I've also been working with Pablo Costantini who makes FLashInspector to create a universal plugin container for loading verious tools for debugging. In starting to go down this path, I've come up with a prototype AdminTool interface that loads external assets and creates a "tab" at runtime to accomodate the loaded assets.
If you're confused, watch this video. It explains it all:
The cool thing is, it allows people to use whatever debug tools they want to within the admintool. So, if you like Pablo's logging better than the admintools, just load it as an external asset, and bam, it's integrated right there. You can still use the AT' or just use Pablo's logger.
So far, it's looking very good and working well. Pablo's does somethings VERY well, and I still prefer some of the AT's features, but ultimately, I've got the power to do anything I need to with both. I'm actually using Pablo's logger more and more and enhancing my own static wrapper class to make the calls. This gives me great flexibility in how I pass data to Pablo's FlashInspector. The one feature I like about the AdminTool's logger is that I can pass multiple arguments with one call:
_global.tt("onStartGame", eventObj, GameController.currentLevel, GameController.totalScore);
But I love Pablo's filtering! So, In my custom class, I can send multiple arguments as if I were using the AT's logger, and it parses it out to make the separate calls to Pablo's:
Logger({type:"Info", obj:"onStartGame"}, {type:"debug", obj:eventObj}, {type:"Info", obj:GameController.currentLevel}, {type:"Info", obj:GameController.totalScore});
or if I'm lazy:
Logger({type:"info", ary:[eventObj, GameController.currentLevel, GameController.totalScore]});
Ultimately, we're going to create an open source plugin container for the OSFlash community and wanted to start getting feed back on this concept. Pablo and I have been discussing this at length and agree that it's time to put together a universal container to manage debug plugins and provide and API.
Thanks for your help!
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John Grden
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