初始化仓库
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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 UnityEngine;
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using UnityEngine.SceneManagement;
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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 SceneInformationWindow : ScrollableDebuggerWindowBase
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{
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protected override void OnDrawScrollableWindow()
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{
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GUILayout.Label("<b>Scene Information</b>");
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GUILayout.BeginVertical("box");
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{
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DrawItem("Scene Count", SceneManager.sceneCount.ToString());
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DrawItem("Scene Count In Build Settings", SceneManager.sceneCountInBuildSettings.ToString());
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Scene activeScene = SceneManager.GetActiveScene();
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#if UNITY_2018_3_OR_NEWER
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DrawItem("Active Scene Handle", activeScene.handle.ToString());
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#endif
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DrawItem("Active Scene Name", activeScene.name);
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DrawItem("Active Scene Path", activeScene.path);
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DrawItem("Active Scene Build Index", activeScene.buildIndex.ToString());
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DrawItem("Active Scene Is Dirty", activeScene.isDirty.ToString());
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DrawItem("Active Scene Is Loaded", activeScene.isLoaded.ToString());
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DrawItem("Active Scene Is Valid", activeScene.IsValid().ToString());
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DrawItem("Active Scene Root Count", activeScene.rootCount.ToString());
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#if UNITY_2019_1_OR_NEWER
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DrawItem("Active Scene Is Sub Scene", activeScene.isSubScene.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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