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fix runtime debug assertion code: this assertion will only be called if the debug mode is enabled

/main
Xingwei Zhu 3 年前
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6c291af4
共有 4 个文件被更改,包括 30 次插入11 次删除
  1. 2
      README-ZH.md
  2. 4
      README.md
  3. 3
      com.unity.uiwidgets/Runtime/engine/UIWidgetsGlobalConfiguration.cs
  4. 32
      com.unity.uiwidgets/Runtime/foundation/debug.cs

2
README-ZH.md


在编辑器菜单栏选择```UIWidgets->EnableDebug```
如果想在runtime开启debug模式,请在项目代码中设置```UIWidgetsGlobalConfiguration.EnableDebugAtRuntime = true```。在默认情况下debug模式为关闭状态。
## 使用Window Scope保护外部调用
如果您在调试时遇到 `AssertionError: Window.instance is null` 或者在调用 `Window.instance` 时得到空指针, 那么您需要
使用以下方式来保护您的调用,使之可以在正确的Isolate上执行回调逻辑:

4
README.md


## Debug UIWidgets Application
In Unity editor, you can switch debug/release mode by “UIWidgets->EnableDebug”.
You can also enable debug mode in runtime by setting ```UIWidgetsGlobalConfiguration.EnableDebugAtRuntime = true``` in your project. Note that this value is set to false by default.
You can switch debug/release mode by “UIWidgets->EnableDebug” in the Unity Editor.
## Using Window Scope
If you see the error `AssertionError: Window.instance is null` or null pointer error of `Window.instance`,

3
com.unity.uiwidgets/Runtime/engine/UIWidgetsGlobalConfiguration.cs


//disable incremental gc by default
public static bool EnableIncrementalGC = false;
//disable debug at runtime by default
public static bool EnableDebugAtRuntime = false;
}
}

32
com.unity.uiwidgets/Runtime/foundation/debug.cs


using System;
using System.Collections.Generic;
using System.Diagnostics;
using System.Linq;
using Unity.UIWidgets.engine;

public static bool debugPrintMouseHoverEvents = false;
public const string debugScriptingDefineSymbol = "DebugUIWidgets";
public static HSVColor debugCurrentRepaintColor =
HSVColor.fromAHSV(0.4f, 60.0f, 1.0f, 1.0f);

Debug.LogException(new AssertionError(message: message, innerException: ex));
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional(debugScriptingDefineSymbol)]
[Conditional("UNITY_ASSERTIONS")]
[Conditional(debugScriptingDefineSymbol)]
public static void assert(bool result, Func<string> message = null) {
if ( enableDebug && !result ) {
throw new AssertionError(message != null ? message() : "");

#if UNITY_EDITOR
static bool? _enableDebug = null;
private static void setRuntimeSymbolsForTarget(BuildTargetGroup targetGroup, bool enabled) {
string defines = PlayerSettings.GetScriptingDefineSymbolsForGroup(targetGroup);
var defineList = defines.Split(';');
var newDefineList = new List<string>();
foreach (var define in defineList) {
if (define != debugScriptingDefineSymbol) {
newDefineList.Add(define);
}
}
if (enabled) {
newDefineList.Add(debugScriptingDefineSymbol);
}
PlayerSettings.SetScriptingDefineSymbolsForGroup(targetGroup, String.Join(";", newDefineList));
}
public static bool enableDebug {
get {
if (_enableDebug == null) {

}
_enableDebug = value;
EditorPrefs.SetInt("UIWidgetsDebug",value ? 1 : 0);
setRuntimeSymbolsForTarget(BuildTargetGroup.Android, value);
setRuntimeSymbolsForTarget(BuildTargetGroup.iOS, value);
setRuntimeSymbolsForTarget(BuildTargetGroup.Standalone, value);
public static bool enableDebug => UIWidgetsGlobalConfiguration.EnableDebugAtRuntime;
//In runtime, we use the Conditional decorator "debugScriptingDefineSymbol" instead of this to enable/disable debug mode
public static bool enableDebug => true;
#endif
public static void _debugDrawDoubleRect(Canvas canvas, Rect outerRect, Rect innerRect, Color color) {

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