added: debug overlay functional
This commit is contained in:
3
Assets/Core/UI/In-Game/Layouts/DebugOverlayRoot.uxml
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Assets/Core/UI/In-Game/Layouts/DebugOverlayRoot.uxml
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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
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<ui:VisualElement name="StretchBG" style="width: 100%; height: 100%;" />
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</ui:UXML>
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10
Assets/Core/UI/In-Game/Layouts/DebugOverlayRoot.uxml.meta
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Assets/Core/UI/In-Game/Layouts/DebugOverlayRoot.uxml.meta
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fileFormatVersion: 2
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guid: 639622e64fa8a624abe7cff26cb88fcb
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
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<ui:UXML xmlns:ui="UnityEngine.UIElements" xmlns:uie="UnityEditor.UIElements" editor-extension-mode="False">
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<ui:VisualElement name="VisualElement">
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<ui:VisualElement style="flex-grow: 1; background-color: rgba(255, 144, 55, 0.47); border-top-left-radius: 2px; border-top-right-radius: 2px;">
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<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;" />
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</ui:VisualElement>
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<ui:VisualElement style="background-color: rgba(202, 152, 104, 0.4);">
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<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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</ui:VisualElement>
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</ui:UXML>
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fileFormatVersion: 2
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guid: 2ed11dc6647802148ba04f07e76c987f
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ScriptedImporter:
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internalIDToNameTable: []
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externalObjects: {}
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serializedVersion: 2
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userData:
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assetBundleName:
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assetBundleVariant:
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script: {fileID: 13804, guid: 0000000000000000e000000000000000, type: 0}
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7374
Assets/Scenes/DebugOverlay.unity
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7374
Assets/Scenes/DebugOverlay.unity
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7
Assets/Scenes/DebugOverlay.unity.meta
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Assets/Scenes/DebugOverlay.unity.meta
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fileFormatVersion: 2
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guid: 9803f648e57d84f45929c887da9d9435
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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8
Assets/Scripts/Core/Tools.meta
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Assets/Scripts/Core/Tools.meta
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fileFormatVersion: 2
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guid: c9ed10adc57e6b8489c6cad31b13a8aa
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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97
Assets/Scripts/Core/Tools/DebugOverlayDrawer.cs
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Assets/Scripts/Core/Tools/DebugOverlayDrawer.cs
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using Sirenix.OdinInspector;
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using UnityEngine;
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using UnityEngine.UIElements;
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namespace Reset.Core.Tools{
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public class DebugOverlayDrawer : MonoBehaviour{
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[ShowInInspector]
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public Dictionary<GameObject, List<string>> Pages = new(); // Page and value names
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[ShowInInspector]
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public Dictionary<object, Label> values = new(); // Value name and value value (lol)
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public string pageNamePrefix = "Debug Page: ";
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public VisualTreeAsset template;
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[ShowInInspector] public UIDocument root;
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public GameObject canvasRoot;
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public GameObject currentPage;
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public enum DebugOverlayAnchor{
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TopLeft,
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TopRight,
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BottomLeft,
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BottomRight,
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Center
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}
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void Awake(){
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if (Instance != null) {
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Destroy(this);
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}
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Instance = this;
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}
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public static DebugOverlayDrawer Instance;
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public static void AddOnOverlay(string pageName, string sourceName, Vector3 position){
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// Make sure the page exists. If it does, use it. If not, create it
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GameObject thisPage = null;
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bool alreadyExisted = false;
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// This checks for a gameobject with the page name. Sets it if it finds it
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foreach (var page in Instance.Pages) {
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if (page.Key.name == $"{Instance.pageNamePrefix}{pageName}") {
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thisPage = page.Key;
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alreadyExisted = true;
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break;
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}
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}
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// Otherwise, this will make a new one and add it
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if (thisPage == null) {
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thisPage = new GameObject(name: $"{Instance.pageNamePrefix}{pageName}");
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Instance.Pages.Add(thisPage, new List<string>());
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thisPage.transform.SetParent(Instance.canvasRoot.transform);
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thisPage.AddComponent<UIDocument>();
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}
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// Warning for the page being null for whatever reason
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if (thisPage == null) {
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Debug.LogError(
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$"Debug Overlay Manager never found a page named: {sourceName}. It failed to create one and aborted.");
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return;
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}
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// Now, iterate through this page and see if the variable is already tracked
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if (alreadyExisted && Instance.Pages[thisPage].Contains(sourceName)) {
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return;
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}
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// Since it doesn't exist, add it to the list of tracked variables
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Instance.Pages[thisPage].Add(sourceName);
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// Then create a new on-screen element for this variable
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VisualElement thisElement = (Instance.template.Instantiate());
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thisPage.GetComponent<UIDocument>().rootVisualElement.Add(thisElement);
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thisElement.style.alignSelf = new StyleEnum<Align>(Align.Center);
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// Set it's label
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((Label)thisElement.Query<VisualElement>("Label").First()).text = sourceName;
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Instance.values.Add($"{pageName}/{sourceName}", (Label)thisElement.Query<VisualElement>("Value"));
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}
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public static void ChangeValue(string pageName, string sourceName, string newValue){
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Instance.values[$"{pageName}/{sourceName}"].text = newValue;
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}
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}
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}
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2
Assets/Scripts/Core/Tools/DebugOverlayDrawer.cs.meta
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2
Assets/Scripts/Core/Tools/DebugOverlayDrawer.cs.meta
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fileFormatVersion: 2
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guid: bef2d32c8ac26b643851a4c8f18dacca
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10
Assets/Scripts/Core/Tools/DebugOverlayEntry.cs
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Assets/Scripts/Core/Tools/DebugOverlayEntry.cs
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using System.Collections.Generic;
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using UnityEngine;
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namespace Reset.Core.Tools{
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public class DebugOverlayEntry{
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public string page;
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public string trackedName;
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public string trackedValue;
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}
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}
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3
Assets/Scripts/Core/Tools/DebugOverlayEntry.cs.meta
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3
Assets/Scripts/Core/Tools/DebugOverlayEntry.cs.meta
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fileFormatVersion: 2
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guid: e168fc1f77fe443b97595b004e80af7e
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timeCreated: 1756152238
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