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159 行
5.3 KiB

using System;
using UnityEditor;
namespace UnityEngine.Experimental.Rendering
{
public class MousePositionDebug
{
// Singleton
private static MousePositionDebug s_Instance = null;
static public MousePositionDebug instance
{
get
{
if (s_Instance == null)
{
s_Instance = new MousePositionDebug();
}
return s_Instance;
}
}
public int debugStep
{
get
{
#if UNITY_EDITOR
return m_DebugStep;
#else
return 0;
#endif
}
}
#if UNITY_EDITOR
[ExecuteInEditMode]
class GameViewEventCatcher : MonoBehaviour
{
public static GameViewEventCatcher s_Instance = null;
public static void Cleanup()
{
if (s_Instance != null)
{
// Either we call DestroyImmediate or Destroy we get an error :(
// GameViewEventCatcher is only use for SSR debugging currently so comment this code and uncomment it if you want to debug SSR
//DestroyImmediate(s_Instance.gameObject);
//Destroy(s_Instance.gameObject);
}
}
public static void Build()
{
Cleanup();
var go = new GameObject("__GameViewEventCatcher");
go.hideFlags = HideFlags.HideAndDontSave;
s_Instance = go.AddComponent<GameViewEventCatcher>();
}
void Update()
{
if (Input.mousePosition.x < 0
|| Input.mousePosition.y < 0
|| Input.mousePosition.x > Screen.width
|| Input.mousePosition.y > Screen.height)
return;
instance.m_mousePosition = Input.mousePosition;
instance.m_mousePosition.y = Screen.height - instance.m_mousePosition.y;
if (Input.GetMouseButton(1))
instance.m_MouseClickPosition = instance.m_mousePosition;
if (Input.GetKey(KeyCode.PageUp))
++instance.m_DebugStep;
if (Input.GetKey(KeyCode.PageDown))
instance.m_DebugStep = Mathf.Max(0, instance.m_DebugStep - 1);
if (Input.GetKey(KeyCode.End))
instance.m_MouseClickPosition = instance.m_mousePosition;
}
}
private Vector2 m_mousePosition = Vector2.zero;
Vector2 m_MouseClickPosition = Vector2.zero;
int m_DebugStep = 0;
private void OnSceneGUI(UnityEditor.SceneView sceneview)
{
m_mousePosition = Event.current.mousePosition;
switch (Event.current.type)
{
case EventType.MouseDown:
m_MouseClickPosition = m_mousePosition;
break;
case EventType.KeyDown:
switch (Event.current.keyCode)
{
case KeyCode.PageUp:
++m_DebugStep;
sceneview.Repaint();
break;
case KeyCode.PageDown:
m_DebugStep = Mathf.Max(0, m_DebugStep - 1);
sceneview.Repaint();
break;
case KeyCode.End:
// Usefull we you don't want to change the scene viewport but still update the mouse click position
m_MouseClickPosition = m_mousePosition;
sceneview.Repaint();
break;
}
break;
}
}
#endif
public void Build()
{
#if UNITY_EDITOR
UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI;
UnityEditor.SceneView.onSceneGUIDelegate += OnSceneGUI;
// Disabled as it cause error: GameViewEventCatcher is only use for SSR debugging currently so comment this code and uncomment it if you want to debug SSR
//GameViewEventCatcher.Build();
#endif
}
public void Cleanup()
{
#if UNITY_EDITOR
UnityEditor.SceneView.onSceneGUIDelegate -= OnSceneGUI;
// Disabled as it cause error: GameViewEventCatcher is only use for SSR debugging currently so comment this code and uncomment it if you want to debug SSR
//GameViewEventCatcher.Cleanup();
#endif
}
public Vector2 GetMousePosition(float ScreenHeight)
{
Vector2 mousePixelCoord = Input.mousePosition;
#if UNITY_EDITOR
if (!UnityEditor.EditorApplication.isPlayingOrWillChangePlaymode)
{
mousePixelCoord = m_mousePosition;
mousePixelCoord.y = (ScreenHeight - 1.0f) - mousePixelCoord.y;
}
#endif
return mousePixelCoord;
}
public Vector2 GetMouseClickPosition(float ScreenHeight)
{
#if UNITY_EDITOR
Vector2 mousePixelCoord = m_MouseClickPosition;
mousePixelCoord.y = (ScreenHeight - 1.0f) - mousePixelCoord.y;
return mousePixelCoord;
#else
return Vector2.zero;
#endif
}
}
}