added: debug overlay functional

This commit is contained in:
Chris
2025-08-25 19:35:48 -04:00
parent c76d705361
commit 0fad8c1416
11 changed files with 7534 additions and 0 deletions

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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
<ui:VisualElement name="StretchBG" style="width: 100%; height: 100%;" />
</ui:UXML>

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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
<ui:VisualElement name="VisualElement">
<ui:VisualElement style="flex-grow: 1; background-color: rgba(255, 144, 55, 0.47); border-top-left-radius: 2px; border-top-right-radius: 2px;">
<ui:Label text="Label" name="Label" style="font-size: 15px; -unity-font-style: bold; color: rgb(255, 255, 255); padding-top: 1px; padding-right: 1px; padding-bottom: 1px; padding-left: 8px;" />
</ui:VisualElement>
<ui:VisualElement style="background-color: rgba(202, 152, 104, 0.4);">
<ui:Label text="Label" name="Value" style="color: rgb(255, 255, 255); padding-left: 12px; padding-top: 2px; padding-bottom: 2px; border-bottom-right-radius: 2px; border-bottom-left-radius: 2px;" />
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</ui:VisualElement>
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using System;
using System.Collections.Generic;
using System.Linq;
using Sirenix.OdinInspector;
using UnityEngine;
using UnityEngine.UIElements;
namespace Reset.Core.Tools{
public class DebugOverlayDrawer : MonoBehaviour{
[ShowInInspector]
public Dictionary<GameObject, List<string>> Pages = new(); // Page and value names
[ShowInInspector]
public Dictionary<object, Label> values = new(); // Value name and value value (lol)
public string pageNamePrefix = "Debug Page: ";
public VisualTreeAsset template;
[ShowInInspector] public UIDocument root;
public GameObject canvasRoot;
public GameObject currentPage;
public enum DebugOverlayAnchor{
TopLeft,
TopRight,
BottomLeft,
BottomRight,
Center
}
void Awake(){
if (Instance != null) {
Destroy(this);
}
Instance = this;
}
public static DebugOverlayDrawer Instance;
public static void AddOnOverlay(string pageName, string sourceName, Vector3 position){
// Make sure the page exists. If it does, use it. If not, create it
GameObject thisPage = null;
bool alreadyExisted = false;
// This checks for a gameobject with the page name. Sets it if it finds it
foreach (var page in Instance.Pages) {
if (page.Key.name == $"{Instance.pageNamePrefix}{pageName}") {
thisPage = page.Key;
alreadyExisted = true;
break;
}
}
// Otherwise, this will make a new one and add it
if (thisPage == null) {
thisPage = new GameObject(name: $"{Instance.pageNamePrefix}{pageName}");
Instance.Pages.Add(thisPage, new List<string>());
thisPage.transform.SetParent(Instance.canvasRoot.transform);
thisPage.AddComponent<UIDocument>();
}
// Warning for the page being null for whatever reason
if (thisPage == null) {
Debug.LogError(
$"Debug Overlay Manager never found a page named: {sourceName}. It failed to create one and aborted.");
return;
}
// Now, iterate through this page and see if the variable is already tracked
if (alreadyExisted && Instance.Pages[thisPage].Contains(sourceName)) {
return;
}
// Since it doesn't exist, add it to the list of tracked variables
Instance.Pages[thisPage].Add(sourceName);
// Then create a new on-screen element for this variable
VisualElement thisElement = (Instance.template.Instantiate());
thisPage.GetComponent<UIDocument>().rootVisualElement.Add(thisElement);
thisElement.style.alignSelf = new StyleEnum<Align>(Align.Center);
// Set it's label
((Label)thisElement.Query<VisualElement>("Label").First()).text = sourceName;
Instance.values.Add($"{pageName}/{sourceName}", (Label)thisElement.Query<VisualElement>("Value"));
}
public static void ChangeValue(string pageName, string sourceName, string newValue){
Instance.values[$"{pageName}/{sourceName}"].text = newValue;
}
}
}

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using System.Collections.Generic;
using UnityEngine;
namespace Reset.Core.Tools{
public class DebugOverlayEntry{
public string page;
public string trackedName;
public string trackedValue;
}
}

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fileFormatVersion: 2
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timeCreated: 1756152238