My Debug.Log() function is not showing in all of my scripts, and yes, most of them are attached to gameObjects. I can't seem to get the reason why it doesn't show up. I also have the console debugging enabled, and I put
Debug.Log("AAA")
in the update function, without any if statements, while statements, or for statements around it. Here is an example:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
public class PlayerController : MonoBehaviour {
[HideInInspector]
public static FloorBar[] floorBars;
public static Vector3 pos;
public Vector2Int floorBarSize;
public static GameObject go;
public void DefineVars(FloorBar[] floorBarsA)
{
floorBars = floorBarsA;
pos = new Vector3();
go = gameObject;
SetPos( new Vector2(0,0));
gameObject.SetActive(true);
}
public void SetPos(Vector2 desiredPos)
{
int posIndex = PosToIndex(desiredPos);
Debug.Log(floorBars[posIndex].gm.transform.localScale.y);
Vector3 posToAssign = new Vector3((int)floorBars[posIndex].pos.x, (floorBars[posIndex].gm.transform.localScale.y / 2 + 0.6f), (int)floorBars[posIndex].pos.z);
if (posToAssign.y > pos.y &&
(posToAssign.x != pos.x || posToAssign.z != pos.z))
{
gameObject.SetActive(false);
UIScript.stSetCanvasOffset(UIScript.canvasList[0], new Vector2(-1, 0));
}
pos = posToAssign;
gameObject.transform.position = pos;
}
public static void Restart()
{
for(int i = 0; i < floorBars.Length; i++)
{
floorBars[i].nextHeight = 1;
floorBars[i].CalcHeight(floorBars[i].nextHeight, 1);
}
pos = new Vector3((int)floorBars[0].pos.x, (floorBars[0].gm.transform.localScale.y / 2 + 0.6f), (int)floorBars[0].pos.z);
go.SetActive(true);
}
public void Update()
{
Debug.Log("AAA"); <--- Here is my Debug.Log
if (!UIScript.paused)
{
if (Input.GetKeyDown(KeyCode.W) || Input.GetKeyDown(KeyCode.UpArrow))
{
if (!IsOutOfBounds(pos + new Vector3(0, 0, 1)))
{
SetPos(new Vector2(pos.x, pos.z + 1));
}
}
if (Input.GetKeyDown(KeyCode.A) || Input.GetKeyDown(KeyCode.LeftArrow))
{
if (!IsOutOfBounds(pos + new Vector3(-1, 0, 0)))
{
SetPos(new Vector2(pos.x - 1, pos.z));
}
}
if (Input.GetKeyDown(KeyCode.S) || Input.GetKeyDown(KeyCode.DownArrow))
{
if (!IsOutOfBounds(pos + new Vector3(0, 0, -1)))
{
SetPos(new Vector2(pos.x, pos.z - 1));
}
}
if (Input.GetKeyDown(KeyCode.D) || Input.GetKeyDown(KeyCode.RightArrow))
{
if (!IsOutOfBounds(pos + new Vector3(1, 0, 0)))
{
SetPos(new Vector2(pos.x + 1, pos.z));
}
}
SetPos(new Vector2(pos.x, pos.z));
}
}
public bool IsOutOfBounds(Vector3 desiredPos)
{
return desiredPos.x < floorBars[0].gm.transform.position.x ||
desiredPos.z < floorBars[0].gm.transform.position.z ||
desiredPos.x > floorBars[floorBars.Length - 1].gm.transform.position.x ||
desiredPos.z > floorBars[floorBars.Length - 1].gm.transform.position.z;
}
public int PosToIndex(Vector2 pos)
{
return (int)pos.y * floorBarSize.x + (int)pos.x;
}
}