrite(); } | |
// We may also want to stop the application and automatically write to file | |
// if we don't ever meet the success condition to disable the script. | |
void OnApplicationQuit() { simpleCSVDebug.FinalWrite(); } | |
void OnGUI() | |
{ | |
// Let's monitor our stringbuilder's size. | |
GUI.Label(new Rect(0, 0, 500, 500), "ouput's bytes: " + simpleCSVDebug.OuputSizeInBytes().ToString("N")); | |
} | |
} |
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