The fucking 3rd time i had to upload this project to git

This commit is contained in:
Madhav Kapa 2023-10-06 20:18:29 -04:00
commit 5658acfe16
2689 changed files with 1259400 additions and 0 deletions

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## Unity ##
*.cs diff=csharp text
*.cginc text
*.shader text
*.mat merge=unityyamlmerge eol=lf
*.anim merge=unityyamlmerge eol=lf
*.unity merge=unityyamlmerge eol=lf
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*.physicMaterial merge=unityyamlmerge eol=lf
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*.meta merge=unityyamlmerge eol=lf
*.controller merge=unityyamlmerge eol=lf
## git-lfs ##
#Image
*.jpg filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text
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*.a filter=lfs diff=lfs merge=lfs -text
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# This .gitignore file should be placed at the root of your Unity project directory
#
# Get latest from https://github.com/github/gitignore/blob/main/Unity.gitignore
#
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/[Oo]bj/
/[Bb]uild/
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data
/[Mm]emoryCaptures/
# Recordings can get excessive in size
/[Rr]ecordings/
# Uncomment this line if you wish to ignore the asset store tools plugin
# /[Aa]ssets/AssetStoreTools*
# Autogenerated Jetbrains Rider plugin
/[Aa]ssets/Plugins/Editor/JetBrains*
# Visual Studio cache directory
.vs/
# Gradle cache directory
.gradle/
# Autogenerated VS/MD/Consulo solution and project files
ExportedObj/
.consulo/
*.csproj
*.unityproj
*.sln
*.suo
*.tmp
*.user
*.userprefs
*.pidb
*.booproj
*.svd
*.pdb
*.mdb
*.opendb
*.VC.db
# Unity3D generated meta files
*.pidb.meta
*.pdb.meta
*.mdb.meta
# Unity3D generated file on crash reports
sysinfo.txt
# Builds
*.apk
*.aab
*.unitypackage
*.app
# Crashlytics generated file
crashlytics-build.properties
# Packed Addressables
/[Aa]ssets/[Aa]ddressable[Aa]ssets[Dd]ata/*/*.bin*
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# Visual Studio Code
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{
"version": "1.0",
"components": [
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#if !UNITY_EDITOR && UNITY_ANDROID
using System.Collections.Generic;
using UnityEngine;
// Credit: https://stackoverflow.com/a/41018028/2373034
namespace IngameDebugConsole
{
public class DebugLogLogcatListener : AndroidJavaProxy
{
private Queue<string> queuedLogs;
private AndroidJavaObject nativeObject;
public DebugLogLogcatListener() : base( "com.yasirkula.unity.DebugConsoleLogcatLogReceiver" )
{
queuedLogs = new Queue<string>( 16 );
}
~DebugLogLogcatListener()
{
Stop();
if( nativeObject != null )
nativeObject.Dispose();
}
public void Start( string arguments )
{
if( nativeObject == null )
nativeObject = new AndroidJavaObject( "com.yasirkula.unity.DebugConsoleLogcatLogger" );
nativeObject.Call( "Start", this, arguments );
}
public void Stop()
{
if( nativeObject != null )
nativeObject.Call( "Stop" );
}
public void OnLogReceived( string log )
{
queuedLogs.Enqueue( log );
}
public string GetLog()
{
if( queuedLogs.Count > 0 )
return queuedLogs.Dequeue();
return null;
}
}
}
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using UnityEditor;
using UnityEngine;
namespace IngameDebugConsole
{
[CustomEditor(typeof(DebugLogManager))]
public class DebugLogManagerEditor : Editor
{
private readonly GUIContent receivedLogTypesLabel = new("Received Log Types",
"Only these logs will be received by the console window, other logs will simply be skipped");
private readonly GUIContent receiveErrorLogsLabel = new("Error");
private readonly GUIContent receiveExceptionLogsLabel = new("Exception");
private readonly GUIContent receiveInfoLogsLabel = new("Info");
private readonly GUIContent receiveWarningLogsLabel = new("Warning");
private SerializedProperty alwaysDisplayTimestamps;
private SerializedProperty autoFocusOnCommandInputField;
private SerializedProperty avoidScreenCutout;
private SerializedProperty captureLogTimestamps;
private SerializedProperty clearCommandAfterExecution;
private SerializedProperty commandHistorySize;
private SerializedProperty enableHorizontalResizing;
private SerializedProperty enablePopup;
private SerializedProperty enableSearchbar;
private SerializedProperty logcatArguments;
private SerializedProperty minimumHeight;
private SerializedProperty minimumWidth;
private SerializedProperty popupAvoidsScreenCutout;
private SerializedProperty queuedLogLimit;
private SerializedProperty receiveErrorLogs;
private SerializedProperty receiveExceptionLogs;
private SerializedProperty receiveInfoLogs;
private SerializedProperty receiveLogcatLogsInAndroid;
private SerializedProperty receiveLogsWhileInactive;
private SerializedProperty receiveWarningLogs;
private SerializedProperty resizeFromRight;
private SerializedProperty showCommandSuggestions;
private SerializedProperty singleton;
private SerializedProperty startInPopupMode;
private SerializedProperty startMinimized;
private SerializedProperty toggleKey;
private SerializedProperty toggleWithKey;
private SerializedProperty topSearchbarMinWidth;
private void OnEnable()
{
singleton = serializedObject.FindProperty("singleton");
minimumHeight = serializedObject.FindProperty("minimumHeight");
enableHorizontalResizing = serializedObject.FindProperty("enableHorizontalResizing");
resizeFromRight = serializedObject.FindProperty("resizeFromRight");
minimumWidth = serializedObject.FindProperty("minimumWidth");
enablePopup = serializedObject.FindProperty("enablePopup");
startInPopupMode = serializedObject.FindProperty("startInPopupMode");
startMinimized = serializedObject.FindProperty("startMinimized");
toggleWithKey = serializedObject.FindProperty("toggleWithKey");
#if ENABLE_INPUT_SYSTEM && !ENABLE_LEGACY_INPUT_MANAGER
toggleKey = serializedObject.FindProperty( "toggleBinding" );
#else
toggleKey = serializedObject.FindProperty("toggleKey");
#endif
enableSearchbar = serializedObject.FindProperty("enableSearchbar");
topSearchbarMinWidth = serializedObject.FindProperty("topSearchbarMinWidth");
receiveLogsWhileInactive = serializedObject.FindProperty("receiveLogsWhileInactive");
receiveInfoLogs = serializedObject.FindProperty("receiveInfoLogs");
receiveWarningLogs = serializedObject.FindProperty("receiveWarningLogs");
receiveErrorLogs = serializedObject.FindProperty("receiveErrorLogs");
receiveExceptionLogs = serializedObject.FindProperty("receiveExceptionLogs");
captureLogTimestamps = serializedObject.FindProperty("captureLogTimestamps");
alwaysDisplayTimestamps = serializedObject.FindProperty("alwaysDisplayTimestamps");
queuedLogLimit = serializedObject.FindProperty("queuedLogLimit");
clearCommandAfterExecution = serializedObject.FindProperty("clearCommandAfterExecution");
commandHistorySize = serializedObject.FindProperty("commandHistorySize");
showCommandSuggestions = serializedObject.FindProperty("showCommandSuggestions");
receiveLogcatLogsInAndroid = serializedObject.FindProperty("receiveLogcatLogsInAndroid");
logcatArguments = serializedObject.FindProperty("logcatArguments");
avoidScreenCutout = serializedObject.FindProperty("avoidScreenCutout");
popupAvoidsScreenCutout = serializedObject.FindProperty("popupAvoidsScreenCutout");
autoFocusOnCommandInputField = serializedObject.FindProperty("autoFocusOnCommandInputField");
}
public override void OnInspectorGUI()
{
serializedObject.Update();
EditorGUILayout.PropertyField(singleton);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(minimumHeight);
EditorGUILayout.PropertyField(enableHorizontalResizing);
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{
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DrawSubProperty(minimumWidth);
}
EditorGUILayout.PropertyField(avoidScreenCutout);
DrawSubProperty(popupAvoidsScreenCutout);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(enablePopup);
if (enablePopup.boolValue)
DrawSubProperty(startInPopupMode);
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DrawSubProperty(startMinimized);
EditorGUILayout.PropertyField(toggleWithKey);
if (toggleWithKey.boolValue)
DrawSubProperty(toggleKey);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(enableSearchbar);
if (enableSearchbar.boolValue)
DrawSubProperty(topSearchbarMinWidth);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(receiveLogsWhileInactive);
EditorGUILayout.PrefixLabel(receivedLogTypesLabel);
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(receiveInfoLogs, receiveInfoLogsLabel);
EditorGUILayout.PropertyField(receiveWarningLogs, receiveWarningLogsLabel);
EditorGUILayout.PropertyField(receiveErrorLogs, receiveErrorLogsLabel);
EditorGUILayout.PropertyField(receiveExceptionLogs, receiveExceptionLogsLabel);
EditorGUI.indentLevel--;
EditorGUILayout.PropertyField(receiveLogcatLogsInAndroid);
if (receiveLogcatLogsInAndroid.boolValue)
DrawSubProperty(logcatArguments);
EditorGUILayout.PropertyField(captureLogTimestamps);
if (captureLogTimestamps.boolValue)
DrawSubProperty(alwaysDisplayTimestamps);
EditorGUILayout.PropertyField(queuedLogLimit);
EditorGUILayout.Space();
EditorGUILayout.PropertyField(clearCommandAfterExecution);
EditorGUILayout.PropertyField(commandHistorySize);
EditorGUILayout.PropertyField(showCommandSuggestions);
EditorGUILayout.PropertyField(autoFocusOnCommandInputField);
EditorGUILayout.Space();
DrawPropertiesExcluding(serializedObject, "m_Script");
serializedObject.ApplyModifiedProperties();
}
private void DrawSubProperty(SerializedProperty property)
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField(property);
EditorGUI.indentLevel--;
}
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= In-game Debug Console (v1.6.0) =
Online documentation available at: https://github.com/yasirkula/UnityIngameDebugConsole
E-mail: yasirkula@gmail.com
### ABOUT
This asset helps you see debug messages (logs, warnings, errors, exceptions) runtime in a build (also assertions in editor) and execute commands using its built-in console.
### HOW TO
You can simply place the IngameDebugConsole prefab to your scene. Hovering the cursor over its properties in the Inspector will reveal explanatory tooltips.
### NEW INPUT SYSTEM SUPPORT
This plugin supports Unity's new Input System but it requires some manual modifications (if both the legacy and the new input systems are active at the same time, no changes are needed):
- the plugin mustn't be installed as a package, i.e. it must reside inside the Assets folder and not the Packages folder (it can reside inside a subfolder of Assets like Assets/Plugins)
- if Unity 2019.2.5 or earlier is used, add ENABLE_INPUT_SYSTEM compiler directive to "Player Settings/Scripting Define Symbols" (these symbols are platform specific, so if you change the active platform later, you'll have to add the compiler directive again)
- add "Unity.InputSystem" assembly to "IngameDebugConsole.Runtime" Assembly Definition File's "Assembly Definition References" list
- open IngameDebugConsole prefab, select EventSystem child object and replace StandaloneInputModule component with InputSystemUIInputModule component (or, if your scene(s) already have EventSystem objects, you can delete IngameDebugConsole prefab's EventSystem child object)

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// #define RESET_REMOVED_ELEMENTS
using System;
namespace IngameDebugConsole
{
public class CircularBuffer<T>
{
private readonly T[] arr;
private int startIndex;
public CircularBuffer(int capacity)
{
arr = new T[capacity];
}
public int Count { get; private set; }
public T this[int index] => arr[(startIndex + index) % arr.Length];
// Old elements are overwritten when capacity is reached
public void Add(T value)
{
if (Count < arr.Length)
{
arr[Count++] = value;
}
else
{
arr[startIndex] = value;
if (++startIndex >= arr.Length)
startIndex = 0;
}
}
}
public class DynamicCircularBuffer<T>
{
private T[] arr;
private int startIndex;
public DynamicCircularBuffer(int initialCapacity = 2)
{
arr = new T[initialCapacity];
}
public int Count { get; private set; }
public int Capacity => arr.Length;
public T this[int index]
{
get => arr[(startIndex + index) % arr.Length];
set => arr[(startIndex + index) % arr.Length] = value;
}
public void Add(T value)
{
if (Count >= arr.Length)
{
var prevSize = arr.Length;
var newSize =
prevSize > 0
? prevSize * 2
: 2; // Size must be doubled (at least), or the shift operation below must consider IndexOutOfRange situations
Array.Resize(ref arr, newSize);
if (startIndex > 0)
{
if (startIndex <= (prevSize - 1) / 2)
{
// Move elements [0,startIndex) to the end
for (var i = 0; i < startIndex; i++)
{
arr[i + prevSize] = arr[i];
#if RESET_REMOVED_ELEMENTS
arr[i] = default( T );
#endif
}
}
else
{
// Move elements [startIndex,prevSize) to the end
var delta = newSize - prevSize;
for (var i = prevSize - 1; i >= startIndex; i--)
{
arr[i + delta] = arr[i];
#if RESET_REMOVED_ELEMENTS
arr[i] = default( T );
#endif
}
startIndex += delta;
}
}
}
this[Count++] = value;
}
public T RemoveFirst()
{
var element = arr[startIndex];
#if RESET_REMOVED_ELEMENTS
arr[startIndex] = default( T );
#endif
if (++startIndex >= arr.Length)
startIndex = 0;
Count--;
return element;
}
public T RemoveLast()
{
var index = (startIndex + Count - 1) % arr.Length;
var element = arr[index];
#if RESET_REMOVED_ELEMENTS
arr[index] = default( T );
#endif
Count--;
return element;
}
}
}

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// using Player.Interactions;
using UnityEngine;
using UnityEngine.Scripting;
using Player.Information;
using Player.Movement;
namespace IngameDebugConsole.Commands
{
public class PlayerCommands
{
[ConsoleMethod("player.jetpack", "Sets Jetpack Active State")]
[Preserve]
public static void PlayerJetpack(bool boolValue)
{
var player = GameObject.Find("Player");
if (player != null)
{
// set jetpack component active
player.GetComponent<PlayerStats>().jetpackEnabled = boolValue;
Debug.Log("Jetpack set to " + boolValue);
}
else
{
Debug.Log("Player not found");
}
}
[ConsoleMethod("player.grapple", "Sets Grapple Active State")]
[Preserve]
public static void PlayerGrapple(bool boolValue)
{
var player = GameObject.Find("Player");
if (player != null)
{
player.GetComponent<PlayerStats>().grappleEnabled = boolValue;
Debug.Log("Grapple set to " + boolValue);
}
else
{
Debug.Log("Player not found");
}
}
[ConsoleMethod("player.sensitivity", "Sets Mouse Sensitivity")]
[Preserve]
public static void PlayerSensitivity(float sensitivity)
{
var player = GameObject.Find("Player");
if (player != null)
{
Camera.main.GetComponent<MouseLook>().mouseSensitivity = sensitivity;
PlayerPrefs.SetFloat("Sensitivity", sensitivity);
Debug.Log("Mouse Sensitivity set to " + sensitivity);
}
else
{
Debug.Log("Player not found");
}
}
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
using UnityEngine.Scripting;
namespace IngameDebugConsole.Commands
{
public class SceneCommands
{
[ConsoleMethod("scene.load", "Loads a scene")]
[Preserve]
public static void LoadScene(string sceneName)
{
LoadSceneInternal(sceneName, false, LoadSceneMode.Single);
}
[ConsoleMethod("scene.load", "Loads a scene")]
[Preserve]
public static void LoadScene(string sceneName, LoadSceneMode mode)
{
LoadSceneInternal(sceneName, false, mode);
}
[ConsoleMethod("scene.loadasync", "Loads a scene asynchronously")]
[Preserve]
public static void LoadSceneAsync(string sceneName)
{
LoadSceneInternal(sceneName, true, LoadSceneMode.Single);
}
[ConsoleMethod("scene.loadasync", "Loads a scene asynchronously")]
[Preserve]
public static void LoadSceneAsync(string sceneName, LoadSceneMode mode)
{
LoadSceneInternal(sceneName, true, mode);
}
private static void LoadSceneInternal(string sceneName, bool isAsync, LoadSceneMode mode)
{
if (SceneManager.GetSceneByName(sceneName).IsValid())
{
Debug.Log("Scene " + sceneName + " is already loaded");
return;
}
if (isAsync)
SceneManager.LoadSceneAsync(sceneName, mode);
else
SceneManager.LoadScene(sceneName, mode);
}
[ConsoleMethod("scene.unload", "Unloads a scene")]
[Preserve]
public static void UnloadScene(string sceneName)
{
SceneManager.UnloadSceneAsync(sceneName);
}
[ConsoleMethod("scene.restart", "Restarts the active scene")]
[Preserve]
public static void RestartScene()
{
SceneManager.LoadScene(SceneManager.GetActiveScene().name, LoadSceneMode.Single);
}
}
}

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using UnityEngine;
using UnityEngine.Scripting;
namespace IngameDebugConsole.Commands
{
public class TimeCommands
{
[ConsoleMethod("time.scale", "Sets the Time.timeScale value")]
[Preserve]
public static void SetTimeScale(float value)
{
Time.timeScale = Mathf.Max(value, 0f);
}
[ConsoleMethod("time.scale", "Returns the current Time.timeScale value")]
[Preserve]
public static float GetTimeScale()
{
return Time.timeScale;
}
}
}

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using System;
namespace IngameDebugConsole
{
[AttributeUsage(AttributeTargets.Method, Inherited = false, AllowMultiple = true)]
public class ConsoleMethodAttribute : Attribute
{
public ConsoleMethodAttribute(string command, string description, params string[] parameterNames)
{
Command = command;
Description = description;
ParameterNames = parameterNames;
}
public string Command { get; }
public string Description { get; }
public string[] ParameterNames { get; }
}
}

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using System;
using System.Globalization;
using System.Text;
using UnityEngine;
// Container for a simple debug entry
namespace IngameDebugConsole
{
public class DebugLogEntry : IEquatable<DebugLogEntry>
{
private const int HASH_NOT_CALCULATED = -623218;
private string completeLog;
// Collapsed count
public int count;
private int hashValue;
public string logString;
// Sprite to show with this entry
public Sprite logTypeSpriteRepresentation;
public string stackTrace;
// Check if two entries have the same origin
public bool Equals(DebugLogEntry other)
{
return logString == other.logString && stackTrace == other.stackTrace;
}
public void Initialize(string logString, string stackTrace)
{
this.logString = logString;
this.stackTrace = stackTrace;
completeLog = null;
count = 1;
hashValue = HASH_NOT_CALCULATED;
}
// Checks if logString or stackTrace contains the search term
public bool MatchesSearchTerm(string searchTerm)
{
return (logString != null && DebugLogConsole.caseInsensitiveComparer.IndexOf(logString, searchTerm,
CompareOptions.IgnoreCase | CompareOptions.IgnoreNonSpace) >= 0) ||
(stackTrace != null && DebugLogConsole.caseInsensitiveComparer.IndexOf(stackTrace, searchTerm,
CompareOptions.IgnoreCase | CompareOptions.IgnoreNonSpace) >= 0);
}
// Return a string containing complete information about this debug entry
public override string ToString()
{
if (completeLog == null)
completeLog = string.Concat(logString, "\n", stackTrace);
return completeLog;
}
// Credit: https://stackoverflow.com/a/19250516/2373034
public override int GetHashCode()
{
if (hashValue == HASH_NOT_CALCULATED)
unchecked
{
hashValue = 17;
hashValue = hashValue * 23 + (logString == null ? 0 : logString.GetHashCode());
hashValue = hashValue * 23 + (stackTrace == null ? 0 : stackTrace.GetHashCode());
}
return hashValue;
}
}
public struct QueuedDebugLogEntry
{
public readonly string logString;
public readonly string stackTrace;
public readonly LogType logType;
public QueuedDebugLogEntry(string logString, string stackTrace, LogType logType)
{
this.logString = logString;
this.stackTrace = stackTrace;
this.logType = logType;
}
// Checks if logString or stackTrace contains the search term
public bool MatchesSearchTerm(string searchTerm)
{
return (logString != null && DebugLogConsole.caseInsensitiveComparer.IndexOf(logString, searchTerm,
CompareOptions.IgnoreCase | CompareOptions.IgnoreNonSpace) >= 0) ||
(stackTrace != null && DebugLogConsole.caseInsensitiveComparer.IndexOf(stackTrace, searchTerm,
CompareOptions.IgnoreCase | CompareOptions.IgnoreNonSpace) >= 0);
}
}
public struct DebugLogEntryTimestamp
{
public readonly DateTime dateTime;
#if !IDG_OMIT_ELAPSED_TIME
public readonly float elapsedSeconds;
#endif
#if !IDG_OMIT_FRAMECOUNT
public readonly int frameCount;
#endif
#if !IDG_OMIT_ELAPSED_TIME && !IDG_OMIT_FRAMECOUNT
public DebugLogEntryTimestamp(DateTime dateTime, float elapsedSeconds, int frameCount)
#elif !IDG_OMIT_ELAPSED_TIME
public DebugLogEntryTimestamp( System.DateTime dateTime, float elapsedSeconds )
#elif !IDG_OMIT_FRAMECOUNT
public DebugLogEntryTimestamp( System.DateTime dateTime, int frameCount )
#else
public DebugLogEntryTimestamp( System.DateTime dateTime )
#endif
{
this.dateTime = dateTime;
#if !IDG_OMIT_ELAPSED_TIME
this.elapsedSeconds = elapsedSeconds;
#endif
#if !IDG_OMIT_FRAMECOUNT
this.frameCount = frameCount;
#endif
}
public void AppendTime(StringBuilder sb)
{
// Add DateTime in format: [HH:mm:ss]
sb.Append("[");
var hour = dateTime.Hour;
if (hour >= 10)
sb.Append(hour);
else
sb.Append("0").Append(hour);
sb.Append(":");
var minute = dateTime.Minute;
if (minute >= 10)
sb.Append(minute);
else
sb.Append("0").Append(minute);
sb.Append(":");
var second = dateTime.Second;
if (second >= 10)
sb.Append(second);
else
sb.Append("0").Append(second);
sb.Append("]");
}
public void AppendFullTimestamp(StringBuilder sb)
{
AppendTime(sb);
#if !IDG_OMIT_ELAPSED_TIME && !IDG_OMIT_FRAMECOUNT
// Append elapsed seconds and frame count in format: [1.0s at #Frame]
sb.Append("[").Append(elapsedSeconds.ToString("F1")).Append("s at ").Append("#").Append(frameCount)
.Append("]");
#elif !IDG_OMIT_ELAPSED_TIME
// Append elapsed seconds in format: [1.0s]
sb.Append( "[" ).Append( elapsedSeconds.ToString( "F1" ) ).Append( "s]" );
#elif !IDG_OMIT_FRAMECOUNT
// Append frame count in format: [#Frame]
sb.Append( "[#" ).Append( frameCount ).Append( "]" );
#endif
}
}
}

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using System;
namespace IngameDebugConsole
{
public class DebugLogIndexList<T>
{
private T[] indices;
public DebugLogIndexList()
{
indices = new T[64];
Count = 0;
}
public int Count { get; private set; }
public T this[int index]
{
get => indices[index];
set => indices[index] = value;
}
public void Add(T value)
{
if (Count == indices.Length)
Array.Resize(ref indices, Count * 2);
indices[Count++] = value;
}
public void Clear()
{
Count = 0;
}
public int IndexOf(T value)
{
return Array.IndexOf(indices, value);
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
#if UNITY_EDITOR
using UnityEditor;
using System.Text.RegularExpressions;
#endif
// A UI element to show information about a debug entry
namespace IngameDebugConsole
{
public class DebugLogItem : MonoBehaviour, IPointerClickHandler
{
#region Platform Specific Elements
#if !UNITY_2018_1_OR_NEWER
#if !UNITY_EDITOR && UNITY_ANDROID
private static AndroidJavaClass m_ajc = null;
private static AndroidJavaClass AJC
{
get
{
if( m_ajc == null )
m_ajc = new AndroidJavaClass( "com.yasirkula.unity.DebugConsole" );
return m_ajc;
}
}
private static AndroidJavaObject m_context = null;
private static AndroidJavaObject Context
{
get
{
if( m_context == null )
{
using( AndroidJavaObject unityClass = new AndroidJavaClass( "com.unity3d.player.UnityPlayer" ) )
{
m_context = unityClass.GetStatic<AndroidJavaObject>( "currentActivity" );
}
}
return m_context;
}
}
#elif !UNITY_EDITOR && UNITY_IOS
[System.Runtime.InteropServices.DllImport( "__Internal" )]
private static extern void _DebugConsole_CopyText( string text );
#endif
#endif
#endregion
#pragma warning disable 0649
// Cached components
[SerializeField] private RectTransform transformComponent;
public RectTransform Transform => transformComponent;
[SerializeField] private Image imageComponent;
public Image Image => imageComponent;
[SerializeField] private CanvasGroup canvasGroupComponent;
public CanvasGroup CanvasGroup => canvasGroupComponent;
[SerializeField] private Text logText;
[SerializeField] private Image logTypeImage;
// Objects related to the collapsed count of the debug entry
[SerializeField] private GameObject logCountParent;
[SerializeField] private Text logCountText;
[SerializeField] private RectTransform copyLogButton;
#pragma warning restore 0649
// Debug entry to show with this log item
public DebugLogEntry Entry { get; private set; }
private DebugLogEntryTimestamp? logEntryTimestamp;
public DebugLogEntryTimestamp? Timestamp => logEntryTimestamp;
// Index of the entry in the list of entries
public int Index { get; private set; }
public bool Expanded { get; private set; }
private Vector2 logTextOriginalPosition;
private Vector2 logTextOriginalSize;
private float copyLogButtonHeight;
private DebugLogRecycledListView listView;
public void Initialize(DebugLogRecycledListView listView)
{
this.listView = listView;
logTextOriginalPosition = logText.rectTransform.anchoredPosition;
logTextOriginalSize = logText.rectTransform.sizeDelta;
copyLogButtonHeight =
copyLogButton.anchoredPosition.y + copyLogButton.sizeDelta.y + 2f; // 2f: space between text and button
#if !UNITY_EDITOR && UNITY_WEBGL
copyLogButton.gameObject.AddComponent<DebugLogItemCopyWebGL>().Initialize( this );
#endif
}
public void SetContent(DebugLogEntry logEntry, DebugLogEntryTimestamp? logEntryTimestamp, int entryIndex,
bool isExpanded)
{
this.Entry = logEntry;
this.logEntryTimestamp = logEntryTimestamp;
this.Index = entryIndex;
this.Expanded = isExpanded;
var size = transformComponent.sizeDelta;
if (isExpanded)
{
logText.horizontalOverflow = HorizontalWrapMode.Wrap;
size.y = listView.SelectedItemHeight;
if (!copyLogButton.gameObject.activeSelf)
{
copyLogButton.gameObject.SetActive(true);
logText.rectTransform.anchoredPosition = new Vector2(logTextOriginalPosition.x,
logTextOriginalPosition.y + copyLogButtonHeight * 0.5f);
logText.rectTransform.sizeDelta = logTextOriginalSize - new Vector2(0f, copyLogButtonHeight);
}
}
else
{
logText.horizontalOverflow = HorizontalWrapMode.Overflow;
size.y = listView.ItemHeight;
if (copyLogButton.gameObject.activeSelf)
{
copyLogButton.gameObject.SetActive(false);
logText.rectTransform.anchoredPosition = logTextOriginalPosition;
logText.rectTransform.sizeDelta = logTextOriginalSize;
}
}
transformComponent.sizeDelta = size;
SetText(logEntry, logEntryTimestamp, isExpanded);
logTypeImage.sprite = logEntry.logTypeSpriteRepresentation;
}
// Show the collapsed count of the debug entry
public void ShowCount()
{
logCountText.text = Entry.count.ToString();
if (!logCountParent.activeSelf)
logCountParent.SetActive(true);
}
// Hide the collapsed count of the debug entry
public void HideCount()
{
if (logCountParent.activeSelf)
logCountParent.SetActive(false);
}
// Update the debug entry's displayed timestamp
public void UpdateTimestamp(DebugLogEntryTimestamp timestamp)
{
logEntryTimestamp = timestamp;
if (Expanded || listView.manager.alwaysDisplayTimestamps)
SetText(Entry, timestamp, Expanded);
}
private void SetText(DebugLogEntry logEntry, DebugLogEntryTimestamp? logEntryTimestamp, bool isExpanded)
{
if (!logEntryTimestamp.HasValue || (!isExpanded && !listView.manager.alwaysDisplayTimestamps))
{
logText.text = isExpanded ? logEntry.ToString() : logEntry.logString;
}
else
{
var sb = listView.manager.sharedStringBuilder;
sb.Length = 0;
if (isExpanded)
{
logEntryTimestamp.Value.AppendFullTimestamp(sb);
sb.Append(": ").Append(logEntry);
}
else
{
logEntryTimestamp.Value.AppendTime(sb);
sb.Append(" ").Append(logEntry.logString);
}
logText.text = sb.ToString();
}
}
// This log item is clicked, show the debug entry's stack trace
public void OnPointerClick(PointerEventData eventData)
{
#if UNITY_EDITOR
if (eventData.button == PointerEventData.InputButton.Right)
{
var regex = Regex.Match(Entry.stackTrace, @"\(at .*\.cs:[0-9]+\)$", RegexOptions.Multiline);
if (regex.Success)
{
var line = Entry.stackTrace.Substring(regex.Index + 4, regex.Length - 5);
var lineSeparator = line.IndexOf(':');
var script = AssetDatabase.LoadAssetAtPath<MonoScript>(line.Substring(0, lineSeparator));
if (script != null)
AssetDatabase.OpenAsset(script, int.Parse(line.Substring(lineSeparator + 1)));
}
}
else
{
listView.OnLogItemClicked(this);
}
#else
listView.OnLogItemClicked( this );
#endif
}
public void CopyLog()
{
#if UNITY_EDITOR || !UNITY_WEBGL
var log = GetCopyContent();
if (string.IsNullOrEmpty(log))
return;
#if UNITY_EDITOR || UNITY_2018_1_OR_NEWER || ( !UNITY_ANDROID && !UNITY_IOS )
GUIUtility.systemCopyBuffer = log;
#elif UNITY_ANDROID
AJC.CallStatic( "CopyText", Context, log );
#elif UNITY_IOS
_DebugConsole_CopyText( log );
#endif
#endif
}
internal string GetCopyContent()
{
if (!logEntryTimestamp.HasValue)
{
return Entry.ToString();
}
var sb = listView.manager.sharedStringBuilder;
sb.Length = 0;
logEntryTimestamp.Value.AppendFullTimestamp(sb);
sb.Append(": ").Append(Entry);
return sb.ToString();
}
public float CalculateExpandedHeight(DebugLogEntry logEntry, DebugLogEntryTimestamp? logEntryTimestamp)
{
var text = logText.text;
var wrapMode = logText.horizontalOverflow;
SetText(logEntry, logEntryTimestamp, true);
logText.horizontalOverflow = HorizontalWrapMode.Wrap;
var result = logText.preferredHeight + copyLogButtonHeight;
logText.text = text;
logText.horizontalOverflow = wrapMode;
return Mathf.Max(listView.ItemHeight, result);
}
// Return a string containing complete information about the debug entry
public override string ToString()
{
return Entry.ToString();
}
}
}

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#if !UNITY_EDITOR && UNITY_WEBGL
using System.Runtime.InteropServices;
using UnityEngine;
using UnityEngine.EventSystems;
namespace IngameDebugConsole
{
public class DebugLogItemCopyWebGL : MonoBehaviour, IPointerDownHandler, IPointerUpHandler
{
[DllImport( "__Internal" )]
private static extern void IngameDebugConsoleStartCopy( string textToCopy );
[DllImport( "__Internal" )]
private static extern void IngameDebugConsoleCancelCopy();
private DebugLogItem logItem;
public void Initialize( DebugLogItem logItem )
{
this.logItem = logItem;
}
public void OnPointerDown( PointerEventData eventData )
{
string log = logItem.GetCopyContent();
if( !string.IsNullOrEmpty( log ) )
IngameDebugConsoleStartCopy( log );
}
public void OnPointerUp( PointerEventData eventData )
{
if( eventData.dragging )
IngameDebugConsoleCancelCopy();
}
}
}
#endif

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using System.Collections;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
#if UNITY_EDITOR && UNITY_2021_1_OR_NEWER
using Screen = UnityEngine.Device.Screen; // To support Device Simulator on Unity 2021.1+
#endif
// Manager class for the debug popup
namespace IngameDebugConsole
{
public class DebugLogPopup : MonoBehaviour, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler
{
// Background image that will change color to indicate an alert
private Image backgroundImage;
// Canvas group to modify visibility of the popup
private CanvasGroup canvasGroup;
// Dimensions of the popup divided by 2
private Vector2 halfSize;
private bool isPopupBeingDragged;
// Coroutines for simple code-based animations
private IEnumerator moveToPosCoroutine;
// Number of new debug entries since the log window has been closed
private int newInfoCount, newWarningCount, newErrorCount;
private Color normalColor;
private Vector2 normalizedPosition;
private RectTransform popupTransform;
private void Awake()
{
popupTransform = (RectTransform)transform;
backgroundImage = GetComponent<Image>();
canvasGroup = GetComponent<CanvasGroup>();
normalColor = backgroundImage.color;
halfSize = popupTransform.sizeDelta * 0.5f;
var pos = popupTransform.anchoredPosition;
if (pos.x != 0f || pos.y != 0f)
normalizedPosition = pos.normalized; // Respect the initial popup position set in the prefab
else
normalizedPosition = new Vector2(0.5f, 0f); // Right edge by default
}
private void Reset()
{
newInfoCount = 0;
newWarningCount = 0;
newErrorCount = 0;
newInfoCountText.text = "0";
newWarningCountText.text = "0";
newErrorCountText.text = "0";
backgroundImage.color = normalColor;
}
public void OnBeginDrag(PointerEventData data)
{
isPopupBeingDragged = true;
// If a smooth movement animation is in progress, cancel it
if (moveToPosCoroutine != null)
{
StopCoroutine(moveToPosCoroutine);
moveToPosCoroutine = null;
}
}
// Reposition the popup
public void OnDrag(PointerEventData data)
{
Vector2 localPoint;
if (RectTransformUtility.ScreenPointToLocalPointInRectangle(debugManager.canvasTR, data.position,
data.pressEventCamera, out localPoint))
popupTransform.anchoredPosition = localPoint;
}
// Smoothly translate the popup to the nearest edge
public void OnEndDrag(PointerEventData data)
{
isPopupBeingDragged = false;
UpdatePosition(false);
}
// Popup is clicked
public void OnPointerClick(PointerEventData data)
{
// Hide the popup and show the log window
if (!isPopupBeingDragged)
debugManager.ShowLogWindow();
}
public void NewLogsArrived(int newInfo, int newWarning, int newError)
{
if (newInfo > 0)
{
newInfoCount += newInfo;
newInfoCountText.text = newInfoCount.ToString();
}
if (newWarning > 0)
{
newWarningCount += newWarning;
newWarningCountText.text = newWarningCount.ToString();
}
if (newError > 0)
{
newErrorCount += newError;
newErrorCountText.text = newErrorCount.ToString();
}
if (newErrorCount > 0)
backgroundImage.color = alertColorError;
else if (newWarningCount > 0)
backgroundImage.color = alertColorWarning;
else
backgroundImage.color = alertColorInfo;
}
// A simple smooth movement animation
private IEnumerator MoveToPosAnimation(Vector2 targetPos)
{
var modifier = 0f;
var initialPos = popupTransform.anchoredPosition;
while (modifier < 1f)
{
modifier += 4f * Time.unscaledDeltaTime;
popupTransform.anchoredPosition = Vector2.Lerp(initialPos, targetPos, modifier);
yield return null;
}
}
// Hides the log window and shows the popup
public void Show()
{
canvasGroup.blocksRaycasts = true;
canvasGroup.alpha = 1f;
// Reset the counters
Reset();
// Update position in case resolution was changed while the popup was hidden
UpdatePosition(true);
}
// Hide the popup
public void Hide()
{
canvasGroup.blocksRaycasts = false;
canvasGroup.alpha = 0f;
isPopupBeingDragged = false;
}
// There are 2 different spaces used in these calculations:
// RectTransform space: raw anchoredPosition of the popup that's in range [-canvasSize/2, canvasSize/2]
// Safe area space: Screen.safeArea space that's in range [safeAreaBottomLeft, safeAreaTopRight] where these corner positions
// are all positive (calculated from bottom left corner of the screen instead of the center of the screen)
public void UpdatePosition(bool immediately)
{
var canvasRawSize = debugManager.canvasTR.rect.size;
// Calculate safe area bounds
var canvasWidth = canvasRawSize.x;
var canvasHeight = canvasRawSize.y;
var canvasBottomLeftX = 0f;
var canvasBottomLeftY = 0f;
if (debugManager.popupAvoidsScreenCutout)
{
#if UNITY_2017_2_OR_NEWER && ( UNITY_EDITOR || UNITY_ANDROID || UNITY_IOS )
var safeArea = Screen.safeArea;
var screenWidth = Screen.width;
var screenHeight = Screen.height;
canvasWidth *= safeArea.width / screenWidth;
canvasHeight *= safeArea.height / screenHeight;
canvasBottomLeftX = canvasRawSize.x * (safeArea.x / screenWidth);
canvasBottomLeftY = canvasRawSize.y * (safeArea.y / screenHeight);
#endif
}
// Calculate safe area position of the popup
// normalizedPosition allows us to glue the popup to a specific edge of the screen. It becomes useful when
// the popup is at the right edge and we switch from portrait screen orientation to landscape screen orientation.
// Without normalizedPosition, popup could jump to bottom or top edges instead of staying at the right edge
var pos = canvasRawSize * 0.5f + (immediately
? new Vector2(normalizedPosition.x * canvasWidth, normalizedPosition.y * canvasHeight)
: popupTransform.anchoredPosition - new Vector2(canvasBottomLeftX, canvasBottomLeftY));
// Find distances to all four edges of the safe area
var distToLeft = pos.x;
var distToRight = canvasWidth - distToLeft;
var distToBottom = pos.y;
var distToTop = canvasHeight - distToBottom;
var horDistance = Mathf.Min(distToLeft, distToRight);
var vertDistance = Mathf.Min(distToBottom, distToTop);
// Find the nearest edge's safe area coordinates
if (horDistance < vertDistance)
{
if (distToLeft < distToRight)
pos = new Vector2(halfSize.x, pos.y);
else
pos = new Vector2(canvasWidth - halfSize.x, pos.y);
pos.y = Mathf.Clamp(pos.y, halfSize.y, canvasHeight - halfSize.y);
}
else
{
if (distToBottom < distToTop)
pos = new Vector2(pos.x, halfSize.y);
else
pos = new Vector2(pos.x, canvasHeight - halfSize.y);
pos.x = Mathf.Clamp(pos.x, halfSize.x, canvasWidth - halfSize.x);
}
pos -= canvasRawSize * 0.5f;
normalizedPosition.Set(pos.x / canvasWidth, pos.y / canvasHeight);
// Safe area's bottom left coordinates are added to pos only after normalizedPosition's value
// is set because normalizedPosition is in range [-canvasWidth / 2, canvasWidth / 2]
pos += new Vector2(canvasBottomLeftX, canvasBottomLeftY);
// If another smooth movement animation is in progress, cancel it
if (moveToPosCoroutine != null)
{
StopCoroutine(moveToPosCoroutine);
moveToPosCoroutine = null;
}
if (immediately)
{
popupTransform.anchoredPosition = pos;
}
else
{
// Smoothly translate the popup to the specified position
moveToPosCoroutine = MoveToPosAnimation(pos);
StartCoroutine(moveToPosCoroutine);
}
}
#pragma warning disable 0649
[SerializeField] private DebugLogManager debugManager;
[SerializeField] private Text newInfoCountText;
[SerializeField] private Text newWarningCountText;
[SerializeField] private Text newErrorCountText;
[SerializeField] private Color alertColorInfo;
[SerializeField] private Color alertColorWarning;
[SerializeField] private Color alertColorError;
#pragma warning restore 0649
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;
// Handles the log items in an optimized way such that existing log items are
// recycled within the list instead of creating a new log item at each chance
namespace IngameDebugConsole
{
public class DebugLogRecycledListView : MonoBehaviour
{
// Log items used to visualize the debug entries at specified indices
private readonly Dictionary<int, DebugLogItem> logItemsAtIndices = new(256);
// Unique debug entries
private List<DebugLogEntry> collapsedLogEntries;
// Current indices of debug entries shown on screen
private int currentTopIndex = -1, currentBottomIndex = -1;
private float deltaHeightOfSelectedLogEntry;
private int indexOfSelectedLogEntry = int.MaxValue;
// Indices of debug entries to show in collapsedLogEntries
private DebugLogIndexList<int> indicesOfEntriesToShow;
private bool isCollapseOn;
private float _1OverLogItemHeight;
internal DebugLogManager manager;
private float positionOfSelectedLogEntry = float.MaxValue;
private ScrollRect scrollView;
private DebugLogIndexList<DebugLogEntryTimestamp> timestampsOfEntriesToShow;
private float viewportHeight;
public float ItemHeight { get; private set; }
public float SelectedItemHeight { get; private set; }
private void Awake()
{
scrollView = viewportTransform.GetComponentInParent<ScrollRect>();
scrollView.onValueChanged.AddListener(pos => UpdateItemsInTheList(false));
viewportHeight = viewportTransform.rect.height;
}
public void Initialize(DebugLogManager manager, List<DebugLogEntry> collapsedLogEntries,
DebugLogIndexList<int> indicesOfEntriesToShow,
DebugLogIndexList<DebugLogEntryTimestamp> timestampsOfEntriesToShow, float logItemHeight)
{
this.manager = manager;
this.collapsedLogEntries = collapsedLogEntries;
this.indicesOfEntriesToShow = indicesOfEntriesToShow;
this.timestampsOfEntriesToShow = timestampsOfEntriesToShow;
ItemHeight = logItemHeight;
_1OverLogItemHeight = 1f / logItemHeight;
}
public void SetCollapseMode(bool collapse)
{
isCollapseOn = collapse;
}
// A log item is clicked, highlight it
public void OnLogItemClicked(DebugLogItem item)
{
OnLogItemClickedInternal(item.Index, item);
}
// Force expand the log item at specified index
public void SelectAndFocusOnLogItemAtIndex(int itemIndex)
{
if (indexOfSelectedLogEntry != itemIndex) // Make sure that we aren't deselecting the target log item
OnLogItemClickedInternal(itemIndex);
var transformComponentCenterYAtTop = viewportHeight * 0.5f;
var transformComponentCenterYAtBottom = transformComponent.sizeDelta.y - viewportHeight * 0.5f;
var transformComponentTargetCenterY = itemIndex * ItemHeight + viewportHeight * 0.5f;
if (transformComponentCenterYAtTop == transformComponentCenterYAtBottom)
scrollView.verticalNormalizedPosition = 0.5f;
else
scrollView.verticalNormalizedPosition = Mathf.Clamp01(Mathf.InverseLerp(
transformComponentCenterYAtBottom, transformComponentCenterYAtTop,
transformComponentTargetCenterY));
manager.SetSnapToBottom(false);
}
private void OnLogItemClickedInternal(int itemIndex, DebugLogItem referenceItem = null)
{
if (indexOfSelectedLogEntry != itemIndex)
{
DeselectSelectedLogItem();
if (!referenceItem)
{
if (currentTopIndex == -1)
UpdateItemsInTheList(
false); // Try to generate some DebugLogItems, we need one DebugLogItem to calculate the text height
referenceItem = logItemsAtIndices[currentTopIndex];
}
indexOfSelectedLogEntry = itemIndex;
positionOfSelectedLogEntry = itemIndex * ItemHeight;
SelectedItemHeight = referenceItem.CalculateExpandedHeight(
collapsedLogEntries[indicesOfEntriesToShow[itemIndex]],
timestampsOfEntriesToShow != null ? timestampsOfEntriesToShow[itemIndex] : null);
deltaHeightOfSelectedLogEntry = SelectedItemHeight - ItemHeight;
manager.SetSnapToBottom(false);
}
else
{
DeselectSelectedLogItem();
}
if (indexOfSelectedLogEntry >= currentTopIndex && indexOfSelectedLogEntry <= currentBottomIndex)
ColorLogItem(logItemsAtIndices[indexOfSelectedLogEntry], indexOfSelectedLogEntry);
CalculateContentHeight();
HardResetItems();
UpdateItemsInTheList(true);
manager.ValidateScrollPosition();
}
// Deselect the currently selected log item
public void DeselectSelectedLogItem()
{
var indexOfPreviouslySelectedLogEntry = indexOfSelectedLogEntry;
indexOfSelectedLogEntry = int.MaxValue;
positionOfSelectedLogEntry = float.MaxValue;
SelectedItemHeight = deltaHeightOfSelectedLogEntry = 0f;
if (indexOfPreviouslySelectedLogEntry >= currentTopIndex &&
indexOfPreviouslySelectedLogEntry <= currentBottomIndex)
ColorLogItem(logItemsAtIndices[indexOfPreviouslySelectedLogEntry], indexOfPreviouslySelectedLogEntry);
}
// Number of debug entries may be changed, update the list
public void OnLogEntriesUpdated(bool updateAllVisibleItemContents)
{
CalculateContentHeight();
viewportHeight = viewportTransform.rect.height;
if (updateAllVisibleItemContents)
HardResetItems();
UpdateItemsInTheList(updateAllVisibleItemContents);
}
// A single collapsed log entry at specified index is updated, refresh its item if visible
public void OnCollapsedLogEntryAtIndexUpdated(int index)
{
DebugLogItem logItem;
if (logItemsAtIndices.TryGetValue(index, out logItem))
{
logItem.ShowCount();
if (timestampsOfEntriesToShow != null)
logItem.UpdateTimestamp(timestampsOfEntriesToShow[index]);
}
}
// Log window's width has changed, update the expanded (currently selected) log's height
public void OnViewportWidthChanged()
{
if (indexOfSelectedLogEntry >= indicesOfEntriesToShow.Count)
return;
if (currentTopIndex == -1)
{
UpdateItemsInTheList(
false); // Try to generate some DebugLogItems, we need one DebugLogItem to calculate the text height
if (currentTopIndex == -1) // No DebugLogItems are generated, weird
return;
}
var referenceItem = logItemsAtIndices[currentTopIndex];
SelectedItemHeight = referenceItem.CalculateExpandedHeight(
collapsedLogEntries[indicesOfEntriesToShow[indexOfSelectedLogEntry]],
timestampsOfEntriesToShow != null ? timestampsOfEntriesToShow[indexOfSelectedLogEntry] : null);
deltaHeightOfSelectedLogEntry = SelectedItemHeight - ItemHeight;
CalculateContentHeight();
HardResetItems();
UpdateItemsInTheList(true);
manager.ValidateScrollPosition();
}
// Log window's height has changed, update the list
public void OnViewportHeightChanged()
{
viewportHeight = viewportTransform.rect.height;
UpdateItemsInTheList(false);
}
private void HardResetItems()
{
if (currentTopIndex != -1)
{
DestroyLogItemsBetweenIndices(currentTopIndex, currentBottomIndex);
currentTopIndex = -1;
}
}
private void CalculateContentHeight()
{
var newHeight = Mathf.Max(1f, indicesOfEntriesToShow.Count * ItemHeight + deltaHeightOfSelectedLogEntry);
transformComponent.sizeDelta = new Vector2(0f, newHeight);
}
// Calculate the indices of log entries to show
// and handle log items accordingly
public void UpdateItemsInTheList(bool updateAllVisibleItemContents)
{
// If there is at least one log entry to show
if (indicesOfEntriesToShow.Count > 0)
{
var contentPosTop = transformComponent.anchoredPosition.y - 1f;
var contentPosBottom = contentPosTop + viewportHeight + 2f;
if (positionOfSelectedLogEntry <= contentPosBottom)
{
if (positionOfSelectedLogEntry <= contentPosTop)
{
contentPosTop -= deltaHeightOfSelectedLogEntry;
contentPosBottom -= deltaHeightOfSelectedLogEntry;
if (contentPosTop < positionOfSelectedLogEntry - 1f)
contentPosTop = positionOfSelectedLogEntry - 1f;
if (contentPosBottom < contentPosTop + 2f)
contentPosBottom = contentPosTop + 2f;
}
else
{
contentPosBottom -= deltaHeightOfSelectedLogEntry;
if (contentPosBottom < positionOfSelectedLogEntry + 1f)
contentPosBottom = positionOfSelectedLogEntry + 1f;
}
}
var newTopIndex = (int)(contentPosTop * _1OverLogItemHeight);
var newBottomIndex = (int)(contentPosBottom * _1OverLogItemHeight);
if (newTopIndex < 0)
newTopIndex = 0;
if (newBottomIndex > indicesOfEntriesToShow.Count - 1)
newBottomIndex = indicesOfEntriesToShow.Count - 1;
if (currentTopIndex == -1)
{
// There are no log items visible on screen,
// just create the new log items
updateAllVisibleItemContents = true;
currentTopIndex = newTopIndex;
currentBottomIndex = newBottomIndex;
CreateLogItemsBetweenIndices(newTopIndex, newBottomIndex);
}
else
{
// There are some log items visible on screen
if (newBottomIndex < currentTopIndex || newTopIndex > currentBottomIndex)
{
// If user scrolled a lot such that, none of the log items are now within
// the bounds of the scroll view, pool all the previous log items and create
// new log items for the new list of visible debug entries
updateAllVisibleItemContents = true;
DestroyLogItemsBetweenIndices(currentTopIndex, currentBottomIndex);
CreateLogItemsBetweenIndices(newTopIndex, newBottomIndex);
}
else
{
// User did not scroll a lot such that, there are still some log items within
// the bounds of the scroll view. Don't destroy them but update their content,
// if necessary
if (newTopIndex > currentTopIndex)
DestroyLogItemsBetweenIndices(currentTopIndex, newTopIndex - 1);
if (newBottomIndex < currentBottomIndex)
DestroyLogItemsBetweenIndices(newBottomIndex + 1, currentBottomIndex);
if (newTopIndex < currentTopIndex)
{
CreateLogItemsBetweenIndices(newTopIndex, currentTopIndex - 1);
// If it is not necessary to update all the log items,
// then just update the newly created log items. Otherwise,
// wait for the major update
if (!updateAllVisibleItemContents)
UpdateLogItemContentsBetweenIndices(newTopIndex, currentTopIndex - 1);
}
if (newBottomIndex > currentBottomIndex)
{
CreateLogItemsBetweenIndices(currentBottomIndex + 1, newBottomIndex);
// If it is not necessary to update all the log items,
// then just update the newly created log items. Otherwise,
// wait for the major update
if (!updateAllVisibleItemContents)
UpdateLogItemContentsBetweenIndices(currentBottomIndex + 1, newBottomIndex);
}
}
currentTopIndex = newTopIndex;
currentBottomIndex = newBottomIndex;
}
if (updateAllVisibleItemContents)
// Update all the log items
UpdateLogItemContentsBetweenIndices(currentTopIndex, currentBottomIndex);
}
else
{
HardResetItems();
}
}
private void CreateLogItemsBetweenIndices(int topIndex, int bottomIndex)
{
for (var i = topIndex; i <= bottomIndex; i++)
CreateLogItemAtIndex(i);
}
// Create (or unpool) a log item
private void CreateLogItemAtIndex(int index)
{
var logItem = manager.PopLogItem();
// Reposition the log item
var anchoredPosition = new Vector2(1f, -index * ItemHeight);
if (index > indexOfSelectedLogEntry)
anchoredPosition.y -= deltaHeightOfSelectedLogEntry;
logItem.Transform.anchoredPosition = anchoredPosition;
// Color the log item
ColorLogItem(logItem, index);
// To access this log item easily in the future, add it to the dictionary
logItemsAtIndices[index] = logItem;
}
private void DestroyLogItemsBetweenIndices(int topIndex, int bottomIndex)
{
for (var i = topIndex; i <= bottomIndex; i++)
manager.PoolLogItem(logItemsAtIndices[i]);
}
private void UpdateLogItemContentsBetweenIndices(int topIndex, int bottomIndex)
{
DebugLogItem logItem;
for (var i = topIndex; i <= bottomIndex; i++)
{
logItem = logItemsAtIndices[i];
logItem.SetContent(collapsedLogEntries[indicesOfEntriesToShow[i]],
timestampsOfEntriesToShow != null ? timestampsOfEntriesToShow[i] : null, i,
i == indexOfSelectedLogEntry);
if (isCollapseOn)
logItem.ShowCount();
else
logItem.HideCount();
}
}
// Color a log item using its index
private void ColorLogItem(DebugLogItem logItem, int index)
{
if (index == indexOfSelectedLogEntry)
logItem.Image.color = logItemSelectedColor;
else if (index % 2 == 0)
logItem.Image.color = logItemNormalColor1;
else
logItem.Image.color = logItemNormalColor2;
}
#pragma warning disable 0649
// Cached components
[SerializeField] private RectTransform transformComponent;
[SerializeField] private RectTransform viewportTransform;
[SerializeField] private Color logItemNormalColor1;
[SerializeField] private Color logItemNormalColor2;
[SerializeField] private Color logItemSelectedColor;
#pragma warning restore 0649
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
// Listens to drag event on the DebugLogManager's resize button
namespace IngameDebugConsole
{
public class DebugLogResizeListener : MonoBehaviour, IBeginDragHandler, IDragHandler
{
#pragma warning disable 0649
[SerializeField] private DebugLogManager debugManager;
#pragma warning restore 0649
// This interface must be implemented in order to receive drag events
void IBeginDragHandler.OnBeginDrag(PointerEventData eventData)
{
}
void IDragHandler.OnDrag(PointerEventData eventData)
{
debugManager.Resize(eventData);
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
// Listens to scroll events on the scroll rect that debug items are stored
// and decides whether snap to bottom should be true or not
//
// Procedure: if, after a user input (drag or scroll), scrollbar is at the bottom, then
// snap to bottom shall be true, otherwise it shall be false
namespace IngameDebugConsole
{
public class DebugsOnScrollListener : MonoBehaviour, IScrollHandler, IBeginDragHandler, IEndDragHandler
{
public ScrollRect debugsScrollRect;
public DebugLogManager debugLogManager;
public void OnBeginDrag(PointerEventData data)
{
debugLogManager.SetSnapToBottom(false);
}
public void OnEndDrag(PointerEventData data)
{
if (IsScrollbarAtBottom())
debugLogManager.SetSnapToBottom(true);
else
debugLogManager.SetSnapToBottom(false);
}
public void OnScroll(PointerEventData data)
{
if (IsScrollbarAtBottom())
debugLogManager.SetSnapToBottom(true);
else
debugLogManager.SetSnapToBottom(false);
}
public void OnScrollbarDragStart(BaseEventData data)
{
debugLogManager.SetSnapToBottom(false);
}
public void OnScrollbarDragEnd(BaseEventData data)
{
if (IsScrollbarAtBottom())
debugLogManager.SetSnapToBottom(true);
else
debugLogManager.SetSnapToBottom(false);
}
private bool IsScrollbarAtBottom()
{
var scrollbarYPos = debugsScrollRect.verticalNormalizedPosition;
if (scrollbarYPos <= 1E-6f)
return true;
return false;
}
}
}

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
namespace IngameDebugConsole
{
// Avoid multiple EventSystems in the scene by activating the embedded EventSystem only if one doesn't already exist in the scene
[DefaultExecutionOrder(1000)]
public class EventSystemHandler : MonoBehaviour
{
#pragma warning disable 0649
[SerializeField] private GameObject embeddedEventSystem;
#pragma warning restore 0649
private void OnEnable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneLoaded += OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
SceneManager.sceneUnloaded += OnSceneUnloaded;
ActivateEventSystemIfNeeded();
}
private void OnDisable()
{
SceneManager.sceneLoaded -= OnSceneLoaded;
SceneManager.sceneUnloaded -= OnSceneUnloaded;
DeactivateEventSystem();
}
private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
{
#if UNITY_2017_2_OR_NEWER
DeactivateEventSystem();
#endif
ActivateEventSystemIfNeeded();
}
private void OnSceneUnloaded(Scene current)
{
// Deactivate the embedded EventSystem before changing scenes because the new scene might have its own EventSystem
DeactivateEventSystem();
}
private void ActivateEventSystemIfNeeded()
{
if (embeddedEventSystem && !EventSystem.current)
embeddedEventSystem.SetActive(true);
}
private void DeactivateEventSystem()
{
if (embeddedEventSystem)
embeddedEventSystem.SetActive(false);
}
}
}

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