mirror of
https://github.com/DCFApixels/Unity-DebugX.git
synced 2025-09-18 01:54:37 +08:00
fix text offset
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c267b9401c
commit
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@ -57,7 +57,7 @@ namespace DCFApixels
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if (camera == null) { return; }
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if (camera == null) { return; }
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InitStatic();
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InitStatic();
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var zoom = GetCameraZoom(camera);
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var zoom = GetCameraZoom(camera);
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var isSceneView = camera.name == "SceneCamera";
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//Handles.BeginGUI();
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//Handles.BeginGUI();
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foreach (ref readonly var item in list)
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foreach (ref readonly var item in list)
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{
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{
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@ -72,32 +72,21 @@ namespace DCFApixels
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if (!(WorldToGUIPointWithDepth(camera, item.Value.Position).z < 0f))
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if (!(WorldToGUIPointWithDepth(camera, item.Value.Position).z < 0f))
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{
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{
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Rect rect = WorldPointToSizedRect(camera, item.Value.Position, _labelDummy, _labelStyle);
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Rect rect = WorldPointToSizedRect(camera, item.Value.Position, _labelDummy, _labelStyle);
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//if (x) Debug.Log(rect);
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////GUI.DrawTexture(rect, EditorGUIUtility.whiteTexture);
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//Rect screenRect = default;
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//Rect originRect = default;
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//CalculateScaledTextureRects(rect, ScaleMode.StretchToFill, ref screenRect, ref originRect);
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GL.PushMatrix();
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GL.PushMatrix();
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GL.LoadPixelMatrix(0, Screen.width, Screen.height, 0);
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GL.LoadPixelMatrix(0, Screen.width, Screen.height - (isSceneView ? 50 : 0), 0);
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//Graphics.DrawTexture(screenRect, EditorGUIUtility.whiteTexture, screenRect, 0, 0, 0, 0);
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Color c = item.Value.Settings.BackgroundColor * GlobalColor;
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Color c = item.Value.Settings.BackgroundColor * GlobalColor;
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GUI.color = c;
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GUI.color = c;
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//GUI.DrawTexture(rect, _whiteTexture);
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var mat = DebugXAssets.Materials.Unlit;
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var mat = DebugXAssets.Materials.Unlit;
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mat.SetColor(ColorPropertyID, c);
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mat.SetColor(ColorPropertyID, c);
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Graphics.DrawTexture(rect, _whiteTexture, mat);
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Graphics.DrawTexture(rect, _whiteTexture, mat);
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//Graphics.DrawTexture(screenRect, EditorGUIUtility.whiteTexture, screenRect, 0, 0, 0, 0);
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GUI.color = item.Color * GlobalColor;
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GUI.color = item.Color * GlobalColor;
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style.Draw(rect, _labelDummy, false, false, false, false);
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style.Draw(rect, _labelDummy, false, false, false, false);
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GL.PopMatrix();
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GL.PopMatrix();
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}
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}
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}
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}
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