DragonECS-Unity/src/Debug/Systems/WorldDebugSystem.cs

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using DCFApixels.DragonECS.Unity.Debug;
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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
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namespace DCFApixels.DragonECS
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{
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[DebugHide, DebugColor(DebugColor.Gray)]
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public class WorldDebugSystem : IEcsRunSystem
{
private string _monitorName;
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private EcsWorld _ecsWorld;
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public WorldDebugSystem(EcsWorld ecsWorld, string monitorName = "World")
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{
_monitorName = monitorName;
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_ecsWorld = ecsWorld;
WorldDebugMonitor monitor = new GameObject(EcsConsts.DEBUG_PREFIX + _monitorName).AddComponent<WorldDebugMonitor>();
WorldPoolsMonitor poolsmonitor = new GameObject(EcsConsts.DEBUG_PREFIX + _monitorName).AddComponent<WorldPoolsMonitor>();
poolsmonitor.transform.SetParent(monitor.transform);
monitor.source = this;
monitor.world = _ecsWorld;
monitor.monitorName = _monitorName;
poolsmonitor.source = this;
poolsmonitor.world = _ecsWorld;
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poolsmonitor.monitorName = "pools";
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}
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public void Run(EcsPipeline pipeline)
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{
}
}
public class WorldDebugMonitor : DebugMonitorBase
{
internal WorldDebugSystem source;
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internal EcsWorld world;
}
#if UNITY_EDITOR
namespace Editors
{
using UnityEditor;
[CustomEditor(typeof(WorldDebugMonitor))]
public class WorldDebugMonitorEditor : Editor
{
private WorldDebugMonitor Target => (WorldDebugMonitor)target;
}
}
#endif
public class WorldPoolsMonitor : DebugMonitorBase
{
internal WorldDebugSystem source;
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internal EcsWorld world;
}
#if UNITY_EDITOR
namespace Editors
{
using System.Linq;
using UnityEditor;
using System.Reflection;
[CustomEditor(typeof(WorldPoolsMonitor))]
public class WorldPoolsMonitorEditor : Editor
{
private static Vector2 _poolBlockMinSize = new Vector2(80, 160);
private static Vector2 _poolProgressBasrSize = _poolBlockMinSize * new Vector2(1f, 0.8f);
private WorldPoolsMonitor Target => (WorldPoolsMonitor)target;
private Vector2 _scroll;
public override void OnInspectorGUI()
{
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// _scroll = GUILayout.BeginScrollView(_scroll, GUILayout.Height(800f));
// var pools = Target.world.GetAllPools().ToArray().Where(o => !(o is EcsNullPool)).OfType<IEcsPool>();
//
// GUILayout.Label("", GUILayout.ExpandWidth(true));
//
// float width = GUILayoutUtility.GetLastRect().width;
//
// Vector3 newPoolBlockSize = _poolBlockMinSize;
// int widthCount = Mathf.Max(1, Mathf.Min((Mathf.FloorToInt(width / _poolBlockMinSize.x)), pools.Count()));
// newPoolBlockSize.x = width / widthCount;
//
// int x = -1, y = 0;
// foreach (var pool in pools)
// {
// if(++x >= widthCount)
// {
// x = 0;
// y++;
// }
//
// DrawPoolBlock(pool, new Rect(newPoolBlockSize.x * x, newPoolBlockSize.y * y, newPoolBlockSize.x, newPoolBlockSize.y));
// }
// GUILayout.EndScrollView();
}
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// private void DrawPoolBlock(IEcsPool pool, Rect position)
// {
// Color defaultContentColor = GUI.contentColor;
// GUI.contentColor = Color.black * 0.925f;
//
// position = AddMargin(position, 1f, 1f);
//
// EditorGUI.DrawRect(position, Color.black* 0.16f);
//
// Rect progressBar = new Rect(Vector2.zero, _poolProgressBasrSize);
// progressBar.width = position.width;
// progressBar.center = position.center - Vector2.up * _poolBlockMinSize.y * 0.09f;
//
//
// Color mainColor = new Color(0.3f, 1f, 0f, 1f);
// var debugColor = pool.ComponentType.GetCustomAttribute<DebugColorAttribute>();
// if (debugColor != null)
// {
// mainColor = debugColor.GetUnityColor();
// }
// Color backgroundColor = mainColor * 0.3f + Color.white * 0.2f;
//
// EditorGUI.DrawRect(progressBar, backgroundColor);
//
// progressBar.yMin = progressBar.yMax - ((float)pool.Count / pool.Capacity) * progressBar.height;
//
// GUIStyle textStyle0 = EditorStyles.miniBoldLabel;
// textStyle0.alignment = TextAnchor.MiddleCenter;
//
// Color foregroundColor = mainColor;
// EditorGUI.DrawRect(progressBar, foregroundColor);
// GUI.Label(progressBar, pool.Count.ToString(), textStyle0);
//
// GUIStyle textStyle1 = EditorStyles.miniBoldLabel;
// textStyle1.alignment = TextAnchor.UpperCenter;
// GUI.Label(AddMargin(position, 3f, 3f), "Total\r\n"+ pool.Capacity, textStyle1);
//
// GUI.contentColor = defaultContentColor;
// GUIStyle textStyle2 = EditorStyles.miniBoldLabel;
// textStyle2.alignment = TextAnchor.LowerCenter;
// GUI.Label(AddMargin(position, -10f, 3f), pool.ComponentType.Name, textStyle2);
//
// }
private Rect AddMargin(Rect rect, Vector2 value)
{
return AddMargin(rect, value.x, value.y);
}
private Rect AddMargin(Rect rect, float x, float y)
{
rect.yMax -= y;
rect.yMin += y;
rect.xMax -= x;
rect.xMin += x;
return rect;
}
}
}
#endif
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}