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