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CrowdControl/Assets/3rd/StompyRobot/SRDebugger/Scripts/Internal/Util.cs

217 lines
7.5 KiB
C#

2 months ago
namespace SRDebugger.Internal
{
using System.Collections.Generic;
using System.ComponentModel;
using System.Reflection;
using SRF.Helpers;
using UnityEngine;
using UnityEngine.EventSystems;
public static class SRDebuggerUtil
{
public static bool IsMobilePlatform
{
get
{
if (Application.isMobilePlatform)
{
return true;
}
switch (Application.platform)
{
#if UNITY_5 || UNITY_5_3_OR_NEWER
case RuntimePlatform.WSAPlayerARM:
case RuntimePlatform.WSAPlayerX64:
case RuntimePlatform.WSAPlayerX86:
#else
case RuntimePlatform.MetroPlayerARM:
case RuntimePlatform.MetroPlayerX64:
case RuntimePlatform.MetroPlayerX86:
#endif
return true;
default:
return false;
}
}
}
/// <summary>
/// If no event system exists, create one
/// </summary>
/// <returns>True if the event system was created as a result of this call</returns>
public static bool EnsureEventSystemExists()
{
if (!Settings.Instance.EnableEventSystemGeneration)
{
return false;
}
if (EventSystem.current != null)
{
return false;
}
var e = Object.FindObjectOfType<EventSystem>();
// Check if EventSystem is in the scene but not registered yet
if (e != null && e.gameObject.activeSelf && e.enabled)
{
return false;
}
Debug.LogWarning("[SRDebugger] No EventSystem found in scene - creating a default one. Disable this behaviour in Window -> SRDebugger -> Settings Window -> Advanced)");
CreateDefaultEventSystem();
return true;
}
public static void CreateDefaultEventSystem()
{
var go = new GameObject("EventSystem (Created by SRDebugger, disable in Window -> SRDebugger -> Settings Window -> Advanced)");
go.AddComponent<EventSystem>();
#if ENABLE_INPUT_SYSTEM && ENABLE_LEGACY_INPUT_MANAGER
switch (Settings.Instance.UIInputMode)
{
case Settings.UIModes.NewInputSystem:
AddInputSystem(go);
Debug.LogWarning("[SRDebugger] Automatically generated EventSystem is using Unity Input System (can be changed to use Legacy Input in Window -> SRDebugger -> Settings Window -> Advanced)");
break;
case Settings.UIModes.LegacyInputSystem:
AddLegacyInputSystem(go);
Debug.LogWarning("[SRDebugger] Automatically generated EventSystem is using Legacy Input (can be changed to use Unity Input System in Window -> SRDebugger -> Settings Window -> Advanced)");
break;
}
#elif ENABLE_INPUT_SYSTEM
AddInputSystem(go);
#elif ENABLE_LEGACY_INPUT_MANAGER || (!ENABLE_INPUT_SYSTEM && !UNITY_2019_3_OR_NEWER)
AddLegacyInputSystem(go);
#endif
}
#if ENABLE_INPUT_SYSTEM
private static void AddInputSystem(GameObject go)
{
go.AddComponent<UnityEngine.InputSystem.UI.InputSystemUIInputModule>();
// Disable/re-enable to force some initialization.
// fix for input not being recognized until component is toggled off then on
go.SetActive(false);
go.SetActive(true);
}
#endif
#if ENABLE_LEGACY_INPUT_MANAGER || (!ENABLE_INPUT_SYSTEM && !UNITY_2019_3_OR_NEWER)
private static void AddLegacyInputSystem(GameObject go)
{
go.AddComponent<StandaloneInputModule>();
}
#endif
/// <summary>
/// Scan <paramref name="obj" /> for valid options and return a collection of them.
/// </summary>
/// <param name="obj"></param>
/// <returns></returns>
public static List<OptionDefinition> ScanForOptions(object obj)
{
var options = new List<OptionDefinition>();
#if NETFX_CORE
var members = obj.GetType().GetTypeInfo().DeclaredMembers;
#else
var members =
obj.GetType().GetMembers(BindingFlags.Instance | BindingFlags.Public | BindingFlags.GetProperty |
BindingFlags.SetProperty | BindingFlags.InvokeMethod);
#endif
foreach (var memberInfo in members)
{
// Find user-specified category name from attribute
var categoryAttribute = SRReflection.GetAttribute<CategoryAttribute>(memberInfo);
var category = categoryAttribute == null ? "Default" : categoryAttribute.Category;
// Find user-specified sorting priority from attribute
var sortAttribute = SRReflection.GetAttribute<SortAttribute>(memberInfo);
var sortPriority = sortAttribute == null ? 0 : sortAttribute.SortPriority;
// Find user-specified display name from attribute
var nameAttribute = SRReflection.GetAttribute<DisplayNameAttribute>(memberInfo);
var name = nameAttribute == null ? memberInfo.Name : nameAttribute.DisplayName;
if (memberInfo is PropertyInfo)
{
var propertyInfo = memberInfo as PropertyInfo;
// Only allow properties with public read/write
#if NETFX_CORE
if(propertyInfo.GetMethod == null)
continue;
// Ignore static members
if (propertyInfo.GetMethod.IsStatic)
continue;
#else
if (propertyInfo.GetGetMethod() == null)
{
continue;
}
// Ignore static members
if ((propertyInfo.GetGetMethod().Attributes & MethodAttributes.Static) != 0)
{
continue;
}
#endif
options.Add(new OptionDefinition(name, category, sortPriority,
new SRF.Helpers.PropertyReference(obj, propertyInfo)));
}
else if (memberInfo is MethodInfo)
{
var methodInfo = memberInfo as MethodInfo;
if (methodInfo.IsStatic)
{
continue;
}
// Skip methods with parameters or non-void return type
if (methodInfo.ReturnType != typeof (void) || methodInfo.GetParameters().Length > 0)
{
continue;
}
options.Add(new OptionDefinition(name, category, sortPriority,
new SRF.Helpers.MethodReference(obj, methodInfo)));
}
}
return options;
}
public static string GetNumberString(int value, int max, string exceedsMaxString)
{
if (value >= max)
{
return exceedsMaxString;
}
return value.ToString();
}
public static void ConfigureCanvas(Canvas canvas)
{
if (Settings.Instance.UseDebugCamera)
{
canvas.worldCamera = Service.DebugCamera.Camera;
canvas.renderMode = RenderMode.ScreenSpaceCamera;
}
}
}
}