- 引入 UnityGameFramework
- 使用 Luban 替代原来的 UGF 的数据表
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//------------------------------------------------------------
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// Game Framework
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// Copyright © 2013-2021 Jiang Yin. All rights reserved.
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// Homepage: https://gameframework.cn/
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// Feedback: mailto:ellan@gameframework.cn
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//------------------------------------------------------------
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using GameFramework;
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using UnityEngine;
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namespace UnityGameFramework.Runtime
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{
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public sealed partial class DebuggerComponent : GameFrameworkComponent
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{
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private sealed class QualityInformationWindow : ScrollableDebuggerWindowBase
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{
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private bool m_ApplyExpensiveChanges = false;
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protected override void OnDrawScrollableWindow()
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{
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GUILayout.Label("<b>Quality Level</b>");
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GUILayout.BeginVertical("box");
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{
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int currentQualityLevel = QualitySettings.GetQualityLevel();
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DrawItem("Current Quality Level", QualitySettings.names[currentQualityLevel]);
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m_ApplyExpensiveChanges = GUILayout.Toggle(m_ApplyExpensiveChanges, "Apply expensive changes on quality level change.");
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int newQualityLevel = GUILayout.SelectionGrid(currentQualityLevel, QualitySettings.names, 3, "toggle");
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if (newQualityLevel != currentQualityLevel)
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{
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QualitySettings.SetQualityLevel(newQualityLevel, m_ApplyExpensiveChanges);
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}
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}
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GUILayout.EndVertical();
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GUILayout.Label("<b>Rendering Information</b>");
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GUILayout.BeginVertical("box");
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{
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DrawItem("Active Color Space", QualitySettings.activeColorSpace.ToString());
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DrawItem("Desired Color Space", QualitySettings.desiredColorSpace.ToString());
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DrawItem("Max Queued Frames", QualitySettings.maxQueuedFrames.ToString());
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DrawItem("Pixel Light Count", QualitySettings.pixelLightCount.ToString());
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DrawItem("Master Texture Limit", QualitySettings.globalTextureMipmapLimit.ToString());
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DrawItem("Anisotropic Filtering", QualitySettings.anisotropicFiltering.ToString());
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DrawItem("Anti Aliasing", QualitySettings.antiAliasing.ToString());
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#if UNITY_5_5_OR_NEWER
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DrawItem("Soft Particles", QualitySettings.softParticles.ToString());
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#endif
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DrawItem("Soft Vegetation", QualitySettings.softVegetation.ToString());
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DrawItem("Realtime Reflection Probes", QualitySettings.realtimeReflectionProbes.ToString());
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DrawItem("Billboards Face Camera Position", QualitySettings.billboardsFaceCameraPosition.ToString());
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#if UNITY_2017_1_OR_NEWER
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DrawItem("Resolution Scaling Fixed DPI Factor", QualitySettings.resolutionScalingFixedDPIFactor.ToString());
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#endif
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#if UNITY_2018_2_OR_NEWER
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DrawItem("Texture Streaming Enabled", QualitySettings.streamingMipmapsActive.ToString());
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DrawItem("Texture Streaming Add All Cameras", QualitySettings.streamingMipmapsAddAllCameras.ToString());
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DrawItem("Texture Streaming Memory Budget", QualitySettings.streamingMipmapsMemoryBudget.ToString());
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DrawItem("Texture Streaming Renderers Per Frame", QualitySettings.streamingMipmapsRenderersPerFrame.ToString());
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DrawItem("Texture Streaming Max Level Reduction", QualitySettings.streamingMipmapsMaxLevelReduction.ToString());
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DrawItem("Texture Streaming Max File IO Requests", QualitySettings.streamingMipmapsMaxFileIORequests.ToString());
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#endif
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}
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GUILayout.EndVertical();
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GUILayout.Label("<b>Shadows Information</b>");
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GUILayout.BeginVertical("box");
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{
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#if UNITY_2017_1_OR_NEWER
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DrawItem("Shadowmask Mode", QualitySettings.shadowmaskMode.ToString());
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#endif
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#if UNITY_5_5_OR_NEWER
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DrawItem("Shadow Quality", QualitySettings.shadows.ToString());
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#endif
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#if UNITY_5_4_OR_NEWER
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DrawItem("Shadow Resolution", QualitySettings.shadowResolution.ToString());
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#endif
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DrawItem("Shadow Projection", QualitySettings.shadowProjection.ToString());
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DrawItem("Shadow Distance", QualitySettings.shadowDistance.ToString());
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DrawItem("Shadow Near Plane Offset", QualitySettings.shadowNearPlaneOffset.ToString());
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DrawItem("Shadow Cascades", QualitySettings.shadowCascades.ToString());
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DrawItem("Shadow Cascade 2 Split", QualitySettings.shadowCascade2Split.ToString());
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DrawItem("Shadow Cascade 4 Split", QualitySettings.shadowCascade4Split.ToString());
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}
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GUILayout.EndVertical();
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GUILayout.Label("<b>Other Information</b>");
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GUILayout.BeginVertical("box");
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{
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#if UNITY_2019_1_OR_NEWER
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DrawItem("Skin Weights", QualitySettings.skinWeights.ToString());
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#else
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DrawItem("Blend Weights", QualitySettings.blendWeights.ToString());
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#endif
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DrawItem("VSync Count", QualitySettings.vSyncCount.ToString());
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DrawItem("LOD Bias", QualitySettings.lodBias.ToString());
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DrawItem("Maximum LOD Level", QualitySettings.maximumLODLevel.ToString());
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DrawItem("Particle Raycast Budget", QualitySettings.particleRaycastBudget.ToString());
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DrawItem("Async Upload Time Slice", Utility.Text.Format("{0} ms", QualitySettings.asyncUploadTimeSlice));
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DrawItem("Async Upload Buffer Size", Utility.Text.Format("{0} MB", QualitySettings.asyncUploadBufferSize));
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#if UNITY_2018_3_OR_NEWER
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DrawItem("Async Upload Persistent Buffer", QualitySettings.asyncUploadPersistentBuffer.ToString());
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#endif
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}
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GUILayout.EndVertical();
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}
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}
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}
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}
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