AlicizaX/Client/Packages/com.alicizax.unity.debugger/Runtime/Debugger/DebuggerComponent.SceneInformationWindow.cs

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using AlicizaX;
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using UnityEngine;
using UnityEngine.SceneManagement;
namespace AlicizaX.Debugger.Runtime
{
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public sealed partial class DebuggerComponent
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{
private sealed class SceneInformationWindow : ScrollableDebuggerWindowBase
{
protected override void OnDrawScrollableWindow()
{
GUILayout.Label("<b>Scene Information</b>");
GUILayout.BeginVertical("box");
{
DrawItem("Scene Count", SceneManager.sceneCount.ToString());
DrawItem("Scene Count In Build Settings", SceneManager.sceneCountInBuildSettings.ToString());
Scene activeScene = SceneManager.GetActiveScene();
#if UNITY_2018_3_OR_NEWER
DrawItem("Active Scene Handle", activeScene.handle.ToString());
#endif
DrawItem("Active Scene Name", activeScene.name);
DrawItem("Active Scene Path", activeScene.path);
DrawItem("Active Scene Build Index", activeScene.buildIndex.ToString());
DrawItem("Active Scene Is Dirty", activeScene.isDirty.ToString());
DrawItem("Active Scene Is Loaded", activeScene.isLoaded.ToString());
DrawItem("Active Scene Is Valid", activeScene.IsValid().ToString());
DrawItem("Active Scene Root Count", activeScene.rootCount.ToString());
#if UNITY_2019_1_OR_NEWER
DrawItem("Active Scene Is Sub Scene", activeScene.isSubScene.ToString());
#endif
}
GUILayout.EndVertical();
}
}
}
}