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 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 ScreenInformationWindow : ScrollableDebuggerWindowBase
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{
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protected override void OnDrawScrollableWindow()
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{
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GUILayout.Label("<b>Screen Information</b>");
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GUILayout.BeginVertical("box");
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{
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DrawItem("Current Resolution", GetResolutionString(Screen.currentResolution));
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DrawItem("Screen Width", Utility.Text.Format("{0} px / {1:F2} in / {2:F2} cm", Screen.width, Utility.Converter.GetInchesFromPixels(Screen.width), Utility.Converter.GetCentimetersFromPixels(Screen.width)));
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DrawItem("Screen Height", Utility.Text.Format("{0} px / {1:F2} in / {2:F2} cm", Screen.height, Utility.Converter.GetInchesFromPixels(Screen.height), Utility.Converter.GetCentimetersFromPixels(Screen.height)));
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DrawItem("Screen DPI", Screen.dpi.ToString("F2"));
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DrawItem("Screen Orientation", Screen.orientation.ToString());
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DrawItem("Is Full Screen", Screen.fullScreen.ToString());
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#if UNITY_2018_1_OR_NEWER
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DrawItem("Full Screen Mode", Screen.fullScreenMode.ToString());
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#endif
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DrawItem("Sleep Timeout", GetSleepTimeoutDescription(Screen.sleepTimeout));
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#if UNITY_2019_2_OR_NEWER
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DrawItem("Brightness", Screen.brightness.ToString("F2"));
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#endif
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DrawItem("Cursor Visible", Cursor.visible.ToString());
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DrawItem("Cursor Lock State", Cursor.lockState.ToString());
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DrawItem("Auto Landscape Left", Screen.autorotateToLandscapeLeft.ToString());
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DrawItem("Auto Landscape Right", Screen.autorotateToLandscapeRight.ToString());
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DrawItem("Auto Portrait", Screen.autorotateToPortrait.ToString());
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DrawItem("Auto Portrait Upside Down", Screen.autorotateToPortraitUpsideDown.ToString());
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#if UNITY_2017_2_OR_NEWER && !UNITY_2017_2_0
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DrawItem("Safe Area", Screen.safeArea.ToString());
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#endif
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#if UNITY_2019_2_OR_NEWER
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DrawItem("Cutouts", GetCutoutsString(Screen.cutouts));
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#endif
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DrawItem("Support Resolutions", GetResolutionsString(Screen.resolutions));
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}
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GUILayout.EndVertical();
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}
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private string GetSleepTimeoutDescription(int sleepTimeout)
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{
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if (sleepTimeout == SleepTimeout.NeverSleep)
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{
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return "Never Sleep";
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}
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if (sleepTimeout == SleepTimeout.SystemSetting)
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{
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return "System Setting";
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}
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return sleepTimeout.ToString();
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}
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private string GetResolutionString(Resolution resolution)
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{
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return Utility.Text.Format("{0} x {1} @ {2}Hz", resolution.width, resolution.height, resolution.refreshRate);
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}
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private string GetCutoutsString(Rect[] cutouts)
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{
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string[] cutoutStrings = new string[cutouts.Length];
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for (int i = 0; i < cutouts.Length; i++)
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{
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cutoutStrings[i] = cutouts[i].ToString();
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}
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return string.Join("; ", cutoutStrings);
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}
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private string GetResolutionsString(Resolution[] resolutions)
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{
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string[] resolutionStrings = new string[resolutions.Length];
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for (int i = 0; i < resolutions.Length; i++)
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{
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resolutionStrings[i] = GetResolutionString(resolutions[i]);
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}
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return string.Join("; ", resolutionStrings);
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}
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}
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}
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}
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