using DCFApixels.DragonECS.Unity.Debug; using System.Collections; using System.Collections.Generic; using UnityEngine; namespace DCFApixels.DragonECS { public class WorldDebugSystem : IEcsRunSystem { private string _monitorName; private IEcsWorld _ecsWorld; public WorldDebugSystem(IEcsWorld ecsWorld, string monitorName = "World") { _monitorName = monitorName; _ecsWorld = ecsWorld; WorldDebugMonitor monitor = new GameObject(EcsConsts.DEBUG_PREFIX + _monitorName).AddComponent(); WorldPoolsMonitor poolsmonitor = new GameObject(EcsConsts.DEBUG_PREFIX + _monitorName).AddComponent(); poolsmonitor.transform.SetParent(monitor.transform); monitor.source = this; monitor.world = _ecsWorld; monitor.monitorName = _monitorName; poolsmonitor.source = this; poolsmonitor.world = _ecsWorld; poolsmonitor.monitorName = "Pools"; } public void Run(EcsPipeline pipeline) { } } public class WorldDebugMonitor : DebugMonitorBase { internal WorldDebugSystem source; internal IEcsWorld 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; internal IEcsWorld 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() { _scroll = GUILayout.BeginScrollView(_scroll, GUILayout.Height(800f)); var pools = Target.world.GetAllPools().ToArray().Where(o => !(o is EcsNullPool)); 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(); } 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(); 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 }