using UnityEngine; using System.Collections; using System; public class DebugViewManager : MonoBehaviour { public static Action OnDebugView; #if UNITY_EDITOR || DEBUG private bool _showDebug = false; private bool _isExpanded = false; #if UNITY_EDITOR || UNITY_WEBPLAYER void Start() { _showDebug = true; } #endif #if UNITY_IPHONE || UNITY_ANDROID void Update() { if (Input.touchCount == 4 && Input.touches[0].phase == TouchPhase.Ended) { _showDebug = !_showDebug; } } #endif void OnGUI() { if (_showDebug) { //if (GUILayout.Button(_isExpanded ? "Hide Debug Menu" : "Show Debug Menu", GameConstants.DebugButtonWidth, GameConstants.DebugButtonHeight)) { //_isExpanded = !_isExpanded; } if (_isExpanded) { if (GUILayout.Button("Delete PlayerPrefs (Restart app suggested)", GameConstants.DebugButtonWidth, GameConstants.DebugButtonHeight)) { PlayerPrefs.DeleteAll(); } if (GUILayout.Button("Clean cache (asset bundles)", GameConstants.DebugButtonWidth, GameConstants.DebugButtonHeight)) { Caching.CleanCache(); } if (GUILayout.Button("Reset Data", GameConstants.DebugButtonWidth, GameConstants.DebugButtonHeight)) { CoreNotificationCenter.Post(CoreNotificationType.ResetData); } if (OnDebugView != null) { OnDebugView(); } } } } #endif }