添加debug工具

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2024-09-03 19:56:21 +08:00
parent 187407cedb
commit aa4595f290
554 changed files with 59600 additions and 9992 deletions
.gitignore
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// Copyright (c) 2015, Felix Kate All rights reserved.
// Usage of this code is governed by a BSD-style license that can be found in the LICENSE file.
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.UI;
namespace RuntimeInspectorNamespace
{
public class ColorWheelControl : MonoBehaviour, IPointerDownHandler, IDragHandler, IPointerUpHandler
{
private const float RGB_CONST = 2 / Mathf.PI;
private const float G_CONST = 2 * Mathf.PI * ( 1.0f / 3.0f );
private const float B_CONST = 2 * Mathf.PI * ( 2.0f / 3.0f );
private Color m_color;
public Color Color
{
get { return m_color; }
private set
{
if( m_color != value )
{
m_color = value;
m_color.a = Alpha;
if( OnColorChanged != null )
OnColorChanged( m_color );
}
}
}
public float Alpha { get; set; }
private RectTransform rectTransform;
#pragma warning disable 0649
[SerializeField]
private RectTransform SelectorOut;
[SerializeField]
private RectTransform SelectorIn;
[SerializeField]
private WindowDragHandler colorPickerWindow;
#pragma warning restore 0649
private float outer;
private Vector2 inner;
private Material mat;
private bool draggingOuter, draggingInner;
private float halfSize, halfSizeSqr, outerCirclePaddingSqr, innerSquareHalfSize;
private int pointerId = -98765;
public delegate void OnColorChangedDelegate( Color32 color );
public event OnColorChangedDelegate OnColorChanged;
private void Awake()
{
rectTransform = (RectTransform) transform;
Image img = GetComponent<Image>();
mat = new Material( img.material );
img.material = mat;
UpdateProperties();
}
private void OnRectTransformDimensionsChange()
{
if( rectTransform == null )
return;
UpdateProperties();
UpdateSelectors();
}
private void UpdateProperties()
{
halfSize = rectTransform.rect.size.x * 0.5f;
halfSizeSqr = halfSize * halfSize;
outerCirclePaddingSqr = halfSizeSqr * 0.75f * 0.75f;
innerSquareHalfSize = halfSize * 0.5f;
}
public void PickColor( Color c )
{
Alpha = c.a;
float h, s, v;
Color.RGBToHSV( c, out h, out s, out v );
outer = h * 2f * Mathf.PI;
inner.x = 1 - s;
inner.y = 1 - v;
UpdateSelectors();
Color = c;
mat.SetColor( "_Color", GetCurrentBaseColor() );
}
public void OnPointerDown( PointerEventData eventData )
{
Vector2 position;
if( !RectTransformUtility.ScreenPointToLocalPointInRectangle( rectTransform, eventData.position, eventData.pressEventCamera, out position ) )
return;
//Check if click was in outer circle, inner box or neither
float distanceSqr = position.sqrMagnitude;
if( distanceSqr <= halfSizeSqr && distanceSqr >= outerCirclePaddingSqr )
draggingOuter = true;
else if( Mathf.Abs( position.x ) <= innerSquareHalfSize && Mathf.Abs( position.y ) <= innerSquareHalfSize )
draggingInner = true;
else //Invalid touch, don't track
return;
GetSelectedColor( position );
pointerId = eventData.pointerId;
}
public void OnDrag( PointerEventData eventData )
{
if( pointerId != eventData.pointerId )
{
eventData.pointerDrag = colorPickerWindow.gameObject;
colorPickerWindow.OnBeginDrag( eventData );
return;
}
Vector2 position;
RectTransformUtility.ScreenPointToLocalPointInRectangle( rectTransform, eventData.position, eventData.pressEventCamera, out position );
GetSelectedColor( position );
}
public void OnPointerUp( PointerEventData eventData )
{
if( pointerId != eventData.pointerId )
return;
Vector2 position;
RectTransformUtility.ScreenPointToLocalPointInRectangle( rectTransform, eventData.position, eventData.pressEventCamera, out position );
GetSelectedColor( position );
draggingOuter = false;
draggingInner = false;
pointerId = -98765;
}
private void GetSelectedColor( Vector2 pointerPos )
{
if( draggingOuter )
{
Vector2 dir = -pointerPos.normalized;
outer = Mathf.Atan2( -dir.x, -dir.y );
UpdateColor();
}
else if( draggingInner )
{
Vector2 dir = -pointerPos;
dir.x = Mathf.Clamp( dir.x, -innerSquareHalfSize, innerSquareHalfSize ) + innerSquareHalfSize;
dir.y = Mathf.Clamp( dir.y, -innerSquareHalfSize, innerSquareHalfSize ) + innerSquareHalfSize;
inner = dir / halfSize;
UpdateColor();
}
UpdateSelectors();
}
private void UpdateColor()
{
Color c = GetCurrentBaseColor();
mat.SetColor( "_Color", c );
c = Color.Lerp( c, Color.white, inner.x );
c = Color.Lerp( c, Color.black, inner.y );
Color = c;
}
private Color GetCurrentBaseColor()
{
Color color = Color.white;
//Calculation of rgb from degree with a modified 3 wave function
//Check out http://en.wikipedia.org/wiki/File:HSV-RGB-comparison.svg to understand how it should look
color.r = Mathf.Clamp( RGB_CONST * Mathf.Asin( Mathf.Cos( outer ) ) * 1.5f + 0.5f, 0f, 1f );
color.g = Mathf.Clamp( RGB_CONST * Mathf.Asin( Mathf.Cos( G_CONST - outer ) ) * 1.5f + 0.5f, 0f, 1f );
color.b = Mathf.Clamp( RGB_CONST * Mathf.Asin( Mathf.Cos( B_CONST - outer ) ) * 1.5f + 0.5f, 0f, 1f );
return color;
}
private void UpdateSelectors()
{
SelectorOut.anchoredPosition = new Vector2( Mathf.Sin( outer ) * halfSize * 0.85f, Mathf.Cos( outer ) * halfSize * 0.85f );
SelectorIn.anchoredPosition = new Vector2( innerSquareHalfSize - inner.x * halfSize, innerSquareHalfSize - inner.y * halfSize );
}
}
}

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Copyright (c) 2015, Felix Kate
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice, this
list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name of Unity_ColorWheel nor the names of its
contributors may be used to endorse or promote products derived from
this software without specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

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// Upgrade NOTE: replaced 'mul(UNITY_MATRIX_MVP,*)' with 'UnityObjectToClipPos(*)'
//Copyright (c) 2015, Felix Kate All rights reserved.
// Usage of this code is governed by a BSD-style license that can be found in the LICENSE file.
Shader "UI/ColorWheel"
{
Properties
{
_MainTex("Dummy", 2D) = "white" { }
_Color ("Color", Color) = (1,1,1,1)
//_BorderWhiteness ("Border Whiteness", Range(0.0,1.0)) = 1.0
_StencilComp ("Stencil Comparison", Float) = 8
_Stencil ("Stencil ID", Float) = 0
_StencilOp ("Stencil Operation", Float) = 0
_StencilWriteMask ("Stencil Write Mask", Float) = 255
_StencilReadMask ("Stencil Read Mask", Float) = 255
_ColorMask ("Color Mask", Float) = 15
}
SubShader
{
Tags
{
"Queue"="Transparent"
"IgnoreProjector"="True"
"RenderType"="Transparent"
"PreviewType"="Plane"
"CanUseSpriteAtlas"="True"
}
Stencil
{
Ref [_Stencil]
Comp [_StencilComp]
Pass [_StencilOp]
ReadMask [_StencilReadMask]
WriteMask [_StencilWriteMask]
}
Lighting Off
ZWrite Off
ZTest [unity_GUIZTestMode]
Blend SrcAlpha OneMinusSrcAlpha
ColorMask [_ColorMask]
Pass
{
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#pragma target 2.5
#include "UnityCG.cginc"
//Prepare the inputs
struct vertIN
{
float4 vertex : POSITION;
float4 texcoord0 : TEXCOORD0;
};
struct fragIN
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
};
//Function for making smooth circles from gradient
fixed smoothCircle(fixed size, fixed gradient)
{
fixed scaleFactor = size + 1;
return smoothstep(0.5 - 0.0025 * scaleFactor, 0.5 + 0.0025 * scaleFactor, 1 - gradient * scaleFactor);
}
//Function for making box from gradient
fixed smoothBox(fixed size, fixed2 gradient)
{
fixed scaleFactor = size * 0.5;
fixed alpha = ceil(gradient.x - scaleFactor);
alpha *= ceil((1 - gradient.x) - scaleFactor);
alpha *= ceil(gradient.y - scaleFactor);
alpha *= ceil((1 - gradient.y) - scaleFactor);
return alpha;
}
//Get the values from outside
sampler2D _MainTex;
fixed4 _Color;
//fixed _BorderWhiteness;
//Fill the vert struct
fragIN vert (vertIN v)
{
fragIN o;
o.pos = UnityObjectToClipPos(v.vertex);
o.uv = v.texcoord0;
return o;
}
//Draw the circle
fixed4 frag(fragIN i) : COLOR
{
fixed4 c = 1;// _BorderWhiteness1;
//Make the inner area of the box
fixed2 bGrad = 1;
bGrad.x = smoothstep(0.25, 0.75, i.uv.x);
bGrad.y = smoothstep(0.25, 0.75, i.uv.y);
fixed4 cBox = lerp(1, _Color, bGrad.x) * bGrad.y;
//Set up PI
fixed PI = 3.14159265359;
fixed PI_INV = 3 / PI;
//Circular gradient
fixed cGrad = distance(i.uv, fixed2(0.5, 0.5));
//Angle gradient
fixed ang = atan2(1 - i.uv.x - 0.5, 1 - i.uv.y - 0.5) + PI;
//Calculate hue
fixed4 cWheel = 1;
cWheel.r = clamp(PI_INV * asin(clamp(cos(ang), -0.99, 0.99)) + 0.5, 0, 1); // 0.01 flexibility -> fixes precision issues on WebGL
cWheel.g = clamp(PI_INV * asin(clamp(cos(2 * PI / 3.0 - ang), -0.99, 0.99)) + 0.5, 0, 1);
cWheel.b = clamp(PI_INV * asin(clamp(cos(4 * PI / 3.0 - ang), -0.99, 0.99)) + 0.5, 0, 1);
//Calculate white part
//fixed aWhite = 1;// smoothCircle(0.025, cGrad);
//aWhite -= smoothCircle(0.37, cGrad);
//aWhite += smoothBox(0.46, i.uv.xy);
//c = lerp(_BorderWhiteness, 0.8, aWhite);
//Add color
fixed aCol = smoothCircle(0.02, cGrad);
aCol -= smoothCircle(0.35, cGrad);
c = lerp(c, cWheel, aCol);
aCol = smoothBox(0.51, i.uv.xy);
c = lerp(c, cBox, aCol);
//Set alpha
fixed alpha = smoothCircle(0, cGrad);
alpha -= smoothCircle(0.4, cGrad);
alpha += smoothBox(0.49, i.uv.xy);
c.a = alpha;
return c;
}
ENDCG
}
}
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= Runtime Inspector & Hierarchy =
Online documentation available at: https://github.com/yasirkula/UnityRuntimeInspector
E-mail: yasirkula@gmail.com
### ABOUT
This asset is a simple yet powerful runtime Inspector and Hierarchy solution for Unity 3D that should work on pretty much any platform that Unity supports, including mobile platforms.
### HOW TO
Please see the online documentation for an in-depth documentation of the Scripting API: https://github.com/yasirkula/UnityRuntimeInspector
- To use the hierarchy in your scene, drag&drop the RuntimeHierarchy prefab to your canvas
- To use the inspector in your scene, drag&drop the RuntimeInspector prefab to your canvas
You can connect the inspector to the hierarchy so that whenever the selection in the hierarchy changes, inspector inspects the newly selected object. To do this, assign the inspector to the Connected Inspector property of the hierarchy.
You can also connect the hierarchy to the inspector so that whenever an object reference in the inspector is highlighted, the selection in hierarchy is updated. To do this, assign the hierarchy to the Connected Hierarchy property of the inspector.
Note that these connections are one-directional, meaning that assigning the inspector to the hierarchy will not automatically assign the hierarchy to the inspector or vice versa. Also note that the inspector and the hierarchy are not singletons and therefore, you can have several instances of them in your scene at a time with different configurations.
### 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 "RuntimeInspector.Runtime" Assembly Definition File's "Assembly Definition References" list

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using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.UI;
namespace RuntimeInspectorNamespace
{
public class HierarchyDragDropListener : MonoBehaviour, IDropHandler, IPointerEnterHandler, IPointerExitHandler
{
private const float POINTER_VALIDATE_INTERVAL = 5f;
#pragma warning disable 0649
[SerializeField]
private float siblingIndexModificationArea = 5f;
[SerializeField]
private float scrollableArea = 75f;
private float _1OverScrollableArea;
[SerializeField]
private float scrollSpeed = 75f;
[Header( "Internal Variables" )]
[SerializeField]
private RuntimeHierarchy hierarchy;
[SerializeField]
private RectTransform content;
[SerializeField]
private Image dragDropTargetVisualization;
#pragma warning restore 0649
private Canvas canvas;
private RectTransform rectTransform;
private float height;
private PointerEventData pointer;
private Camera worldCamera;
private float pointerLastYPos;
private float nextPointerValidation;
private void Start()
{
rectTransform = (RectTransform) transform;
canvas = hierarchy.GetComponentInParent<Canvas>();
_1OverScrollableArea = 1f / scrollableArea;
}
private void OnRectTransformDimensionsChange()
{
height = 0f;
}
private void Update()
{
if( pointer == null )
return;
nextPointerValidation -= Time.unscaledDeltaTime;
if( nextPointerValidation <= 0f )
{
nextPointerValidation = POINTER_VALIDATE_INTERVAL;
if( !pointer.IsPointerValid() )
{
pointer = null;
return;
}
}
Vector2 position;
if( RectTransformUtility.ScreenPointToLocalPointInRectangle( rectTransform, pointer.position, worldCamera, out position ) && position.y != pointerLastYPos )
{
pointerLastYPos = -position.y;
if( height <= 0f )
height = rectTransform.rect.height;
// Scroll the hierarchy when hovering near top or bottom edges
float scrollAmount = 0f;
float viewportYPos = pointerLastYPos;
if( pointerLastYPos < scrollableArea )
scrollAmount = ( scrollableArea - pointerLastYPos ) * _1OverScrollableArea;
else if( pointerLastYPos > height - scrollableArea )
scrollAmount = ( height - scrollableArea - viewportYPos ) * _1OverScrollableArea;
float contentYPos = pointerLastYPos + content.anchoredPosition.y;
if( contentYPos < 0f )
{
if( dragDropTargetVisualization.gameObject.activeSelf )
dragDropTargetVisualization.gameObject.SetActive( false );
hierarchy.AutoScrollSpeed = 0f;
}
else
{
if( contentYPos < hierarchy.ItemCount * hierarchy.Skin.LineHeight )
{
// Show a visual feedback of where the dragged object would be dropped to
if( !dragDropTargetVisualization.gameObject.activeSelf )
{
dragDropTargetVisualization.rectTransform.SetAsLastSibling();
dragDropTargetVisualization.gameObject.SetActive( true );
}
float relativePosition = contentYPos % hierarchy.Skin.LineHeight;
float absolutePosition = -contentYPos + relativePosition;
if( relativePosition < siblingIndexModificationArea )
{
// Dragged object will be dropped above the target
dragDropTargetVisualization.rectTransform.anchoredPosition = new Vector2( 0f, absolutePosition + 2f );
dragDropTargetVisualization.rectTransform.sizeDelta = new Vector2( 20f, 4f ); // 20f: The visualization extends beyond scrollbar
}
else if( relativePosition > hierarchy.Skin.LineHeight - siblingIndexModificationArea )
{
// Dragged object will be dropped below the target
dragDropTargetVisualization.rectTransform.anchoredPosition = new Vector2( 0f, absolutePosition - hierarchy.Skin.LineHeight + 2f );
dragDropTargetVisualization.rectTransform.sizeDelta = new Vector2( 20f, 4f );
}
else
{
// Dragged object will be dropped onto the target
dragDropTargetVisualization.rectTransform.anchoredPosition = new Vector2( 0f, absolutePosition );
dragDropTargetVisualization.rectTransform.sizeDelta = new Vector2( 20f, hierarchy.Skin.LineHeight );
}
}
else if( dragDropTargetVisualization.gameObject.activeSelf )
dragDropTargetVisualization.gameObject.SetActive( false );
hierarchy.AutoScrollSpeed = scrollAmount * scrollSpeed;
}
}
}
void IDropHandler.OnDrop( PointerEventData eventData )
{
( (IPointerExitHandler) this ).OnPointerExit( eventData );
if( !hierarchy.CanReorganizeItems || hierarchy.IsInSearchMode )
return;
Transform[] droppedTransforms = RuntimeInspectorUtils.GetAssignableObjectsFromDraggedReferenceItem<Transform>( eventData );
if( droppedTransforms == null || droppedTransforms.Length == 0 )
return;
// Sorting the selection is necessary to preserve the sibling index order of the dragged Transforms
if( droppedTransforms.Length > 1 )
System.Array.Sort( droppedTransforms, ( transform1, transform2 ) => CompareHierarchySiblingIndices( transform1, transform2 ) );
bool shouldFocusObjectInHierarchy = false;
float contentYPos = pointerLastYPos + content.anchoredPosition.y;
int dataIndex = (int) contentYPos / hierarchy.Skin.LineHeight;
HierarchyData target = hierarchy.GetDataAt( dataIndex );
if( target == null )
{
// Dropped Transform(s) onto the blank space at the bottom of the Hierarchy
for( int i = 0; i < droppedTransforms.Length; i++ )
{
if( droppedTransforms[i].parent != null )
{
droppedTransforms[i].SetParent( null, true );
shouldFocusObjectInHierarchy = true;
}
}
if( !shouldFocusObjectInHierarchy )
return;
}
else
{
int insertDirection;
float relativePosition = contentYPos % hierarchy.Skin.LineHeight;
if( relativePosition < siblingIndexModificationArea )
insertDirection = -1;
else if( relativePosition > hierarchy.Skin.LineHeight - siblingIndexModificationArea )
insertDirection = 1;
else
insertDirection = 0;
// Inserting above/below a scene or pseudo-scene is a special case
if( insertDirection != 0 && !( target is HierarchyDataTransform ) )
{
if( insertDirection < 0 && dataIndex > 0 )
{
// In an hierarchy with consecutive items A and B, insert below A instead of inserting above B because it makes calculations easier
HierarchyData _target = hierarchy.GetDataAt( dataIndex - 1 );
if( _target != null )
{
target = _target;
insertDirection = 1;
}
}
else if( insertDirection > 0 && dataIndex < hierarchy.ItemCount - 1 )
{
// In an hierarchy with consecutive items A and B where B is a Transform, insert above B instead of inserting below A because it makes calculations easier
HierarchyData _target = hierarchy.GetDataAt( dataIndex + 1 );
if( _target != null && _target is HierarchyDataTransform )
{
target = _target;
insertDirection = -1;
}
}
}
HierarchyDataRoot newScene = null;
Transform newParent = null;
int newSiblingIndex = -1;
if( !( target is HierarchyDataTransform ) )
{
// Dropped onto a scene or pseudo-scene
newScene = (HierarchyDataRoot) target;
}
else
{
// Dropped onto a Transform
newParent = ( (HierarchyDataTransform) target ).BoundTransform;
if( !newParent )
return;
if( insertDirection != 0 )
{
if( insertDirection > 0 && target.Height > 1 )
{
// Dropped below an expanded Transform, make dropped object a child of it
newSiblingIndex = 0;
}
else if( target.Depth == 1 && target.Root is HierarchyDataRootPseudoScene )
{
// Dropped above or below a root pseudo-scene object, don't actually change the parent
if( insertDirection < 0 )
newSiblingIndex = ( (HierarchyDataRootPseudoScene) target.Root ).IndexOf( newParent );
else
newSiblingIndex = ( (HierarchyDataRootPseudoScene) target.Root ).IndexOf( newParent ) + 1;
newParent = null;
}
else
{
// Dropped above or below a regular Transform, calculate target sibling index
if( insertDirection < 0 )
newSiblingIndex = newParent.GetSiblingIndex();
else
newSiblingIndex = newParent.GetSiblingIndex() + 1;
// To be able to drop the object at that sibling index, object's parent must also be changed
newParent = newParent.parent;
}
}
if( !newParent )
newScene = target.Root;
}
int successfullyDroppedTransformCount = 0;
for( int i = 0; i < droppedTransforms.Length; i++ )
{
bool _shouldFocusObjectInHierarchy, decrementSiblingIndex;
if( DropTransformOnto( droppedTransforms[i], target, newScene, newParent, ( newSiblingIndex >= 0 ) ? ( newSiblingIndex + successfullyDroppedTransformCount ) : newSiblingIndex, out decrementSiblingIndex, out _shouldFocusObjectInHierarchy ) )
{
successfullyDroppedTransformCount++;
shouldFocusObjectInHierarchy |= _shouldFocusObjectInHierarchy;
if( decrementSiblingIndex )
newSiblingIndex--;
}
}
if( successfullyDroppedTransformCount == 0 )
return;
}
// Don't reveal the selection unless it's necessary (i.e. selection is already fully visible)
if( shouldFocusObjectInHierarchy )
hierarchy.SelectInternal( droppedTransforms, RuntimeHierarchy.SelectOptions.FocusOnSelection | RuntimeHierarchy.SelectOptions.ForceRevealSelection );
else
hierarchy.Refresh();
}
private bool DropTransformOnto( Transform droppedTransform, HierarchyData target, HierarchyDataRoot newScene, Transform newParent, int newSiblingIndex, out bool decrementSiblingIndex, out bool shouldFocusObjectInHierarchy )
{
shouldFocusObjectInHierarchy = false;
decrementSiblingIndex = false;
// If we are only changing the sibling index of the dropped Transform and not its parent, then make sure
// that the target sibling index won't be affected when the dropped Transform is shifted in the Hierarchy
if( droppedTransform.parent == newParent )
{
if( newParent || ( newScene is HierarchyDataRootScene && ( (HierarchyDataRootScene) newScene ).Scene == droppedTransform.gameObject.scene ) )
{
if( newSiblingIndex > droppedTransform.GetSiblingIndex() )
{
newSiblingIndex--;
decrementSiblingIndex = true;
}
}
else if( newScene is HierarchyDataRootPseudoScene )
{
int pseudoSceneSiblingIndex = newScene.IndexOf( droppedTransform );
if( pseudoSceneSiblingIndex >= 0 && newSiblingIndex > pseudoSceneSiblingIndex )
{
newSiblingIndex--;
decrementSiblingIndex = true;
}
}
}
if( newParent ) // Drop inside a Transform
{
if( !hierarchy.CanDropDraggedParentOnChild )
{
// Avoid setting child object as parent of the parent object
if( newParent.IsChildOf( droppedTransform ) )
return false;
}
else
{
Transform curr = newParent;
while( curr.parent != null && curr.parent != droppedTransform )
curr = curr.parent;
// First, set the child object's parent as the dropped object's current parent so that
// the dropped object can then become a child of the former child object
if( curr.parent == droppedTransform )
{
HierarchyDataRootPseudoScene pseudoScene = target.Root as HierarchyDataRootPseudoScene;
int pseudoSceneChildIndex;
if( pseudoScene != null && ( pseudoSceneChildIndex = pseudoScene.IndexOf( droppedTransform ) ) >= 0 )
{
// Dropped object was a root pseudo-scene object, swap the child and parent objects in the pseudo-scene, as well
if( hierarchy.CanDropDraggedObjectsToPseudoScenes )
{
pseudoScene.InsertChild( pseudoSceneChildIndex, curr );
pseudoScene.RemoveChild( droppedTransform );
}
}
int siblingIndex = droppedTransform.GetSiblingIndex();
curr.SetParent( droppedTransform.parent, true );
curr.SetSiblingIndex( siblingIndex );
shouldFocusObjectInHierarchy = true;
}
}
droppedTransform.SetParent( newParent, true );
}
else // Drop at the root of a scene
{
if( newScene is HierarchyDataRootPseudoScene )
{
if( !hierarchy.CanDropDraggedObjectsToPseudoScenes )
return false;
// Add object to pseudo-scene
if( newSiblingIndex < 0 )
( (HierarchyDataRootPseudoScene) newScene ).AddChild( droppedTransform );
else
{
( (HierarchyDataRootPseudoScene) newScene ).InsertChild( newSiblingIndex, droppedTransform );
// Don't try to change the actual sibling index of the Transform
newSiblingIndex = -1;
target = newScene;
}
}
else if( newScene is HierarchyDataRootScene )
{
if( droppedTransform.parent != null )
droppedTransform.SetParent( null, true );
// Change dropped object's scene
Scene scene = ( (HierarchyDataRootScene) newScene ).Scene;
if( droppedTransform.gameObject.scene != scene )
SceneManager.MoveGameObjectToScene( droppedTransform.gameObject, scene );
if( newSiblingIndex < 0 )
{
// If object was dropped onto the scene, add it to the bottom of the scene
newSiblingIndex = scene.rootCount + 1;
shouldFocusObjectInHierarchy = true;
}
}
}
if( newSiblingIndex >= 0 )
droppedTransform.SetSiblingIndex( newSiblingIndex );
shouldFocusObjectInHierarchy |= ( newSiblingIndex < 0 && !target.IsExpanded );
return true;
}
// Returns -1 if t1 is above t2 in Hierarchy, 1 if t1 is below t2 in Hierarchy and 0 if they are the same object
private int CompareHierarchySiblingIndices( Transform t1, Transform t2 )
{
Transform parent1 = t1.parent;
Transform parent2 = t2.parent;
if( parent1 == parent2 )
return t1.GetSiblingIndex() - t2.GetSiblingIndex();
int deltaHierarchyDepth = 0;
for( ; parent1; parent1 = parent1.parent )
deltaHierarchyDepth++;
for( ; parent2; parent2 = parent2.parent )
deltaHierarchyDepth--;
for( ; deltaHierarchyDepth > 0; deltaHierarchyDepth-- )
{
t1 = t1.parent;
if( t1 == t2 )
return 1;
}
for( ; deltaHierarchyDepth < 0; deltaHierarchyDepth++ )
{
t2 = t2.parent;
if( t1 == t2 )
return -1;
}
while( t1.parent != t2.parent )
{
t1 = t1.parent;
t2 = t2.parent;
}
return t1.GetSiblingIndex() - t2.GetSiblingIndex();
}
void IPointerEnterHandler.OnPointerEnter( PointerEventData eventData )
{
if( !hierarchy.CanReorganizeItems || hierarchy.IsInSearchMode )
return;
if( !RuntimeInspectorUtils.GetAssignableObjectFromDraggedReferenceItem<Transform>( eventData ) )
return;
pointer = eventData;
pointerLastYPos = -1f;
nextPointerValidation = POINTER_VALIDATE_INTERVAL;
if( canvas.renderMode == RenderMode.ScreenSpaceOverlay || ( canvas.renderMode == RenderMode.ScreenSpaceCamera && !canvas.worldCamera ) )
worldCamera = null;
else
worldCamera = canvas.worldCamera ? canvas.worldCamera : Camera.main;
Update();
}
void IPointerExitHandler.OnPointerExit( PointerEventData eventData )
{
pointer = null;
worldCamera = null;
if( dragDropTargetVisualization.gameObject.activeSelf )
dragDropTargetVisualization.gameObject.SetActive( false );
hierarchy.AutoScrollSpeed = 0f;
}
}
}

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: be531524081657c479afb27aaa9501ac
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MonoImporter:
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using System.Collections.Generic;
using UnityEngine;
namespace RuntimeInspectorNamespace
{
public class PseudoSceneSourceTransform : MonoBehaviour
{
#pragma warning disable 0649
[SerializeField]
private RuntimeHierarchy m_hierarchy;
public RuntimeHierarchy Hierarchy
{
get { return m_hierarchy; }
set
{
if( m_hierarchy != value )
{
RemoveChildrenFromScene();
m_hierarchy = value;
AddChildrenToScene();
}
}
}
[SerializeField]
private string m_sceneName;
public string SceneName
{
get { return m_sceneName; }
set
{
if( m_sceneName != value )
{
RemoveChildrenFromScene();
m_sceneName = value;
AddChildrenToScene();
}
}
}
[SerializeField]
private bool m_hideOnDisable = false;
public bool HideOnDisable
{
get { return m_hideOnDisable; }
set
{
if( m_hideOnDisable != value )
{
m_hideOnDisable = value;
if( !isEnabled )
{
if( value )
RemoveChildrenFromScene();
else
AddChildrenToScene();
}
}
}
}
#pragma warning restore 0649
private HashSet<Transform> childrenCurrent = new HashSet<Transform>();
private HashSet<Transform> childrenNew = new HashSet<Transform>();
private bool updateChildren = false;
private bool isEnabled = true;
private bool isQuitting = false;
private bool ShouldUpdateChildren { get { return ( isEnabled || !m_hideOnDisable ) && Hierarchy && !string.IsNullOrEmpty( m_sceneName ); } }
private void OnEnable()
{
isEnabled = true;
updateChildren = true;
}
private void OnDisable()
{
if( isQuitting )
return;
isEnabled = false;
if( m_hideOnDisable )
RemoveChildrenFromScene();
}
private void OnApplicationQuit()
{
isQuitting = true;
}
private void OnTransformChildrenChanged()
{
updateChildren = true;
}
private void Update()
{
if( updateChildren )
{
updateChildren = false;
if( !ShouldUpdateChildren )
return;
for( int i = 0; i < transform.childCount; i++ )
{
Transform child = transform.GetChild( i );
childrenNew.Add( child );
if( !childrenCurrent.Remove( child ) )
Hierarchy.AddToPseudoScene( m_sceneName, child );
}
RemoveChildrenFromScene();
HashSet<Transform> temp = childrenCurrent;
childrenCurrent = childrenNew;
childrenNew = temp;
}
}
private void AddChildrenToScene()
{
if( !ShouldUpdateChildren )
return;
for( int i = 0; i < transform.childCount; i++ )
{
Transform child = transform.GetChild( i );
if( childrenCurrent.Add( child ) )
Hierarchy.AddToPseudoScene( m_sceneName, child );
}
}
private void RemoveChildrenFromScene()
{
if( !Hierarchy || string.IsNullOrEmpty( m_sceneName ) )
return;
foreach( Transform removedChild in childrenCurrent )
{
if( removedChild )
Hierarchy.RemoveFromPseudoScene( m_sceneName, removedChild, true );
}
childrenCurrent.Clear();
}
}
}

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: e1a4ef3d1723234408a97a84690ab8bb
timeCreated: 1510168133
licenseType: Free
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@ -0,0 +1,441 @@
using System.Collections.Generic;
using UnityEngine;
namespace RuntimeInspectorNamespace
{
public abstract class HierarchyData
{
private static readonly List<HierarchyDataTransform> transformDataPool = new List<HierarchyDataTransform>( 32 );
private static readonly List<List<HierarchyDataTransform>> childrenListPool = new List<List<HierarchyDataTransform>>( 32 );
public abstract string Name { get; }
public abstract bool IsActive { get; }
public abstract int ChildCount { get; }
public abstract Transform BoundTransform { get; }
protected List<HierarchyDataTransform> children;
protected HierarchyData parent;
public HierarchyDataRoot Root
{
get
{
HierarchyData _parent = this;
while( _parent.parent != null )
_parent = _parent.parent;
return (HierarchyDataRoot) _parent;
}
}
protected int m_index;
public int Index { get { return m_index; } }
public int AbsoluteIndex
{
get
{
int result = m_index;
HierarchyData _parent = parent;
while( _parent != null )
{
result += _parent.m_index + 1;
_parent = _parent.parent;
}
return result;
}
}
protected int m_height = 1;
public int Height { get { return m_height; } }
protected int m_depth;
public int Depth { get { return m_depth; } }
public bool CanExpand { get { return ChildCount > 0; } }
public bool IsExpanded
{
get { return children != null; }
set
{
if( IsExpanded == value )
return;
if( value )
{
if( ChildCount == 0 )
return;
PopChildrenList();
}
else
PoolChildrenList();
int prevHeight = m_height;
Refresh();
int deltaHeight = m_height - prevHeight;
if( deltaHeight != 0 )
{
if( parent != null )
{
HierarchyData child = this;
HierarchyData _parent = parent;
while( _parent != null )
{
List<HierarchyDataTransform> children = _parent.children;
for( int i = children.IndexOf( (HierarchyDataTransform) child ) + 1, childCount = children.Count; i < childCount; i++ )
children[i].m_index += deltaHeight;
_parent.m_height += deltaHeight;
child = _parent;
_parent = _parent.parent;
}
}
HierarchyDataRoot root = Root;
if( root != null )
root.Hierarchy.SetListViewDirty();
}
}
}
public virtual bool Refresh()
{
if( m_depth < 0 ) // This object is hidden from Hierarchy
return false;
m_height = 1;
bool hasChanged = false;
int childCount = ChildCount;
if( IsExpanded )
{
if( childCount != children.Count )
hasChanged = true;
//if( childCount == 0 ) // Issue with IsExpanded's Refresh changing iteratedIndex
// PoolChildrenList();
//else
{
RuntimeHierarchy hierarchy = null; // Root's RuntimeHierarchy will be fetched only once when it is needed
for( int i = 0; i < childCount; i++ )
{
Transform child = GetChild( i );
if( children.Count <= i )
{
if( hierarchy == null )
hierarchy = Root.Hierarchy;
GenerateChildItem( child, i, hierarchy );
}
else if( children[i].BoundTransform != child )
{
int childIndex;
for( childIndex = 0; childIndex < children.Count; childIndex++ )
{
if( children[childIndex].BoundTransform == child )
break;
}
if( childIndex == children.Count )
{
if( hierarchy == null )
hierarchy = Root.Hierarchy;
GenerateChildItem( child, i, hierarchy );
}
else
{
HierarchyDataTransform childItem = children[childIndex];
children.RemoveAt( childIndex );
children.Insert( i, childItem );
}
hasChanged = true;
}
hasChanged |= children[i].Refresh();
children[i].m_index = m_height - 1;
m_height += children[i].m_height;
}
for( int i = children.Count - 1; i >= childCount; i-- )
RemoveChildItem( i );
}
}
return hasChanged;
}
public HierarchyData FindDataAtIndex( int index )
{
int upperBound = children.Count - 1;
if( index <= upperBound && children[index].m_index == index )
{
int middle = index;
while( middle < upperBound && index == children[middle + 1].m_index )
middle++;
return children[middle];
}
// Binary search
int min = 0;
int max = upperBound;
while( min <= max )
{
int middle = ( min + max ) / 2;
int childIndex = children[middle].m_index;
if( index == childIndex )
{
// Items hidden from the Hierarchy have same indices with their adjacent items
while( middle < upperBound && index == children[middle + 1].m_index )
middle++;
return children[middle];
}
if( index < childIndex )
max = middle - 1;
else
min = middle + 1;
}
if( max < 0 )
max = 0;
while( max < upperBound && index >= children[max + 1].m_index )
max++;
return children[max].FindDataAtIndex( index - 1 - children[max].m_index );
}
public HierarchyDataTransform FindTransform( Transform target, Transform nextInPath = null )
{
if( m_depth < 0 ) // This object is hidden from Hierarchy
return null;
bool isInitSearch = nextInPath == null;
if( isInitSearch )
{
nextInPath = ( this is HierarchyDataRootSearch ) ? target : target.root;
// In the current implementation, FindTransform is only called from RuntimeHierarchy.Select which
// automatically calls RefreshContent prior to FindTransform
//( (HierarchyDataRoot) this ).RefreshContent();
}
int childIndex = IndexOf( nextInPath );
if( childIndex < 0 )
{
if( isInitSearch && this is HierarchyDataRootPseudoScene )
{
nextInPath = target;
childIndex = IndexOf( nextInPath );
while( childIndex < 0 && nextInPath != null )
{
nextInPath = nextInPath.parent;
childIndex = IndexOf( nextInPath );
}
if( childIndex < 0 )
return null;
}
else
return null;
}
if( !CanExpand )
return null;
bool wasExpanded = IsExpanded;
if( !wasExpanded )
IsExpanded = true;
HierarchyDataTransform childItem = children[childIndex];
if( childItem.BoundTransform == target )
return childItem;
HierarchyDataTransform result = null;
if( childItem.BoundTransform == nextInPath )
{
Transform next = target;
Transform parent = next.parent;
while( parent != null && parent != nextInPath )
{
next = parent;
parent = next.parent;
}
if( parent != null )
result = childItem.FindTransform( target, next );
}
if( result != null && result.m_depth < 0 )
result = null;
if( result == null && !wasExpanded )
IsExpanded = false;
return result;
}
public virtual HierarchyDataTransform FindTransformInVisibleChildren( Transform target, int targetDepth = -1 )
{
for( int i = 0; i < children.Count; i++ )
{
HierarchyDataTransform child = children[i];
if( child.m_depth < 0 )
continue;
if( ReferenceEquals( child.BoundTransform, target ) )
{
if( targetDepth <= 0 || child.m_depth == targetDepth )
return child;
}
else if( ( targetDepth <= 0 || child.m_depth < targetDepth ) && child.IsExpanded && child.BoundTransform && target.IsChildOf( child.BoundTransform ) )
{
child = child.FindTransformInVisibleChildren( target, targetDepth );
if( child != null )
return child;
}
}
return null;
}
public abstract Transform GetChild( int index );
public int IndexOf( Transform transform )
{
for( int i = ChildCount - 1; i >= 0; i-- )
{
if( ReferenceEquals( GetChild( i ), transform ) )
return i;
}
return -1;
}
public void GetSiblingIndexTraversalList( List<int> traversalList )
{
traversalList.Clear();
HierarchyData current = this;
while( current.parent != null )
{
traversalList.Add( current.parent.children.IndexOf( (HierarchyDataTransform) current ) );
current = current.parent;
}
}
public HierarchyData TraverseSiblingIndexList( List<int> traversalList )
{
HierarchyData current = this;
for( int i = traversalList.Count - 1; i >= 0; i-- )
{
int siblingIndex = traversalList[i];
if( current.children == null || siblingIndex >= current.children.Count )
return null;
current = current.children[siblingIndex];
}
return current;
}
private void GenerateChildItem( Transform child, int index, RuntimeHierarchy hierarchy )
{
bool isChildVisible = !RuntimeInspectorUtils.IgnoredTransformsInHierarchy.Contains( child );
if( isChildVisible && hierarchy.GameObjectFilter != null )
isChildVisible = hierarchy.GameObjectFilter( child );
HierarchyDataTransform childData;
int poolIndex = transformDataPool.Count - 1;
if( poolIndex >= 0 )
{
childData = transformDataPool[poolIndex];
transformDataPool.RemoveAt( poolIndex );
}
else
childData = new HierarchyDataTransform();
childData.Initialize( child, this is HierarchyDataRootSearch );
childData.parent = this;
if( isChildVisible )
{
childData.m_depth = m_depth + 1;
childData.m_height = 1;
}
else
{
childData.m_depth = -1;
childData.m_height = 0;
}
children.Insert( index, childData );
}
private void RemoveChildItem( int index )
{
children[index].PoolData();
transformDataPool.Add( children[index] );
children.RemoveAt( index );
}
protected void PoolChildrenList()
{
if( children != null )
{
for( int i = children.Count - 1; i >= 0; i-- )
{
children[i].PoolData();
transformDataPool.Add( children[i] );
}
children.Clear();
childrenListPool.Add( children );
children = null;
}
}
protected void PopChildrenList()
{
int desiredSize = ChildCount;
int bestFittingListIndex = -1;
int bestFittingListDeltaSize = int.MaxValue;
for( int i = childrenListPool.Count - 1; i >= 0; i-- )
{
int deltaSize = childrenListPool[i].Capacity - desiredSize;
if( deltaSize < 0 )
deltaSize = -deltaSize;
if( deltaSize < bestFittingListDeltaSize )
{
bestFittingListDeltaSize = deltaSize;
bestFittingListIndex = i;
}
}
if( bestFittingListIndex >= 0 )
{
children = childrenListPool[bestFittingListIndex];
childrenListPool.RemoveAt( bestFittingListIndex );
}
else
children = new List<HierarchyDataTransform>( ChildCount );
}
public static void ClearPool()
{
childrenListPool.Clear();
transformDataPool.Clear();
if( childrenListPool.Capacity > 128 )
childrenListPool.Capacity = 128;
if( transformDataPool.Capacity > 128 )
transformDataPool.Capacity = 128;
}
}
}

@ -0,0 +1,12 @@
fileFormatVersion: 2
guid: 328d45f703d254c4aa61dfe88bdc5977
timeCreated: 1582458939
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@ -0,0 +1,52 @@
using UnityEngine;
namespace RuntimeInspectorNamespace
{
public abstract class HierarchyDataRoot : HierarchyData
{
public override Transform BoundTransform { get { return null; } }
public override bool IsActive { get { return true; } }
public RuntimeHierarchy Hierarchy { get; private set; }
protected HierarchyDataRoot( RuntimeHierarchy hierarchy )
{
Hierarchy = hierarchy;
// Root data are expanded by default
PopChildrenList();
}
public abstract Transform GetNearestRootOf( Transform target );
public abstract void RefreshContent();
public override bool Refresh()
{
RefreshContent();
return base.Refresh();
}
public override HierarchyDataTransform FindTransformInVisibleChildren( Transform target, int targetDepth = -1 )
{
return ( m_depth >= 0 && IsExpanded ) ? base.FindTransformInVisibleChildren( target, targetDepth ) : null;
}
public void ResetCachedNames()
{
if( children != null )
{
for( int i = children.Count - 1; i >= 0; i-- )
children[i].ResetCachedName();
}
}
public void RefreshNameOf( Transform target )
{
if( children != null )
{
for( int i = children.Count - 1; i >= 0; i-- )
children[i].RefreshNameOf( target );
}
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace RuntimeInspectorNamespace
{
public class HierarchyDataRootPseudoScene : HierarchyDataRoot
{
private readonly string name;
public override string Name { get { return name; } }
public override int ChildCount { get { return rootObjects.Count; } }
private readonly List<Transform> rootObjects = new List<Transform>();
public HierarchyDataRootPseudoScene( RuntimeHierarchy hierarchy, string name ) : base( hierarchy )
{
this.name = name;
}
public void AddChild( Transform child )
{
if( !rootObjects.Contains( child ) )
rootObjects.Add( child );
}
public void InsertChild( int index, Transform child )
{
index = Mathf.Clamp( index, 0, rootObjects.Count );
rootObjects.Insert( index, child );
// If the object was already in the list, remove the old copy from the list
for( int i = rootObjects.Count - 1; i >= 0; i-- )
{
if( i != index && rootObjects[i] == child )
{
rootObjects.RemoveAt( i );
return;
}
}
}
public void RemoveChild( Transform child )
{
rootObjects.Remove( child );
}
public override void RefreshContent()
{
for( int i = rootObjects.Count - 1; i >= 0; i-- )
{
if( !rootObjects[i] )
rootObjects.RemoveAt( i );
}
}
public override Transform GetChild( int index )
{
return rootObjects[index];
}
public override Transform GetNearestRootOf( Transform target )
{
Transform result = null;
for( int i = rootObjects.Count - 1; i >= 0; i-- )
{
Transform rootObject = rootObjects[i];
if( rootObject && target.IsChildOf( rootObject ) && ( !result || rootObject.IsChildOf( result ) ) )
result = rootObject;
}
return result;
}
}
}

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using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace RuntimeInspectorNamespace
{
public class HierarchyDataRootScene : HierarchyDataRoot
{
public override string Name { get { return Scene.name; } }
public override int ChildCount { get { return rootObjects.Count; } }
public Scene Scene { get; private set; }
private readonly List<GameObject> rootObjects = new List<GameObject>();
public HierarchyDataRootScene( RuntimeHierarchy hierarchy, Scene target ) : base( hierarchy )
{
Scene = target;
}
public override void RefreshContent()
{
rootObjects.Clear();
if( Scene.isLoaded )
Scene.GetRootGameObjects( rootObjects );
}
public override Transform GetChild( int index )
{
return rootObjects[index].transform;
}
public override Transform GetNearestRootOf( Transform target )
{
return ( target.gameObject.scene == Scene ) ? target.root : null;
}
}
}

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guid: efbc9d53cb584f74a869dbf48ff4c7bd
timeCreated: 1508420714
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using System.Collections.Generic;
using UnityEngine;
namespace RuntimeInspectorNamespace
{
public class HierarchyDataRootSearch : HierarchyDataRoot
{
public override string Name { get { return reference.Name; } }
public override int ChildCount { get { return searchResult.Count; } }
private readonly List<Transform> searchResult = new List<Transform>();
private readonly HierarchyDataRoot reference;
private string searchTerm;
public HierarchyDataRootSearch( RuntimeHierarchy hierarchy, HierarchyDataRoot reference ) : base( hierarchy )
{
this.reference = reference;
}
public override void RefreshContent()
{
if( !Hierarchy.IsInSearchMode )
return;
searchResult.Clear();
searchTerm = Hierarchy.SearchTerm;
int childCount = reference.ChildCount;
for( int i = 0; i < childCount; i++ )
{
Transform obj = reference.GetChild( i );
if( !obj )
continue;
if( RuntimeInspectorUtils.IgnoredTransformsInHierarchy.Contains( obj.transform ) )
continue;
if( obj.name.IndexOf( searchTerm, System.StringComparison.OrdinalIgnoreCase ) >= 0 )
searchResult.Add( obj );
SearchTransformRecursively( obj.transform );
}
}
public override bool Refresh()
{
m_depth = 0;
bool result = base.Refresh();
// Scenes with no matching search results should be hidden in search mode
if( searchResult.Count == 0 )
{
m_height = 0;
m_depth = -1;
}
return result;
}
public override HierarchyDataTransform FindTransformInVisibleChildren( Transform target, int targetDepth = -1 )
{
if( m_depth < 0 || targetDepth > 1 || !IsExpanded )
return null;
for( int i = children.Count - 1; i >= 0; i-- )
{
if( ReferenceEquals( children[i].BoundTransform, target ) )
return children[i];
}
return null;
}
private void SearchTransformRecursively( Transform obj )
{
for( int i = 0; i < obj.childCount; i++ )
{
Transform child = obj.GetChild( i );
if( RuntimeInspectorUtils.IgnoredTransformsInHierarchy.Contains( child ) )
continue;
if( child.name.IndexOf( searchTerm, System.StringComparison.OrdinalIgnoreCase ) >= 0 )
searchResult.Add( child );
SearchTransformRecursively( child );
}
}
public override Transform GetChild( int index )
{
return searchResult[index];
}
public override Transform GetNearestRootOf( Transform target )
{
return searchResult.Contains( target ) ? target : null;
}
}
}

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using UnityEngine;
namespace RuntimeInspectorNamespace
{
public class HierarchyDataTransform : HierarchyData
{
private string cachedName;
public override string Name
{
get
{
if( cachedName == null )
cachedName = transform ? transform.name : "<destroyed>";
return cachedName;
}
}
public override int ChildCount { get { return ( !isSearchEntry && transform ) ? transform.childCount : 0; } }
public override Transform BoundTransform { get { return transform; } }
public override bool IsActive { get { return transform ? transform.gameObject.activeInHierarchy : true; } }
private Transform transform;
private bool isSearchEntry;
public void Initialize( Transform transform, bool isSearchEntry )
{
this.transform = transform;
this.isSearchEntry = isSearchEntry;
}
public override Transform GetChild( int index )
{
return transform.GetChild( index );
}
public void ResetCachedName()
{
cachedName = null;
if( children != null )
{
for( int i = children.Count - 1; i >= 0; i-- )
children[i].ResetCachedName();
}
}
public void RefreshNameOf( Transform target )
{
if( ReferenceEquals( transform, target ) )
cachedName = target.name;
else if( children != null )
{
for( int i = children.Count - 1; i >= 0; i-- )
children[i].RefreshNameOf( target );
}
}
public void PoolData()
{
parent = null;
cachedName = null;
m_depth = 0;
m_height = 0;
PoolChildrenList();
}
}
}

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