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914 lines
27 KiB
C#
914 lines
27 KiB
C#
3 weeks ago
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namespace Fusion {
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using StatsInternal;
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using UnityEngine.Serialization;
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#if UNITY_EDITOR
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using UnityEditor;
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#endif
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/// <summary>
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/// Creates and controls a Canvas with one or multiple telemetry graphs. Can be created as a scene object or prefab,
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/// or be created at runtime using the <see cref="Create"/> methods. If created as the child of a <see cref="NetworkObject"/>
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/// then <see cref="EnableObjectStats"/> will automatically be set to true.
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/// </summary>
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[ScriptHelp(BackColor = ScriptHeaderBackColor.Olive)]
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[ExecuteAlways]
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public partial class FusionStats : Fusion.Behaviour {
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/// <summary>
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/// Options for displaying stats as screen overlays or world GameObjects.
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/// </summary>
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public enum StatCanvasTypes {
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Overlay,
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GameObject,
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}
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/// <summary>
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/// Predefined layout default options.
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/// </summary>
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public enum DefaultLayouts {
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Custom,
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Left,
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Right,
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UpperLeft,
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UpperRight,
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Full,
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}
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/// <summary>
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/// Interval (in seconds) between Graph redraws. Higher values (longer intervals) reduce CPU overhead, draw calls and garbage collection.
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/// </summary>
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[InlineHelp]
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[Unit(Units.Seconds)]//, DecimalPlaces = 2)]
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[Range(0f, 1f)]
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public float RedrawInterval = .1f;
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/// <summary>
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/// Selects between displaying Canvas as screen overlay, or a world GameObject.
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/// </summary>
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[Header("Layout")]
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[InlineHelp]
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[SerializeField]
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StatCanvasTypes _canvasType;
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/// <summary>
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/// Selects between displaying Canvas as screen overlay, or a world GameObject.
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/// </summary>
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public StatCanvasTypes CanvasType {
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get => _canvasType;
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set {
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_canvasType = value;
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//_canvas.enabled = false;
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DirtyLayout(2);
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}
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}
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/// <summary>
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/// Enables text labels for the control buttons.
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/// </summary>
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[InlineHelp]
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[SerializeField]
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bool _showButtonLabels = true;
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/// <summary>
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/// Enables text labels for the control buttons.
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/// </summary>
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public bool ShowButtonLabels {
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get => _showButtonLabels;
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set {
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_showButtonLabels = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// Height of button region at top of the stats panel. Values less than or equal to 0 hide the buttons, and reduce the header size.
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/// </summary>
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[InlineHelp]
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[SerializeField]
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[Range(0, 200)]
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int _maxHeaderHeight = 70;
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/// <summary>
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/// Height of button region at top of the stats panel. Values less than or equal to 0 hide the buttons, and reduce the header size.
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/// </summary>
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public int MaxHeaderHeight {
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get => _maxHeaderHeight;
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set {
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_maxHeaderHeight = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// The size of the canvas when <see cref="CanvasType"/> is set to <see cref="StatCanvasTypes.GameObject"/>.
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/// </summary>
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[InlineHelp]
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[DrawIf(nameof(_canvasType), (long)StatCanvasTypes.GameObject, Hide = true)]
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[Range(0, 20f)]
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public float CanvasScale = 5f;
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/// <summary>
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/// The distance on the Z axis the canvas will be positioned. Allows moving the canvas in front of or behind the parent GameObject.
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/// </summary>
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[InlineHelp]
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[DrawIf(nameof(_canvasType), (long)StatCanvasTypes.GameObject, Hide = true)]
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[Range(-10, 10f)]
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public float CanvasDistance = 0f;
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/// <summary>
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/// The Rect which defines the position of the stats canvas on a GameObject. Sizes are normalized percentages.(ranges of 0f-1f).
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/// </summary>
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[InlineHelp]
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[SerializeField]
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[DrawIf(nameof(_canvasType), (long)StatCanvasTypes.GameObject, Hide = true)]
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[NormalizedRect(aspectRatio: 1)]
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Rect _gameObjectRect = new Rect(0.0f, 0.0f, 0.3f, 1.0f);
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public Rect GameObjectRect {
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get => _gameObjectRect;
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set {
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_gameObjectRect = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// The Rect which defines the position of the stats canvas overlay on the screen. Sizes are normalized percentages.(ranges of 0f-1f).
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/// </summary>
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[InlineHelp]
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[SerializeField]
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[DrawIf(nameof(_canvasType), (long)StatCanvasTypes.Overlay, Hide = true)]
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[NormalizedRect]
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Rect _overlayRect = new Rect(0.0f, 0.0f, 0.3f, 1.0f);
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public Rect OverlayRect {
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get => _overlayRect;
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set {
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_overlayRect = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// <see cref="FusionStatsGraph.Layouts"/> value which all child <see cref="FusionStatsGraph"/> components will use if their <see cref="FusionStatsGraph.Layouts"/> value is set to Auto.
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/// </summary>
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[Header("Fusion Graphs Layout")]
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[InlineHelp]
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[SerializeField]
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FusionStatsGraph.Layouts _defaultLayout;
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public FusionStatsGraph.Layouts DefaultLayout {
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get => _defaultLayout;
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set {
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_defaultLayout = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// UI Text on FusionGraphs can only overlay the bar graph if the canvas is perfectly facing the camera.
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/// Any other angles will result in ZBuffer fighting between the text and the graph bar shader.
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/// For uses where perfect camera billboarding is not possible (such as VR), this toggle prevents FusionGraph layouts being used where text and graphs overlap.
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/// Normally leave this unchecked, unless you are experiencing corrupted text rendering.
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/// </summary>
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[InlineHelp]
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[SerializeField]
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bool _noTextOverlap;
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public bool NoTextOverlap {
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get => _noTextOverlap;
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set {
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_noTextOverlap = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// Disables the bar graph in <see cref="FusionStatsGraph"/>, and uses a text only layout.
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/// Enable this if <see cref="FusionStatsGraph"/> is not rendering correctly in VR.
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/// </summary>
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[InlineHelp]
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[SerializeField]
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bool _noGraphShader;
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public bool NoGraphShader {
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get => _noGraphShader;
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set {
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_noGraphShader = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// Force graphs layout to use X number of columns.
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/// </summary>
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[InlineHelp]
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[Range(0, 16)]
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public int GraphColumnCount = 1;
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/// <summary>
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/// If <see cref="GraphColumnCount"/> is set to zero, then columns will automatically be added as needed to limit graphs to this width or less.
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/// </summary>
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[InlineHelp]
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[SerializeField]
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[DrawIf(nameof(GraphColumnCount), 0)]
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[Range(30, SCREEN_SCALE_W)]
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int _graphMaxWidth = SCREEN_SCALE_W / 4;
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/// <summary>
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/// If <see cref="GraphColumnCount"/> is set to zero, then columns will automatically be added as needed to limit graphs to this width or less.
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/// </summary>
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public int GraphMaxWidth {
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get => _graphMaxWidth;
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set {
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_graphMaxWidth = value;
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DirtyLayout();
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}
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}
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[Header("Network Object Stats")] [SerializeField]
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private int _playerRef;
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public PlayerRef PlayerRef {
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get => PlayerRef.FromIndex(_playerRef);
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set {
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_playerRef = value.AsIndex;
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// TODO: Not needed?
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DirtyLayout();
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}
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}
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/// <summary>
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/// Enables/Disables all NetworkObject related elements.
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/// </summary>
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[Header("Network Object Stats")]
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[InlineHelp]
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[SerializeField]
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bool _enableObjectStats;
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public bool EnableObjectStats {
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get => _enableObjectStats;
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set {
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_enableObjectStats = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// The <see cref="NetworkObject"/> source for any <see cref="Stats.ObjStats"/> specific telemetry.
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/// </summary>
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[InlineHelp]
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[SerializeField]
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[DrawIf(nameof(_enableObjectStats))]
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internal NetworkObject _object;
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/// <summary>
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/// Returns the set serialized <see cref="NetworkObject"/> for this stat window. If that is null, returns the static MonitoredNetworkObject,
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/// which can be set using <see cref="SetMonitoredNetworkObject"/>.
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/// </summary>
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public NetworkObject Object {
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get {
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if (_object) {
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return _object;
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}
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// no local object set - fallback to the global one.
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if (_runner == null) {
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// Will not be ble to lookup a network object without a valid runner. null for now.
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return default;
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}
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if (EnableObjectStats) {
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return _runner.FindObject(MonitoredNetworkObjectId);
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}
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return default;
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}
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}
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/// <summary>
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/// Height of Object title region at top of the stats panel.
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/// </summary>
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[InlineHelp]
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[SerializeField]
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[DrawIf(nameof(_enableObjectStats))]
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[Range(0, 200)]
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int _objectTitleHeight = 48;
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public int ObjectTitleHeight {
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get => _objectTitleHeight;
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set {
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_objectTitleHeight = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// Height of Object info region at top of the stats panel.
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/// </summary>
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[InlineHelp]
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[SerializeField]
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[DrawIf(nameof(_enableObjectStats))]
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[Range(0, 200)]
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int _objectIdsHeight = 60;
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public int ObjectIdsHeight {
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get => _objectIdsHeight;
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set {
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_objectIdsHeight = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// Height of Object info region at top of the stats panel.
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/// </summary>
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[InlineHelp]
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[SerializeField]
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[DrawIf(nameof(_enableObjectStats))]
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[Range(0, 200)]
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int _objectMetersHeight = 90;
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public int ObjectMetersHeight {
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get => _objectMetersHeight;
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set {
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_objectIdsHeight = value;
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DirtyLayout();
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}
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}
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/// <summary>
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/// The <see cref="NetworkRunner"/> currently associated with this <see cref="FusionStats"/> component and graphs.
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/// </summary>
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[Header("Data")]
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[SerializeField]
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[InlineHelp]
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[ReadOnly]
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NetworkRunner _runner;
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public NetworkRunner Runner {
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get {
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if (Application.isPlaying == false) {
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return null;
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}
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// Be sure the current runner is the correct runner.
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this.ValidateRunner(_runner);
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return _runner;
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}
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}
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public void SetRunner(NetworkRunner value) {
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if (_runner == value) {
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return;
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}
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// Keep track of which runners have active stats windows - needed so pause/unpause can affect all (since pause affects other panels)
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DisassociateWithRunner(_runner);
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_runner = value;
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AssociateWithRunner(value);
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UpdateTitle();
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}
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/// <summary>
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/// Editor-Only. If no <see cref="Object"/> is set, this FusionStats will attempt to connect to the NetworkRunner for the current selected GameObject.
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/// </summary>
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[InlineHelp]
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[SerializeField]
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public bool RunnerFromSelected;
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/// <summary>
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/// Initializes a <see cref="FusionStatsGraph"/> for all available stats, even if not initially included.
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/// If disabled, graphs added after initialization will be added to the bottom of the interface stack.
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/// </summary>
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[InlineHelp]
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public bool InitializeAllGraphs;
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/// <summary>
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/// When <see cref="_runner"/> is null and no <see cref="NetworkRunner"/> exists in the current scene, FusionStats will continuously attempt to find and connect to an active <see cref="NetworkRunner"/> which matches these indicated modes.
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/// </summary>
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[InlineHelp]
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[ExpandableEnum(ShowInlineHelp = true)]
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public SimulationModes ConnectTo = SimulationModes.Host | SimulationModes.Server | SimulationModes.Client;
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/// <summary>
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/// Selects which NetworkObject stats should be displayed.
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/// </summary>
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[InlineHelp]
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||
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[SerializeField]
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[DrawIf(nameof(_enableObjectStats))]
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[ExpandableEnum(ShowInlineHelp = true)]
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public FieldsMask<NetworkObjectStats> _includedObjStats = new (typeof(NetworkObjectStats).GetDefaults);
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/// <summary>
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/// Selects which NetConnection stats should be displayed.
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/// </summary>
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||
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[InlineHelp]
|
||
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[SerializeField]
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[ExpandableEnum(ShowInlineHelp = true)]
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public FieldsMask<SimulationConnectionStats> _includedNetStats = new(typeof(SimulationConnectionStats).GetDefaults);
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/// <summary>
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/// Selects which Simulation stats should be displayed.
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/// </summary>
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||
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[InlineHelp]
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||
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[SerializeField]
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||
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[ExpandableEnum(ShowInlineHelp = true)]
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public FieldsMask<SimulationStats> _includedSimStats = new(typeof(SimulationStats).GetDefaults);
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||
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/// <summary>
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/// Automatically destroys this <see cref="FusionStats"/> GameObject if the associated runner is null or inactive.
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||
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/// Otherwise attempts will continuously be made to find an new active runner which is running in <see cref="SimulationModes"/> specified by <see cref="ConnectTo"/>, and connect to that.
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/// </summary>
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||
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[Header("Life-Cycle")]
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||
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[InlineHelp]
|
||
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[SerializeField]
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||
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public bool AutoDestroy;
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/// <summary>
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||
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/// Only one instance with the <see cref="Guid"/> can exist if there is no associated <see cref="NetworkObject"/> <see cref="_object"/>. Will destroy any additional instances on Awake.
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||
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/// </summary>
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||
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[InlineHelp]
|
||
|
[SerializeField]
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||
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public bool EnforceSingle = true;
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/// <summary>
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||
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/// Identifier used to enforce single instances of <see cref="FusionStats"/> when running in Multi-Peer mode.
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||
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/// When <see cref="EnforceSingle"/> is enabled, only one instance of <see cref="FusionStats"/> with this GUID will be active at any time,
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||
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/// regardless of the total number of peers running.
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||
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/// </summary>
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||
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[InlineHelp]
|
||
|
[DrawIf(nameof(EnforceSingle))]
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||
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[SerializeField]
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||
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public string Guid;
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||
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/// <summary>
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||
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/// The font to be used for all non-number labels.
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||
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/// </summary>
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||
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[Header("Customization")]
|
||
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[SerializeField]
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||
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public Font LabelFont;
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||
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||
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/// <summary>
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||
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/// The font to be used for all number labels.
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||
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/// </summary>
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||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
public Font ValueFont;
|
||
|
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||
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[SerializeField][HideInInspector]
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||
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internal Shader GraphShader;
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||
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||
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/// <summary>
|
||
|
/// Shows/hides controls in the inspector for defining element colors.
|
||
|
/// </summary>
|
||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
private bool _modifyColors;
|
||
|
|
||
|
/// <summary>
|
||
|
/// The color used for the telemetry graph data.
|
||
|
/// </summary>
|
||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
[DrawIf(nameof(_modifyColors), Hide = true)]
|
||
|
Color _graphColorGood = new Color(0.1f, 0.5f, 0.1f, 1.0f);
|
||
|
|
||
|
/// <summary>
|
||
|
/// The color used for the telemetry graph data.
|
||
|
/// </summary>
|
||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
[DrawIf(nameof(_modifyColors), Hide = true)]
|
||
|
Color _graphColorWarn = new Color(0.75f, 0.75f, 0.2f, 1.0f);
|
||
|
|
||
|
/// <summary>
|
||
|
/// The color used for the telemetry graph data.
|
||
|
/// </summary>
|
||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
[DrawIf(nameof(_modifyColors), Hide = true)]
|
||
|
Color _graphColorBad = new Color(0.9f, 0.2f, 0.2f, 1.0f);
|
||
|
|
||
|
/// <summary>
|
||
|
/// The color used for the telemetry graph data.
|
||
|
/// </summary>
|
||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
[DrawIf(nameof(_modifyColors), Hide = true)]
|
||
|
Color _graphColorFlag = new Color(0.8f, 0.75f, 0.0f, 1.0f);
|
||
|
|
||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
[DrawIf(nameof(_modifyColors), Hide = true)]
|
||
|
Color _fontColor = new Color(1.0f, 1.0f, 1.0f, 1f);
|
||
|
|
||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
[DrawIf(nameof(_modifyColors), Hide = true)]
|
||
|
Color PanelColor = new Color(0.3f, 0.3f, 0.3f, 1.0f);
|
||
|
|
||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
[DrawIf(nameof(_modifyColors), Hide = true)]
|
||
|
Color _simDataBackColor = new Color(0.1f, 0.08f, 0.08f, 1.0f);
|
||
|
|
||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
[DrawIf(nameof(_modifyColors), Hide = true)]
|
||
|
Color _netDataBackColor = new Color(0.15f, 0.14f, 0.09f, 1.0f);
|
||
|
|
||
|
[InlineHelp]
|
||
|
[SerializeField]
|
||
|
[DrawIf(nameof(_modifyColors), Hide = true)]
|
||
|
Color _objDataBackColor = new Color(0.0f, 0.2f, 0.4f, 1.0f);
|
||
|
|
||
|
// IFusionStats interface requirements
|
||
|
public Color FontColor => _fontColor;
|
||
|
public Color GraphColorGood => _graphColorGood;
|
||
|
public Color GraphColorWarn => _graphColorWarn;
|
||
|
public Color GraphColorBad => _graphColorBad;
|
||
|
public Color GraphColorFlag => _graphColorFlag;
|
||
|
public Color SimDataBackColor => _simDataBackColor;
|
||
|
public Color NetDataBackColor => _netDataBackColor;
|
||
|
public Color ObjDataBackColor => _objDataBackColor;
|
||
|
|
||
|
public Rect CurrentRect => _canvasType == StatCanvasTypes.GameObject ? _gameObjectRect : _overlayRect;
|
||
|
|
||
|
Font _font;
|
||
|
bool _hidden;
|
||
|
bool _paused;
|
||
|
int _layoutDirty;
|
||
|
bool _activeDirty;
|
||
|
|
||
|
double _currentDrawTime;
|
||
|
double _delayDrawUntil;
|
||
|
|
||
|
|
||
|
#if UNITY_EDITOR
|
||
|
void OnValidate() {
|
||
|
|
||
|
if (EnforceSingle && Guid == "") {
|
||
|
Guid = System.Guid.NewGuid().ToString().Substring(0, 13);
|
||
|
}
|
||
|
_activeDirty = true;
|
||
|
if (_layoutDirty <= 0) {
|
||
|
_layoutDirty = 2;
|
||
|
|
||
|
// Some aspects of Layout will throw warnings if run from OnValidate, so defer.
|
||
|
// Stop deferring when entering play mode, as this will cause null errors (thanks unity).
|
||
|
if (Application.isPlaying) {
|
||
|
UnityEditor.EditorApplication.delayCall += CalculateLayout;
|
||
|
} else {
|
||
|
UnityEditor.EditorApplication.delayCall -= CalculateLayout;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Reset() {
|
||
|
ResetLayout();
|
||
|
}
|
||
|
|
||
|
#endif
|
||
|
|
||
|
/// <summary>
|
||
|
/// Resets the layout of the stats panel to the default layout for the current <see cref="CanvasType"/>.
|
||
|
/// </summary>
|
||
|
/// <param name="enableObjectStats">Optional parameter to enable or disable object stats. If null, the current setting is used.</param>
|
||
|
/// <param name="objectLayout">Optional parameter to set the layout for the object stats. If null, the current setting is used.</param>
|
||
|
/// <param name="screenLayout">Optional parameter to set the layout for the screen stats. If null, the current setting is used.</param>
|
||
|
public void ResetLayout(bool? enableObjectStats = null, DefaultLayouts? objectLayout = null, DefaultLayouts? screenLayout = null) {
|
||
|
// Destroy existing built graphs
|
||
|
var canv = GetComponentInChildren<Canvas>();
|
||
|
if (canv) {
|
||
|
DestroyImmediate(canv.gameObject);
|
||
|
}
|
||
|
|
||
|
if (TryGetComponent<FusionStatsBillboard>(out var _) == false) {
|
||
|
gameObject.AddComponent<FusionStatsBillboard>().UpdateLookAt();
|
||
|
}
|
||
|
|
||
|
bool hasNetworkObject = GetComponentInParent<NetworkObject>();
|
||
|
// If attached to a NetObject
|
||
|
if (enableObjectStats.GetValueOrDefault() || (enableObjectStats.GetValueOrDefault(true) && hasNetworkObject)) {
|
||
|
EnableObjectStats = true;
|
||
|
_canvasType = StatCanvasTypes.GameObject;
|
||
|
EnforceSingle = false;
|
||
|
GraphColumnCount = 1;
|
||
|
} else {
|
||
|
// If not attached to a GameObject (sim only)
|
||
|
|
||
|
GraphColumnCount = 0;
|
||
|
|
||
|
if (transform.parent) {
|
||
|
_canvasType = StatCanvasTypes.GameObject;
|
||
|
EnforceSingle = false;
|
||
|
} else {
|
||
|
_canvasType = StatCanvasTypes.Overlay;
|
||
|
EnforceSingle = true;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
ApplyDefaultLayout(objectLayout.GetValueOrDefault(hasNetworkObject ? DefaultLayouts.UpperRight : DefaultLayouts.Full), StatCanvasTypes.GameObject);
|
||
|
ApplyDefaultLayout(screenLayout.GetValueOrDefault(DefaultLayouts.Right), StatCanvasTypes.Overlay);
|
||
|
|
||
|
Guid = System.Guid.NewGuid().ToString().Substring(0, 13);
|
||
|
GenerateGraphs();
|
||
|
}
|
||
|
|
||
|
void Awake() {
|
||
|
if (_object == null) {
|
||
|
if (TryGetComponent<NetworkObject>(out var no)) {
|
||
|
_object = no;
|
||
|
} else {
|
||
|
_object = GetComponentInParent<NetworkObject>(true);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (Application.isPlaying == false) {
|
||
|
#if UNITY_EDITOR
|
||
|
if (_canvas) {
|
||
|
// Hide canvas for rebuild, Unity makes this ugly.
|
||
|
if (EditorApplication.isCompiling == false) {
|
||
|
UnityEditor.EditorApplication.delayCall += CalculateLayout;
|
||
|
}
|
||
|
_layoutDirty = 2;
|
||
|
}
|
||
|
return;
|
||
|
#endif
|
||
|
|
||
|
} else {
|
||
|
_foundViews = new List<IFusionStatsView>();
|
||
|
GetComponentsInChildren(true, _foundViews);
|
||
|
|
||
|
}
|
||
|
|
||
|
if (Guid == "") {
|
||
|
Guid = System.Guid.NewGuid().ToString().Substring(0, 13);
|
||
|
}
|
||
|
|
||
|
if (EnforceSingle && Guid != null) {
|
||
|
if (_activeGuids.ContainsKey(Guid)) {
|
||
|
Destroy(this.gameObject);
|
||
|
return;
|
||
|
}
|
||
|
_activeGuids.Add(Guid, this);
|
||
|
}
|
||
|
|
||
|
if (EnforceSingle && Object == null && _canvasType == StatCanvasTypes.Overlay) {
|
||
|
DontDestroyOnLoad(gameObject);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Start() {
|
||
|
if (Application.isPlaying) {
|
||
|
Initialize();
|
||
|
_activeDirty = true;
|
||
|
_layoutDirty = 2;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void OnDestroy() {
|
||
|
// Try to unregister this Stats in case it hasn't already.
|
||
|
DisassociateWithRunner(_runner);
|
||
|
|
||
|
// If this is the current enforce single instance of this GUID, remove it from the record.
|
||
|
if (Guid != null) {
|
||
|
if (_activeGuids.TryGetValue(Guid, out var stats)) {
|
||
|
if (stats == this) {
|
||
|
_activeGuids.Remove(Guid);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
private bool _graphCanvasExists => _canvasRT != null;
|
||
|
|
||
|
[EditorButton("Destroy Graphs", dirtyObject: true)]
|
||
|
[DrawIf(nameof(_graphCanvasExists), Hide = true)]
|
||
|
void DestroyGraphs() {
|
||
|
if (_canvasRT) {
|
||
|
DestroyImmediate(_canvasRT.gameObject);
|
||
|
}
|
||
|
_canvasRT = null;
|
||
|
}
|
||
|
|
||
|
static bool? _newInputSystemFound;
|
||
|
public static bool NewInputSystemFound {
|
||
|
|
||
|
get {
|
||
|
if (_newInputSystemFound == null) {
|
||
|
|
||
|
foreach (var asm in AppDomain.CurrentDomain.GetAssemblies()) {
|
||
|
var asmtypes = asm.GetTypes();
|
||
|
foreach (var type in asmtypes) {
|
||
|
if (type.Namespace == "UnityEngine.InputSystem") {
|
||
|
_newInputSystemFound = true;
|
||
|
return true;
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
_newInputSystemFound = false;
|
||
|
return false;
|
||
|
}
|
||
|
return _newInputSystemFound.Value;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void Initialize() {
|
||
|
|
||
|
// Only add an event system if no active event systems exist.
|
||
|
if (Application.isPlaying) {
|
||
|
|
||
|
if (NewInputSystemFound) {
|
||
|
// New Input System
|
||
|
} else {
|
||
|
if (FindFirstObjectByType<EventSystem>() == null) {
|
||
|
var eventSystemGO = new GameObject("Event System");
|
||
|
eventSystemGO.AddComponent<EventSystem>();
|
||
|
eventSystemGO.AddComponent<StandaloneInputModule>();
|
||
|
if (Application.isPlaying) {
|
||
|
DontDestroyOnLoad(eventSystemGO);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (_canvasRT == false) {
|
||
|
GenerateGraphs();
|
||
|
}
|
||
|
|
||
|
// Already existed before runtime. (Scene object)
|
||
|
if (_canvasRT) {
|
||
|
|
||
|
InitializeControls();
|
||
|
GetComponentsInChildren(true, _foundViews);
|
||
|
|
||
|
foreach (var g in _foundViews) {
|
||
|
g.Initialize();
|
||
|
}
|
||
|
|
||
|
_layoutDirty = 1;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void AssociateWithRunner(NetworkRunner runner) {
|
||
|
if (runner != null) {
|
||
|
if (_statsForRunnerLookup.TryGetValue(runner, out var runnerStats) == false) {
|
||
|
_statsForRunnerLookup.Add(runner, new List<FusionStats>() { this });
|
||
|
} else {
|
||
|
runnerStats.Add(this);
|
||
|
}
|
||
|
// Notify FusionGraphs that they need to reconnect to a new runner.
|
||
|
if (_foundGraphs != null) {
|
||
|
foreach (var graph in _foundGraphs) {
|
||
|
graph.Disconnect();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void DisassociateWithRunner(NetworkRunner runner) {
|
||
|
if (runner != null && _statsForRunnerLookup.TryGetValue(runner, out var oldrunnerstats)) {
|
||
|
if (oldrunnerstats.Contains(this)) {
|
||
|
oldrunnerstats.Remove(this);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
void LateUpdate() {
|
||
|
// Use of the Runner getter here is intentional - this forces a test of the existing Runner having gone null or inactive.
|
||
|
var runner = Runner;
|
||
|
bool runnerIsNull = runner == null;
|
||
|
|
||
|
if (AutoDestroy && runnerIsNull) {
|
||
|
Destroy(this.gameObject);
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (_activeDirty) {
|
||
|
ReapplyEnabled();
|
||
|
}
|
||
|
|
||
|
if (_layoutDirty > 0) {
|
||
|
CalculateLayout();
|
||
|
}
|
||
|
|
||
|
if (Application.isPlaying == false) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// NetConnection stats do not like being polled after shutdown and will throw assert fails.
|
||
|
if (runnerIsNull || runner.IsShutdown) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
if (_paused) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// Cap redraw rate - rate of 0 = disabled.
|
||
|
if (RedrawInterval > 0) {
|
||
|
var currentime = Time.timeAsDouble;
|
||
|
if (currentime > _delayDrawUntil) {
|
||
|
_currentDrawTime = currentime;
|
||
|
while (_delayDrawUntil <= currentime) {
|
||
|
_delayDrawUntil += RedrawInterval;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (currentime != _currentDrawTime) {
|
||
|
return;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (EnableObjectStats) {
|
||
|
RefreshObjectValues();
|
||
|
}
|
||
|
|
||
|
foreach (var graph in _foundViews) {
|
||
|
if (graph != null && graph.isActiveAndEnabled) {
|
||
|
graph.Refresh();
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
|
||
|
string _previousObjectTitle;
|
||
|
|
||
|
void RefreshObjectValues() {
|
||
|
|
||
|
var obj = Object;
|
||
|
if (obj == null) {
|
||
|
_objectNameText.text = "No Object";
|
||
|
_previousObjectTitle = "No Object";
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
var objectName = obj.name;
|
||
|
if (_previousObjectTitle != objectName) {
|
||
|
_objectNameText.text = objectName;
|
||
|
_previousObjectTitle = objectName;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
// returns true if a graph has been added.
|
||
|
void ReapplyEnabled() {
|
||
|
|
||
|
_activeDirty = false;
|
||
|
|
||
|
if (_simGraphs == null || _simGraphs.Length == 0) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
// This is null if the children were deleted. Stop execution, or new Graphs will be created without a parent.
|
||
|
if (_graphsLayoutRT == null) {
|
||
|
return;
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < _simGraphs.Length; ++i) {
|
||
|
var graph = _simGraphs[i];
|
||
|
bool enabled = (((long)1 << i) & _includedSimStats.Mask) != 0;
|
||
|
if (graph == null) {
|
||
|
if (enabled) {
|
||
|
graph = CreateGraph(StatSourceTypes.Simulation, i, _graphsLayoutRT);
|
||
|
_simGraphs[i] = graph;
|
||
|
} else {
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
graph.gameObject.SetActive(enabled);
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < _objGraphs.Length; ++i) {
|
||
|
var graph = _objGraphs[i];
|
||
|
bool enabled = _enableObjectStats && (((long)1 << i) & _includedObjStats.Mask) != 0;
|
||
|
if (graph == null) {
|
||
|
if (enabled) {
|
||
|
graph = CreateGraph(StatSourceTypes.NetworkObject, i, _graphsLayoutRT);
|
||
|
_objGraphs[i] = graph;
|
||
|
} else {
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (_objGraphs[i] != null) {
|
||
|
graph.gameObject.SetActive(enabled);
|
||
|
}
|
||
|
}
|
||
|
|
||
|
for (int i = 0; i < _netGraphs.Length; ++i) {
|
||
|
var graph = _netGraphs[i];
|
||
|
bool enabled = (((long)1 << i) & _includedNetStats.Mask) != 0;
|
||
|
if (graph == null) {
|
||
|
if (enabled) {
|
||
|
graph = CreateGraph(StatSourceTypes.NetConnection, i, _graphsLayoutRT);
|
||
|
_netGraphs[i] = graph;
|
||
|
} else {
|
||
|
continue;
|
||
|
}
|
||
|
}
|
||
|
|
||
|
if (_netGraphs[i] != null) {
|
||
|
graph.gameObject.SetActive(enabled);
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|
||
|
}
|