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