472 lines
20 KiB
C#
472 lines
20 KiB
C#
using Axibug;
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using Axibug.Debugger;
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using System.Collections.Generic;
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using UnityEngine;
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namespace Axibug.Runtime
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{
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/// <summary>
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/// 调试器组件。
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/// </summary>
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[DisallowMultipleComponent]
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[AddComponentMenu("Axibug/Debugger")]
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public sealed partial class DebuggerComponent : GameComponent
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{
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/// <summary>
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/// 标题高度 (取整数) 拖拽高度
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/// </summary>
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private static float titleHeight = 24f;
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/// <summary>
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/// 漂浮框宽度
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/// </summary>
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private static float floatingFrameWidth = 150f;
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/// <summary>
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/// 漂浮框高度
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/// </summary>
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private static float floatingFrameHeight = 100f;
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/// <summary>
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/// 默认调试器漂浮框大小。
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/// </summary>
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internal static readonly Rect DefaultIconRect = new Rect(10f, 10f, floatingFrameWidth, floatingFrameHeight);
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/// <summary>
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/// 默认调试器窗口大小。
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/// </summary>
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internal static readonly Rect DefaultWindowRect = new Rect(10f, 10f, 640f, 480f);
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/// <summary>
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/// 默认调试器窗口缩放比例。
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/// </summary>
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internal static readonly float DefaultWindowScale = 1f;
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private static readonly TextEditor s_TextEditor = new TextEditor();
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private IDebuggerManager m_DebuggerManager = null;
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private Rect m_DragRect = new Rect(0f, 0f, float.MaxValue, titleHeight);
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private Rect m_IconRect = DefaultIconRect;
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private Rect m_WindowRect = DefaultWindowRect;
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private float m_WindowScale = DefaultWindowScale;
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[SerializeField]
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private GUISkin m_Skin = null;
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[SerializeField]
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private DebuggerActiveWindowType m_ActiveWindow = DebuggerActiveWindowType.AlwaysOpen;
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[SerializeField]
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private bool m_ShowFullWindow = false;
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[SerializeField]
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private ConsoleWindow m_ConsoleWindow = new ConsoleWindow();
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private SystemInformationWindow m_SystemInformationWindow = new SystemInformationWindow();
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private EnvironmentInformationWindow m_EnvironmentInformationWindow = new EnvironmentInformationWindow();
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private ScreenInformationWindow m_ScreenInformationWindow = new ScreenInformationWindow();
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private GraphicsInformationWindow m_GraphicsInformationWindow = new GraphicsInformationWindow();
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//private InputSummaryInformationWindow m_InputSummaryInformationWindow = new InputSummaryInformationWindow();
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//private InputTouchInformationWindow m_InputTouchInformationWindow = new InputTouchInformationWindow();
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//private InputLocationInformationWindow m_InputLocationInformationWindow = new InputLocationInformationWindow();
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//private InputAccelerationInformationWindow m_InputAccelerationInformationWindow = new InputAccelerationInformationWindow();
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//private InputGyroscopeInformationWindow m_InputGyroscopeInformationWindow = new InputGyroscopeInformationWindow();
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//private InputCompassInformationWindow m_InputCompassInformationWindow = new InputCompassInformationWindow();
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//private PathInformationWindow m_PathInformationWindow = new PathInformationWindow();
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//private SceneInformationWindow m_SceneInformationWindow = new SceneInformationWindow();
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//private TimeInformationWindow m_TimeInformationWindow = new TimeInformationWindow();
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//private QualityInformationWindow m_QualityInformationWindow = new QualityInformationWindow();
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private ProfilerInformationWindow m_ProfilerInformationWindow = new ProfilerInformationWindow();
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//private WebPlayerInformationWindow m_WebPlayerInformationWindow = new WebPlayerInformationWindow();
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private RuntimeMemorySummaryWindow m_RuntimeMemorySummaryWindow = new RuntimeMemorySummaryWindow();
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private RuntimeMemoryInformationWindow<Object> m_RuntimeMemoryAllInformationWindow = new RuntimeMemoryInformationWindow<Object>();
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private RuntimeMemoryInformationWindow<Texture> m_RuntimeMemoryTextureInformationWindow = new RuntimeMemoryInformationWindow<Texture>();
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private RuntimeMemoryInformationWindow<Mesh> m_RuntimeMemoryMeshInformationWindow = new RuntimeMemoryInformationWindow<Mesh>();
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private RuntimeMemoryInformationWindow<Material> m_RuntimeMemoryMaterialInformationWindow = new RuntimeMemoryInformationWindow<Material>();
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private RuntimeMemoryInformationWindow<Shader> m_RuntimeMemoryShaderInformationWindow = new RuntimeMemoryInformationWindow<Shader>();
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private RuntimeMemoryInformationWindow<AnimationClip> m_RuntimeMemoryAnimationClipInformationWindow = new RuntimeMemoryInformationWindow<AnimationClip>();
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private RuntimeMemoryInformationWindow<AudioClip> m_RuntimeMemoryAudioClipInformationWindow = new RuntimeMemoryInformationWindow<AudioClip>();
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private RuntimeMemoryInformationWindow<Font> m_RuntimeMemoryFontInformationWindow = new RuntimeMemoryInformationWindow<Font>();
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private RuntimeMemoryInformationWindow<TextAsset> m_RuntimeMemoryTextAssetInformationWindow = new RuntimeMemoryInformationWindow<TextAsset>();
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private RuntimeMemoryInformationWindow<ScriptableObject> m_RuntimeMemoryScriptableObjectInformationWindow = new RuntimeMemoryInformationWindow<ScriptableObject>();
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//private ObjectPoolInformationWindow m_ObjectPoolInformationWindow = new ObjectPoolInformationWindow();
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private ReferencePoolInformationWindow m_ReferencePoolInformationWindow = new ReferencePoolInformationWindow();
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//private NetworkInformationWindow m_NetworkInformationWindow = new NetworkInformationWindow();
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private SettingsWindow m_SettingsWindow = new SettingsWindow();
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//private OperationsWindow m_OperationsWindow = new OperationsWindow();
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private FpsCounter m_FpsCounter = null;
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/// <summary>
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/// 获取或设置调试器窗口是否激活。
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/// </summary>
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public bool ActiveWindow
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{
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get
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{
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return m_DebuggerManager.ActiveWindow;
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}
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set
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{
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m_DebuggerManager.ActiveWindow = value;
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enabled = value;
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}
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}
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/// <summary>
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/// 获取或设置是否显示完整调试器界面。
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/// </summary>
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public bool ShowFullWindow
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{
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get
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{
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return m_ShowFullWindow;
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}
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set
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{
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m_ShowFullWindow = value;
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}
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}
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/// <summary>
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/// 获取或设置调试器漂浮框大小。
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/// </summary>
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public Rect IconRect
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{
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get
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{
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return m_IconRect;
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}
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set
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{
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m_IconRect = value;
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}
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}
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/// <summary>
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/// 获取或设置调试器窗口大小。
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/// </summary>
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public Rect WindowRect
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{
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get
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{
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return m_WindowRect;
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}
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set
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{
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m_WindowRect = value;
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}
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}
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/// <summary>
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/// 获取或设置调试器窗口缩放比例。
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/// </summary>
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public float WindowScale
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{
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get
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{
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return m_WindowScale;
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}
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set
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{
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m_WindowScale = value;
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}
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}
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/// <summary>
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/// 游戏框架组件初始化。
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/// </summary>
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protected override void Awake()
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{
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base.Awake();
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m_DebuggerManager = FrameworkEntry.GetModule<IDebuggerManager>();
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if (m_DebuggerManager == null)
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{
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Log.Fatal("Debugger manager is invalid.");
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return;
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}
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m_FpsCounter = new FpsCounter(0.5f);
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}
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private void Start()
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{
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RegisterDebuggerWindow("Console", m_ConsoleWindow);
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RegisterDebuggerWindow("Information/System", m_SystemInformationWindow);
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RegisterDebuggerWindow("Information/Environment", m_EnvironmentInformationWindow);
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RegisterDebuggerWindow("Information/Screen", m_ScreenInformationWindow);
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RegisterDebuggerWindow("Information/Graphics", m_GraphicsInformationWindow);
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//RegisterDebuggerWindow("Information/Input/Summary", m_InputSummaryInformationWindow);
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//RegisterDebuggerWindow("Information/Input/Touch", m_InputTouchInformationWindow);
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//RegisterDebuggerWindow("Information/Input/Location", m_InputLocationInformationWindow);
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//RegisterDebuggerWindow("Information/Input/Acceleration", m_InputAccelerationInformationWindow);
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//RegisterDebuggerWindow("Information/Input/Gyroscope", m_InputGyroscopeInformationWindow);
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//RegisterDebuggerWindow("Information/Input/Compass", m_InputCompassInformationWindow);
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//RegisterDebuggerWindow("Information/Other/Scene", m_SceneInformationWindow);
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//RegisterDebuggerWindow("Information/Other/Path", m_PathInformationWindow);
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//RegisterDebuggerWindow("Information/Other/Time", m_TimeInformationWindow);
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//RegisterDebuggerWindow("Information/Other/Quality", m_QualityInformationWindow);
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//RegisterDebuggerWindow("Information/Other/Web Player", m_WebPlayerInformationWindow);
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RegisterDebuggerWindow("Profiler/Summary", m_ProfilerInformationWindow);
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RegisterDebuggerWindow("Profiler/Memory/Summary", m_RuntimeMemorySummaryWindow);
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RegisterDebuggerWindow("Profiler/Memory/All", m_RuntimeMemoryAllInformationWindow);
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RegisterDebuggerWindow("Profiler/Memory/Texture", m_RuntimeMemoryTextureInformationWindow);
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RegisterDebuggerWindow("Profiler/Memory/Mesh", m_RuntimeMemoryMeshInformationWindow);
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RegisterDebuggerWindow("Profiler/Memory/Material", m_RuntimeMemoryMaterialInformationWindow);
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RegisterDebuggerWindow("Profiler/Memory/Shader", m_RuntimeMemoryShaderInformationWindow);
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RegisterDebuggerWindow("Profiler/Memory/AnimationClip", m_RuntimeMemoryAnimationClipInformationWindow);
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RegisterDebuggerWindow("Profiler/Memory/AudioClip", m_RuntimeMemoryAudioClipInformationWindow);
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RegisterDebuggerWindow("Profiler/Memory/Font", m_RuntimeMemoryFontInformationWindow);
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RegisterDebuggerWindow("Profiler/Memory/TextAsset", m_RuntimeMemoryTextAssetInformationWindow);
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RegisterDebuggerWindow("Profiler/Memory/ScriptableObject", m_RuntimeMemoryScriptableObjectInformationWindow);
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//RegisterDebuggerWindow("Profiler/Object Pool", m_ObjectPoolInformationWindow);
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RegisterDebuggerWindow("Profiler/Reference Pool", m_ReferencePoolInformationWindow);
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//RegisterDebuggerWindow("Profiler/Network", m_NetworkInformationWindow);
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RegisterDebuggerWindow("Other/Settings", m_SettingsWindow);
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//RegisterDebuggerWindow("Other/Operations", m_OperationsWindow);
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switch (m_ActiveWindow)
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{
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case DebuggerActiveWindowType.AlwaysOpen:
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ActiveWindow = true;
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break;
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case DebuggerActiveWindowType.OnlyOpenWhenDevelopment:
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ActiveWindow = Debug.isDebugBuild;
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break;
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case DebuggerActiveWindowType.OnlyOpenInEditor:
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ActiveWindow = Application.isEditor;
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break;
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default:
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ActiveWindow = false;
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break;
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}
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}
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private void Update()
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{
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m_FpsCounter.Update(Time.deltaTime, Time.unscaledDeltaTime);
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}
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private void OnGUI()
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{
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if (m_DebuggerManager == null || !m_DebuggerManager.ActiveWindow)
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{
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return;
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}
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GUISkin cachedGuiSkin = GUI.skin;
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Matrix4x4 cachedMatrix = GUI.matrix;
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GUI.skin = m_Skin;
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GUI.matrix = Matrix4x4.Scale(new Vector3(m_WindowScale, m_WindowScale, 1f));
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Texture2D tabNormal = UnityEngine.Resources.Load<Texture2D>("Image/Slot");
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if (m_ShowFullWindow)
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{
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GUIStyle fontStyle = new GUIStyle();
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fontStyle.normal.background = tabNormal; //设置背景填充
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fontStyle.alignment = TextAnchor.UpperCenter; //字体对齐
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fontStyle.fontSize = (int)titleHeight; //字体大小
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fontStyle.normal.textColor = new Color(0.3f, 0.3f, 0.3f);
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m_WindowRect = GUILayout.Window(0, m_WindowRect, DrawWindow, "<b>GAME FRAMEWORK DEBUGGER</b>", fontStyle);
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//m_WindowRect = GUILayout.Window(0, m_WindowRect, DrawWindow, "<b>GAME FRAMEWORK DEBUGGER</b>");
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}
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else
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{
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GUIStyle fontStyle = new GUIStyle();
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fontStyle.normal.background = tabNormal; //设置背景填充
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fontStyle.alignment = TextAnchor.UpperCenter; //字体对齐
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fontStyle.fontSize = (int)titleHeight; //字体大小
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fontStyle.normal.textColor = new Color(0.3f, 0.3f, 0.3f);
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m_IconRect = GUILayout.Window(0, m_IconRect, DrawDebuggerWindowIcon, "<b>DEBUGGER</b>", fontStyle);
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//m_IconRect = GUILayout.Window(0, m_IconRect, DrawDebuggerWindowIcon, "<b>DEBUGGER</b>");
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}
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GUI.matrix = cachedMatrix;
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GUI.skin = cachedGuiSkin;
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}
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/// <summary>
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/// 注册调试器窗口。
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/// </summary>
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/// <param name="path">调试器窗口路径。</param>
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/// <param name="debuggerWindow">要注册的调试器窗口。</param>
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/// <param name="args">初始化调试器窗口参数。</param>
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public void RegisterDebuggerWindow(string path, IDebuggerWindow debuggerWindow, params object[] args)
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{
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m_DebuggerManager.RegisterDebuggerWindow(path, debuggerWindow, args);
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}
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/// <summary>
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/// 解除注册调试器窗口。
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/// </summary>
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/// <param name="path">调试器窗口路径。</param>
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/// <returns>是否解除注册调试器窗口成功。</returns>
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public bool UnregisterDebuggerWindow(string path)
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{
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return m_DebuggerManager.UnregisterDebuggerWindow(path);
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}
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/// <summary>
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/// 获取调试器窗口。
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/// </summary>
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/// <param name="path">调试器窗口路径。</param>
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/// <returns>要获取的调试器窗口。</returns>
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public IDebuggerWindow GetDebuggerWindow(string path)
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{
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return m_DebuggerManager.GetDebuggerWindow(path);
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}
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/// <summary>
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/// 选中调试器窗口。
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/// </summary>
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/// <param name="path">调试器窗口路径。</param>
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/// <returns>是否成功选中调试器窗口。</returns>
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public bool SelectDebuggerWindow(string path)
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{
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return m_DebuggerManager.SelectDebuggerWindow(path);
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}
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/// <summary>
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/// 还原调试器窗口布局。
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/// </summary>
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public void ResetLayout()
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{
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IconRect = DefaultIconRect;
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WindowRect = DefaultWindowRect;
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WindowScale = DefaultWindowScale;
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}
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/// <summary>
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/// 获取记录的所有日志。
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/// </summary>
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/// <param name="results">要获取的日志。</param>
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public void GetRecentLogs(List<LogNode> results)
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{
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m_ConsoleWindow.GetRecentLogs(results);
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}
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/// <summary>
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/// 获取记录的最近日志。
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/// </summary>
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/// <param name="results">要获取的日志。</param>
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/// <param name="count">要获取最近日志的数量。</param>
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public void GetRecentLogs(List<LogNode> results, int count)
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{
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m_ConsoleWindow.GetRecentLogs(results, count);
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}
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private void DrawWindow(int windowId)
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{
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GUI.DragWindow(m_DragRect);
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GUILayout.Space(titleHeight);//纵向偏移
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DrawDebuggerWindowGroup(m_DebuggerManager.DebuggerWindowRoot);
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}
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private void DrawDebuggerWindowGroup(IDebuggerWindowGroup debuggerWindowGroup)
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{
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if (debuggerWindowGroup == null)
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{
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return;
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}
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List<string> names = new List<string>();
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string[] debuggerWindowNames = debuggerWindowGroup.GetDebuggerWindowNames();
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for (int i = 0; i < debuggerWindowNames.Length; i++)
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{
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names.Add(Utility.Text.Format("<b>{0}</b>", debuggerWindowNames[i]));
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}
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if (debuggerWindowGroup == m_DebuggerManager.DebuggerWindowRoot)
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{
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names.Add("<b>Close</b>");
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}
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int toolbarIndex = GUILayout.Toolbar(debuggerWindowGroup.SelectedIndex, names.ToArray(), GUILayout.Height(30f), GUILayout.MaxWidth(Screen.width));
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if (toolbarIndex >= debuggerWindowGroup.DebuggerWindowCount)
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{
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m_ShowFullWindow = false;
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return;
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}
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if (debuggerWindowGroup.SelectedWindow == null)
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{
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return;
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}
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if (debuggerWindowGroup.SelectedIndex != toolbarIndex)
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{
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debuggerWindowGroup.SelectedWindow.OnLeave();
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debuggerWindowGroup.SelectedIndex = toolbarIndex;
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debuggerWindowGroup.SelectedWindow.OnEnter();
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}
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IDebuggerWindowGroup subDebuggerWindowGroup = debuggerWindowGroup.SelectedWindow as IDebuggerWindowGroup;
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if (subDebuggerWindowGroup != null)
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{
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DrawDebuggerWindowGroup(subDebuggerWindowGroup);
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}
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debuggerWindowGroup.SelectedWindow.OnDraw();
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}
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private void DrawDebuggerWindowIcon(int windowId)
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{
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GUI.DragWindow(m_DragRect);
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GUILayout.Space(titleHeight);//纵向偏移
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Color32 color = Color.white;
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m_ConsoleWindow.RefreshCount();
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if (m_ConsoleWindow.FatalCount > 0)
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{
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color = m_ConsoleWindow.GetLogStringColor(LogType.Exception);
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}
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else if (m_ConsoleWindow.ErrorCount > 0)
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{
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color = m_ConsoleWindow.GetLogStringColor(LogType.Error);
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}
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else if (m_ConsoleWindow.WarningCount > 0)
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{
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color = m_ConsoleWindow.GetLogStringColor(LogType.Warning);
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}
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else
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{
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color = m_ConsoleWindow.GetLogStringColor(LogType.Log);
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}
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string title = Utility.Text.Format("<color=#{0:x2}{1:x2}{2:x2}{3:x2}><b>FPS: {4:F2}</b></color>", color.r, color.g, color.b, color.a, m_FpsCounter.CurrentFps);
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Texture2D tabNormal = UnityEngine.Resources.Load<Texture2D>("UISprite/UpdateDialog/process");
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GUIStyle fontStyle = new GUIStyle();
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fontStyle.normal.background = tabNormal; //设置背景填充
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fontStyle.alignment = TextAnchor.MiddleCenter; //字体对齐
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fontStyle.fontSize = (int)titleHeight; //字体大小
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fontStyle.normal.textColor = new Color(0.3f, 0.3f, 0.3f);
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float tBtnWidth = 80f;
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float tBtnHeight = 40f;
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if (GUI.Button(new Rect((floatingFrameWidth - tBtnWidth) / 2, (floatingFrameHeight - tBtnHeight) / 2,
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tBtnWidth, tBtnHeight), title, fontStyle))
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{
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m_ShowFullWindow = true;
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}
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}
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private static void CopyToClipboard(string content)
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{
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s_TextEditor.text = content;
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s_TextEditor.OnFocus();
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s_TextEditor.Copy();
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s_TextEditor.text = string.Empty;
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}
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}
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}
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