添加debug工具

This commit is contained in:
ZombieKitty 2024-09-03 19:56:21 +08:00
parent 187407cedb
commit aa4595f290
554 changed files with 59600 additions and 9992 deletions

5
.gitignore vendored
View File

@ -10,6 +10,11 @@
/[Bb]uilds/
/[Ll]ogs/
/[Uu]ser[Ss]ettings/
/[Aa]ssets/[Ss]treamingAssets/*
/.idea/
/[Aa]ssetBundle/
/Temp/
/[Aa]ssetBundleVersioned/
# MemoryCaptures can get excessive in size.
# They also could contain extremely sensitive data

View File

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assetBundleName = bundleName,
assetBundleVariant = AssetConst.bundleVariant.Substring(1)
};
var versionManifest = BuildPipeline.BuildAssetBundles(GetTempPath(),
var path = GetTempPath();
if (!Directory.Exists(path))
Directory.CreateDirectory(path);
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buildOptions,
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File diff suppressed because one or more lines are too long

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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;
}
}
}
#endif

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userData:
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timeCreated: 1510086220
licenseType: Free
PluginImporter:
serializedVersion: 2
iconMap: {}
executionOrder: {}
isPreloaded: 0
isOverridable: 0
platformData:
data:
first:
Android: Android
second:
enabled: 1
settings: {}
data:
first:
Any:
second:
enabled: 0
settings: {}
data:
first:
Editor: Editor
second:
enabled: 0
settings:
DefaultValueInitialized: true
userData:
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fileFormatVersion: 2
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@ -0,0 +1,160 @@
using UnityEditor;
using UnityEngine;
namespace IngameDebugConsole
{
[CustomEditor( typeof( DebugLogManager ) )]
public class DebugLogManagerEditor : Editor
{
private SerializedProperty singleton;
private SerializedProperty minimumHeight;
private SerializedProperty enableHorizontalResizing;
private SerializedProperty resizeFromRight;
private SerializedProperty minimumWidth;
private SerializedProperty enablePopup;
private SerializedProperty startInPopupMode;
private SerializedProperty startMinimized;
private SerializedProperty toggleWithKey;
private SerializedProperty toggleKey;
private SerializedProperty enableSearchbar;
private SerializedProperty topSearchbarMinWidth;
private SerializedProperty receiveLogsWhileInactive;
private SerializedProperty receiveInfoLogs;
private SerializedProperty receiveWarningLogs;
private SerializedProperty receiveErrorLogs;
private SerializedProperty receiveExceptionLogs;
private SerializedProperty captureLogTimestamps;
private SerializedProperty alwaysDisplayTimestamps;
private SerializedProperty queuedLogLimit;
private SerializedProperty clearCommandAfterExecution;
private SerializedProperty commandHistorySize;
private SerializedProperty showCommandSuggestions;
private SerializedProperty receiveLogcatLogsInAndroid;
private SerializedProperty logcatArguments;
private SerializedProperty avoidScreenCutout;
private SerializedProperty popupAvoidsScreenCutout;
private SerializedProperty autoFocusOnCommandInputField;
private readonly GUIContent receivedLogTypesLabel = new GUIContent( "Received Log Types", "Only these logs will be received by the console window, other logs will simply be skipped" );
private readonly GUIContent receiveInfoLogsLabel = new GUIContent( "Info" );
private readonly GUIContent receiveWarningLogsLabel = new GUIContent( "Warning" );
private readonly GUIContent receiveErrorLogsLabel = new GUIContent( "Error" );
private readonly GUIContent receiveExceptionLogsLabel = new GUIContent( "Exception" );
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{
singleton = serializedObject.FindProperty( "singleton" );
minimumHeight = serializedObject.FindProperty( "minimumHeight" );
enableHorizontalResizing = serializedObject.FindProperty( "enableHorizontalResizing" );
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minimumWidth = serializedObject.FindProperty( "minimumWidth" );
enablePopup = serializedObject.FindProperty( "enablePopup" );
startInPopupMode = serializedObject.FindProperty( "startInPopupMode" );
startMinimized = serializedObject.FindProperty( "startMinimized" );
toggleWithKey = serializedObject.FindProperty( "toggleWithKey" );
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toggleKey = serializedObject.FindProperty( "toggleKey" );
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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" );
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clearCommandAfterExecution = serializedObject.FindProperty( "clearCommandAfterExecution" );
commandHistorySize = serializedObject.FindProperty( "commandHistorySize" );
showCommandSuggestions = serializedObject.FindProperty( "showCommandSuggestions" );
receiveLogcatLogsInAndroid = serializedObject.FindProperty( "receiveLogcatLogsInAndroid" );
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popupAvoidsScreenCutout = serializedObject.FindProperty( "popupAvoidsScreenCutout" );
autoFocusOnCommandInputField = serializedObject.FindProperty( "autoFocusOnCommandInputField" );
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public override void OnInspectorGUI()
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serializedObject.Update();
EditorGUILayout.PropertyField( singleton );
EditorGUILayout.Space();
EditorGUILayout.PropertyField( minimumHeight );
EditorGUILayout.PropertyField( enableHorizontalResizing );
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DrawSubProperty( minimumWidth );
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EditorGUILayout.PropertyField( avoidScreenCutout );
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EditorGUILayout.Space();
EditorGUILayout.PropertyField( enablePopup );
if( enablePopup.boolValue )
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EditorGUILayout.PropertyField( toggleWithKey );
if( toggleWithKey.boolValue )
DrawSubProperty( toggleKey );
EditorGUILayout.Space();
EditorGUILayout.PropertyField( enableSearchbar );
if( enableSearchbar.boolValue )
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EditorGUILayout.Space();
EditorGUILayout.PropertyField( receiveLogsWhileInactive );
EditorGUILayout.PrefixLabel( receivedLogTypesLabel );
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EditorGUILayout.PropertyField( receiveWarningLogs, receiveWarningLogsLabel );
EditorGUILayout.PropertyField( receiveErrorLogs, receiveErrorLogsLabel );
EditorGUILayout.PropertyField( receiveExceptionLogs, receiveExceptionLogsLabel );
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EditorGUILayout.PropertyField( receiveLogcatLogsInAndroid );
if( receiveLogcatLogsInAndroid.boolValue )
DrawSubProperty( logcatArguments );
EditorGUILayout.PropertyField( captureLogTimestamps );
if( captureLogTimestamps.boolValue )
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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();
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private void DrawSubProperty( SerializedProperty property )
{
EditorGUI.indentLevel++;
EditorGUILayout.PropertyField( property );
EditorGUI.indentLevel--;
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= In-game Debug Console (v1.6.1) =
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
namespace IngameDebugConsole
{
public class CircularBuffer<T>
{
private T[] arr;
private int startIndex;
public int Count { get; private set; }
public T this[int index] { get { return arr[( startIndex + index ) % arr.Length]; } }
public CircularBuffer( int capacity )
{
arr = new T[capacity];
}
// 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 int Count { get; private set; }
public int Capacity { get { return arr.Length; } }
public T this[int index]
{
get { return arr[( startIndex + index ) % arr.Length]; }
set { arr[( startIndex + index ) % arr.Length] = value; }
}
public DynamicCircularBuffer( int initialCapacity = 2 )
{
arr = new T[initialCapacity];
}
public void Add( T value )
{
if( Count >= arr.Length )
{
int prevSize = arr.Length;
int newSize = prevSize > 0 ? prevSize * 2 : 2; // Size must be doubled (at least), or the shift operation below must consider IndexOutOfRange situations
System.Array.Resize( ref arr, newSize );
if( startIndex > 0 )
{
if( startIndex <= ( prevSize - 1 ) / 2 )
{
// Move elements [0,startIndex) to the end
for( int 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
int delta = newSize - prevSize;
for( int 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()
{
T element = arr[startIndex];
#if RESET_REMOVED_ELEMENTS
arr[startIndex] = default( T );
#endif
if( ++startIndex >= arr.Length )
startIndex = 0;
Count--;
return element;
}
public T RemoveLast()
{
int index = ( startIndex + Count - 1 ) % arr.Length;
T element = arr[index];
#if RESET_REMOVED_ELEMENTS
arr[index] = default( T );
#endif
Count--;
return element;
}
}
}

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using UnityEngine;
namespace IngameDebugConsole.Commands
{
public class PlayerPrefsCommands
{
[ConsoleMethod( "prefs.int", "Returns the value of an Integer PlayerPrefs field" ), UnityEngine.Scripting.Preserve]
public static string PlayerPrefsGetInt( string key )
{
if( !PlayerPrefs.HasKey( key ) ) return "Key Not Found";
return PlayerPrefs.GetInt( key ).ToString();
}
[ConsoleMethod( "prefs.int", "Sets the value of an Integer PlayerPrefs field" ), UnityEngine.Scripting.Preserve]
public static void PlayerPrefsSetInt( string key, int value )
{
PlayerPrefs.SetInt( key, value );
}
[ConsoleMethod( "prefs.float", "Returns the value of a Float PlayerPrefs field" ), UnityEngine.Scripting.Preserve]
public static string PlayerPrefsGetFloat( string key )
{
if( !PlayerPrefs.HasKey( key ) ) return "Key Not Found";
return PlayerPrefs.GetFloat( key ).ToString();
}
[ConsoleMethod( "prefs.float", "Sets the value of a Float PlayerPrefs field" ), UnityEngine.Scripting.Preserve]
public static void PlayerPrefsSetFloat( string key, float value )
{
PlayerPrefs.SetFloat( key, value );
}
[ConsoleMethod( "prefs.string", "Returns the value of a String PlayerPrefs field" ), UnityEngine.Scripting.Preserve]
public static string PlayerPrefsGetString( string key )
{
if( !PlayerPrefs.HasKey( key ) ) return "Key Not Found";
return PlayerPrefs.GetString( key );
}
[ConsoleMethod( "prefs.string", "Sets the value of a String PlayerPrefs field" ), UnityEngine.Scripting.Preserve]
public static void PlayerPrefsSetString( string key, string value )
{
PlayerPrefs.SetString( key, value );
}
[ConsoleMethod( "prefs.delete", "Deletes a PlayerPrefs field" ), UnityEngine.Scripting.Preserve]
public static void PlayerPrefsDelete( string key )
{
PlayerPrefs.DeleteKey( key );
}
[ConsoleMethod( "prefs.clear", "Deletes all PlayerPrefs fields" ), UnityEngine.Scripting.Preserve]
public static void PlayerPrefsClear()
{
PlayerPrefs.DeleteAll();
}
}
}

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using UnityEngine;
using UnityEngine.SceneManagement;
namespace IngameDebugConsole.Commands
{
public class SceneCommands
{
[ConsoleMethod( "scene.load", "Loads a scene" ), UnityEngine.Scripting.Preserve]
public static void LoadScene( string sceneName )
{
LoadSceneInternal( sceneName, false, LoadSceneMode.Single );
}
[ConsoleMethod( "scene.load", "Loads a scene" ), UnityEngine.Scripting.Preserve]
public static void LoadScene( string sceneName, LoadSceneMode mode )
{
LoadSceneInternal( sceneName, false, mode );
}
[ConsoleMethod( "scene.loadasync", "Loads a scene asynchronously" ), UnityEngine.Scripting.Preserve]
public static void LoadSceneAsync( string sceneName )
{
LoadSceneInternal( sceneName, true, LoadSceneMode.Single );
}
[ConsoleMethod( "scene.loadasync", "Loads a scene asynchronously" ), UnityEngine.Scripting.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" ), UnityEngine.Scripting.Preserve]
public static void UnloadScene( string sceneName )
{
SceneManager.UnloadSceneAsync( sceneName );
}
[ConsoleMethod( "scene.restart", "Restarts the active scene" ), UnityEngine.Scripting.Preserve]
public static void RestartScene()
{
SceneManager.LoadScene( SceneManager.GetActiveScene().name, LoadSceneMode.Single );
}
}
}

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using UnityEngine;
namespace IngameDebugConsole.Commands
{
public class TimeCommands
{
[ConsoleMethod( "time.scale", "Sets the Time.timeScale value" ), UnityEngine.Scripting.Preserve]
public static void SetTimeScale( float value )
{
Time.timeScale = Mathf.Max( value, 0f );
}
[ConsoleMethod( "time.scale", "Returns the current Time.timeScale value" ), UnityEngine.Scripting.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
{
private string m_command;
private string m_description;
private string[] m_parameterNames;
public string Command { get { return m_command; } }
public string Description { get { return m_description; } }
public string[] ParameterNames { get { return m_parameterNames; } }
public ConsoleMethodAttribute( string command, string description, params string[] parameterNames )
{
m_command = command;
m_description = description;
m_parameterNames = parameterNames;
}
}
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using System.Globalization;
using System.Text;
using UnityEngine;
// Container for a simple debug entry
namespace IngameDebugConsole
{
public class DebugLogEntry : System.IEquatable<DebugLogEntry>
{
private const int HASH_NOT_CALCULATED = -623218;
public string logString;
public string stackTrace;
private string completeLog;
// Sprite to show with this entry
public Sprite logTypeSpriteRepresentation;
// Collapsed count
public int count;
private int hashValue;
public void Initialize( string logString, string stackTrace )
{
this.logString = logString;
this.stackTrace = stackTrace;
completeLog = null;
count = 1;
hashValue = HASH_NOT_CALCULATED;
}
// Check if two entries have the same origin
public bool Equals( DebugLogEntry other )
{
return this.logString == other.logString && this.stackTrace == other.stackTrace;
}
// 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 System.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( System.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( "[" );
int hour = dateTime.Hour;
if( hour >= 10 )
sb.Append( hour );
else
sb.Append( "0" ).Append( hour );
sb.Append( ":" );
int minute = dateTime.Minute;
if( minute >= 10 )
sb.Append( minute );
else
sb.Append( "0" ).Append( minute );
sb.Append( ":" );
int 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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namespace IngameDebugConsole
{
public class DebugLogIndexList<T>
{
private T[] indices;
private int size;
public int Count { get { return size; } }
public T this[int index]
{
get { return indices[index]; }
set { indices[index] = value; }
}
public DebugLogIndexList()
{
indices = new T[64];
size = 0;
}
public void Add( T value )
{
if( size == indices.Length )
System.Array.Resize( ref indices, size * 2 );
indices[size++] = value;
}
public void Clear()
{
size = 0;
}
public int IndexOf( T value )
{
return System.Array.IndexOf( indices, value );
}
}
}

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Text;
#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 { get { return transformComponent; } }
[SerializeField]
private Image imageComponent;
public Image Image { get { return imageComponent; } }
[SerializeField]
private CanvasGroup canvasGroupComponent;
public CanvasGroup CanvasGroup { get { return 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
private DebugLogEntry logEntry;
public DebugLogEntry Entry { get { return logEntry; } }
private DebugLogEntryTimestamp? logEntryTimestamp;
public DebugLogEntryTimestamp? Timestamp { get { return logEntryTimestamp; } }
// Index of the entry in the list of entries
private int entryIndex;
public int Index { get { return entryIndex; } }
private bool isExpanded;
public bool Expanded { get { return isExpanded; } }
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.logEntry = logEntry;
this.logEntryTimestamp = logEntryTimestamp;
this.entryIndex = entryIndex;
this.isExpanded = isExpanded;
Vector2 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 = logEntry.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( isExpanded || listView.manager.alwaysDisplayTimestamps )
SetText( logEntry, timestamp, isExpanded );
}
private void SetText( DebugLogEntry logEntry, DebugLogEntryTimestamp? logEntryTimestamp, bool isExpanded )
{
if( !logEntryTimestamp.HasValue || ( !isExpanded && !listView.manager.alwaysDisplayTimestamps ) )
logText.text = isExpanded ? logEntry.ToString() : logEntry.logString;
else
{
StringBuilder sb = listView.manager.sharedStringBuilder;
sb.Length = 0;
if( isExpanded )
{
logEntryTimestamp.Value.AppendFullTimestamp( sb );
sb.Append( ": " ).Append( logEntry.ToString() );
}
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 )
{
Match regex = Regex.Match( logEntry.stackTrace, @"\(at .*\.cs:[0-9]+\)$", RegexOptions.Multiline );
if( regex.Success )
{
string line = logEntry.stackTrace.Substring( regex.Index + 4, regex.Length - 5 );
int lineSeparator = line.IndexOf( ':' );
MonoScript 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
string 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 logEntry.ToString();
else
{
StringBuilder sb = listView.manager.sharedStringBuilder;
sb.Length = 0;
logEntryTimestamp.Value.AppendFullTimestamp( sb );
sb.Append( ": " ).Append( logEntry.ToString() );
return sb.ToString();
}
}
public float CalculateExpandedHeight( DebugLogEntry logEntry, DebugLogEntryTimestamp? logEntryTimestamp )
{
string text = logText.text;
HorizontalWrapMode wrapMode = logText.horizontalOverflow;
SetText( logEntry, logEntryTimestamp, true );
logText.horizontalOverflow = HorizontalWrapMode.Wrap;
float 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 logEntry.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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timeCreated: 1522092746
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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.EventSystems;
using System.Collections;
#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
{
private RectTransform popupTransform;
// Dimensions of the popup divided by 2
private Vector2 halfSize;
// Background image that will change color to indicate an alert
private Image backgroundImage;
// Canvas group to modify visibility of the popup
private CanvasGroup canvasGroup;
#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
// Number of new debug entries since the log window has been closed
private int newInfoCount = 0, newWarningCount = 0, newErrorCount = 0;
private Color normalColor;
private bool isPopupBeingDragged = false;
private Vector2 normalizedPosition;
// Coroutines for simple code-based animations
private IEnumerator moveToPosCoroutine = null;
private void Awake()
{
popupTransform = (RectTransform) transform;
backgroundImage = GetComponent<Image>();
canvasGroup = GetComponent<CanvasGroup>();
normalColor = backgroundImage.color;
halfSize = popupTransform.sizeDelta * 0.5f;
Vector2 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
}
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;
}
private void Reset()
{
newInfoCount = 0;
newWarningCount = 0;
newErrorCount = 0;
newInfoCountText.text = "0";
newWarningCountText.text = "0";
newErrorCountText.text = "0";
backgroundImage.color = normalColor;
}
// A simple smooth movement animation
private IEnumerator MoveToPosAnimation( Vector2 targetPos )
{
float modifier = 0f;
Vector2 initialPos = popupTransform.anchoredPosition;
while( modifier < 1f )
{
modifier += 4f * Time.unscaledDeltaTime;
popupTransform.anchoredPosition = Vector2.Lerp( initialPos, targetPos, modifier );
yield return null;
}
}
// Popup is clicked
public void OnPointerClick( PointerEventData data )
{
// Hide the popup and show the log window
if( !isPopupBeingDragged )
debugManager.ShowLogWindow();
}
// 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;
}
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 );
}
// 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 )
{
Vector2 canvasRawSize = debugManager.canvasTR.rect.size;
// Calculate safe area bounds
float canvasWidth = canvasRawSize.x;
float canvasHeight = canvasRawSize.y;
float canvasBottomLeftX = 0f;
float canvasBottomLeftY = 0f;
if( debugManager.popupAvoidsScreenCutout )
{
#if UNITY_2017_2_OR_NEWER && ( UNITY_EDITOR || UNITY_ANDROID || UNITY_IOS )
Rect safeArea = Screen.safeArea;
int screenWidth = Screen.width;
int 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
Vector2 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
float distToLeft = pos.x;
float distToRight = canvasWidth - distToLeft;
float distToBottom = pos.y;
float distToTop = canvasHeight - distToBottom;
float horDistance = Mathf.Min( distToLeft, distToRight );
float 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 );
}
}
}
}

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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
{
#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
internal DebugLogManager manager;
private ScrollRect scrollView;
private float logItemHeight, _1OverLogItemHeight;
private float viewportHeight;
// Unique debug entries
private List<DebugLogEntry> collapsedLogEntries = null;
// Indices of debug entries to show in collapsedLogEntries
private DebugLogIndexList<int> indicesOfEntriesToShow = null;
private DebugLogIndexList<DebugLogEntryTimestamp> timestampsOfEntriesToShow = null;
private int indexOfSelectedLogEntry = int.MaxValue;
private float positionOfSelectedLogEntry = float.MaxValue;
private float heightOfSelectedLogEntry;
private float deltaHeightOfSelectedLogEntry;
// Log items used to visualize the debug entries at specified indices
private readonly Dictionary<int, DebugLogItem> logItemsAtIndices = new Dictionary<int, DebugLogItem>( 256 );
private bool isCollapseOn = false;
// Current indices of debug entries shown on screen
private int currentTopIndex = -1, currentBottomIndex = -1;
public float ItemHeight { get { return logItemHeight; } }
public float SelectedItemHeight { get { return heightOfSelectedLogEntry; } }
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;
this.logItemHeight = 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 );
float transformComponentCenterYAtTop = viewportHeight * 0.5f;
float transformComponentCenterYAtBottom = transformComponent.sizeDelta.y - viewportHeight * 0.5f;
float transformComponentTargetCenterY = itemIndex * logItemHeight + 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 * logItemHeight;
heightOfSelectedLogEntry = referenceItem.CalculateExpandedHeight( collapsedLogEntries[indicesOfEntriesToShow[itemIndex]], ( timestampsOfEntriesToShow != null ) ? timestampsOfEntriesToShow[itemIndex] : (DebugLogEntryTimestamp?) null );
deltaHeightOfSelectedLogEntry = heightOfSelectedLogEntry - logItemHeight;
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()
{
int indexOfPreviouslySelectedLogEntry = indexOfSelectedLogEntry;
indexOfSelectedLogEntry = int.MaxValue;
positionOfSelectedLogEntry = float.MaxValue;
heightOfSelectedLogEntry = 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;
}
DebugLogItem referenceItem = logItemsAtIndices[currentTopIndex];
heightOfSelectedLogEntry = referenceItem.CalculateExpandedHeight( collapsedLogEntries[indicesOfEntriesToShow[indexOfSelectedLogEntry]], ( timestampsOfEntriesToShow != null ) ? timestampsOfEntriesToShow[indexOfSelectedLogEntry] : (DebugLogEntryTimestamp?) null );
deltaHeightOfSelectedLogEntry = heightOfSelectedLogEntry - logItemHeight;
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()
{
float newHeight = Mathf.Max( 1f, indicesOfEntriesToShow.Count * logItemHeight + 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 )
{
float contentPosTop = transformComponent.anchoredPosition.y - 1f;
float 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;
}
}
int newTopIndex = (int) ( contentPosTop * _1OverLogItemHeight );
int 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( int i = topIndex; i <= bottomIndex; i++ )
CreateLogItemAtIndex( i );
}
// Create (or unpool) a log item
private void CreateLogItemAtIndex( int index )
{
DebugLogItem logItem = manager.PopLogItem();
// Reposition the log item
Vector2 anchoredPosition = new Vector2( 1f, -index * logItemHeight );
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( int i = topIndex; i <= bottomIndex; i++ )
manager.PoolLogItem( logItemsAtIndices[i] );
}
private void UpdateLogItemContentsBetweenIndices( int topIndex, int bottomIndex )
{
DebugLogItem logItem;
for( int i = topIndex; i <= bottomIndex; i++ )
{
logItem = logItemsAtIndices[i];
logItem.SetContent( collapsedLogEntries[indicesOfEntriesToShow[i]], ( timestampsOfEntriesToShow != null ) ? timestampsOfEntriesToShow[i] : (DebugLogEntryTimestamp?) 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;
}
}
}

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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.UI;
using UnityEngine.EventSystems;
// 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 OnScroll( PointerEventData data )
{
if( IsScrollbarAtBottom() )
debugLogManager.SetSnapToBottom( true );
else
debugLogManager.SetSnapToBottom( false );
}
public void OnBeginDrag( PointerEventData data )
{
debugLogManager.SetSnapToBottom( false );
}
public void OnEndDrag( 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()
{
float 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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