using DCFApixels.DragonECS.Unity.Internal; namespace DCFApixels.DragonECS { public sealed class DebugModule : IEcsModule { public const string DEBUG_LAYER = nameof(DEBUG_LAYER); public EcsWorld[] _worlds; public DebugModule(params EcsWorld[] worlds) { _worlds = worlds; } void IEcsModule.Import(EcsPipeline.Builder b) { UnityDebugService.Activate(); b.Layers.Insert(EcsConsts.POST_END_LAYER, DEBUG_LAYER); b.Add(new PipelineMonitorSystem(), DEBUG_LAYER); foreach (var world in _worlds) { b.Add(new WorldMonitorSystem(world), DEBUG_LAYER); } } } public static class DebugModuleExt { public static EcsPipeline.Builder AddUnityDebug(this EcsPipeline.Builder self, params EcsWorld[] worlds) { self.AddModule(new DebugModule(worlds)); return self; } } }