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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// #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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