Mirror/Unity-Technologies-networking/Editor/NetworkInformationPreview.cs

285 lines
11 KiB
C#

#if ENABLE_UNET
using System;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.Networking;
using UnityObject = UnityEngine.Object;
namespace UnityEditor.Networking
{
[CustomPreview(typeof(GameObject))]
class NetworkInformationPreview : ObjectPreview
{
class NetworkIdentityInfo
{
public GUIContent name;
public GUIContent value;
}
class NetworkBehaviourInfo
{
// This is here just so we can check if it's enabled/disabled
public NetworkBehaviour behaviour;
public GUIContent name;
}
class Styles
{
public GUIStyle labelStyle = new GUIStyle(EditorStyles.label);
public GUIStyle componentName = new GUIStyle(EditorStyles.boldLabel);
public GUIStyle disabledName = new GUIStyle(EditorStyles.miniLabel);
public Styles()
{
Color fontColor = new Color(0.7f, 0.7f, 0.7f);
labelStyle.padding.right += 20;
labelStyle.normal.textColor = fontColor;
labelStyle.active.textColor = fontColor;
labelStyle.focused.textColor = fontColor;
labelStyle.hover.textColor = fontColor;
labelStyle.onNormal.textColor = fontColor;
labelStyle.onActive.textColor = fontColor;
labelStyle.onFocused.textColor = fontColor;
labelStyle.onHover.textColor = fontColor;
componentName.normal.textColor = fontColor;
componentName.active.textColor = fontColor;
componentName.focused.textColor = fontColor;
componentName.hover.textColor = fontColor;
componentName.onNormal.textColor = fontColor;
componentName.onActive.textColor = fontColor;
componentName.onFocused.textColor = fontColor;
componentName.onHover.textColor = fontColor;
disabledName.normal.textColor = fontColor;
disabledName.active.textColor = fontColor;
disabledName.focused.textColor = fontColor;
disabledName.hover.textColor = fontColor;
disabledName.onNormal.textColor = fontColor;
disabledName.onActive.textColor = fontColor;
disabledName.onFocused.textColor = fontColor;
disabledName.onHover.textColor = fontColor;
}
}
List<NetworkIdentityInfo> m_Info;
List<NetworkBehaviourInfo> m_Behaviours;
NetworkIdentity m_Identity;
GUIContent m_Title;
Styles m_Styles = new Styles();
public override void Initialize(UnityObject[] targets)
{
base.Initialize(targets);
GetNetworkInformation(target as GameObject);
}
public override GUIContent GetPreviewTitle()
{
if (m_Title == null)
{
m_Title = new GUIContent("Network Information");
}
return m_Title;
}
public override bool HasPreviewGUI()
{
return m_Info != null && m_Info.Count > 0;
}
public override void OnPreviewGUI(Rect r, GUIStyle background)
{
if (Event.current.type != EventType.Repaint)
return;
if (m_Info == null || m_Info.Count == 0)
return;
if (m_Styles == null)
m_Styles = new Styles();
// Get required label size for the names of the information values we're going to show
// There are two columns, one with label for the name of the info and the next for the value
Vector2 maxNameLabelSize = new Vector2(140, 16);
Vector2 maxValueLabelSize = GetMaxNameLabelSize();
//Apply padding
RectOffset previewPadding = new RectOffset(-5, -5, -5, -5);
r = previewPadding.Add(r);
//Centering
float initialX = r.x + 10;
float initialY = r.y + 10;
Rect labelRect = new Rect(initialX, initialY, maxNameLabelSize.x, maxNameLabelSize.y);
Rect idLabelRect = new Rect(maxNameLabelSize.x, initialY, maxValueLabelSize.x, maxValueLabelSize.y);
foreach (var info in m_Info)
{
GUI.Label(labelRect, info.name, m_Styles.labelStyle);
GUI.Label(idLabelRect, info.value, m_Styles.componentName);
labelRect.y += labelRect.height;
labelRect.x = initialX;
idLabelRect.y += idLabelRect.height;
}
// Show behaviours list in a different way than the name/value pairs above
float lastY = labelRect.y;
if (m_Behaviours != null && m_Behaviours.Count > 0)
{
Vector2 maxBehaviourLabelSize = GetMaxBehaviourLabelSize();
Rect behaviourRect = new Rect(initialX, labelRect.y + 10, maxBehaviourLabelSize.x, maxBehaviourLabelSize.y);
GUI.Label(behaviourRect, new GUIContent("Network Behaviours"), m_Styles.labelStyle);
behaviourRect.x += 20; // indent names
behaviourRect.y += behaviourRect.height;
foreach (var info in m_Behaviours)
{
if (info.behaviour == null)
{
// could be the case in the editor after existing play mode.
continue;
}
if (info.behaviour.enabled)
{
GUI.Label(behaviourRect, info.name, m_Styles.componentName);
}
else
{
GUI.Label(behaviourRect, info.name, m_Styles.disabledName);
}
behaviourRect.y += behaviourRect.height;
lastY = behaviourRect.y;
}
if (m_Identity.observers != null && m_Identity.observers.Count > 0)
{
Rect observerRect = new Rect(initialX, lastY + 10, 200, 20);
GUI.Label(observerRect, new GUIContent("Network observers"), m_Styles.labelStyle);
observerRect.x += 20; // indent names
observerRect.y += observerRect.height;
foreach (var info in m_Identity.observers)
{
GUI.Label(observerRect, info.address + ":" + info.connectionId, m_Styles.componentName);
observerRect.y += observerRect.height;
lastY = observerRect.y;
}
}
if (m_Identity.clientAuthorityOwner != null)
{
Rect ownerRect = new Rect(initialX, lastY + 10, 400, 20);
GUI.Label(ownerRect, new GUIContent("Client Authority: " + m_Identity.clientAuthorityOwner), m_Styles.labelStyle);
}
}
}
// Get the maximum size used by the value of information items
Vector2 GetMaxNameLabelSize()
{
Vector2 maxLabelSize = Vector2.zero;
foreach (var info in m_Info)
{
Vector2 labelSize = m_Styles.labelStyle.CalcSize(info.value);
if (maxLabelSize.x < labelSize.x)
{
maxLabelSize.x = labelSize.x;
}
if (maxLabelSize.y < labelSize.y)
{
maxLabelSize.y = labelSize.y;
}
}
return maxLabelSize;
}
Vector2 GetMaxBehaviourLabelSize()
{
Vector2 maxLabelSize = Vector2.zero;
foreach (var behaviour in m_Behaviours)
{
Vector2 labelSize = m_Styles.labelStyle.CalcSize(behaviour.name);
if (maxLabelSize.x < labelSize.x)
{
maxLabelSize.x = labelSize.x;
}
if (maxLabelSize.y < labelSize.y)
{
maxLabelSize.y = labelSize.y;
}
}
return maxLabelSize;
}
void GetNetworkInformation(GameObject gameObject)
{
m_Identity = gameObject.GetComponent<NetworkIdentity>();
if (m_Identity != null)
{
m_Info = new List<NetworkIdentityInfo>();
m_Info.Add(GetAssetId());
m_Info.Add(GetString("Scene ID", m_Identity.sceneId.ToString()));
if (!Application.isPlaying)
{
return;
}
m_Info.Add(GetString("Network ID", m_Identity.netId.ToString()));
m_Info.Add(GetString("Player Controller ID", m_Identity.playerControllerId.ToString()));
m_Info.Add(GetBoolean("Is Client", m_Identity.isClient));
m_Info.Add(GetBoolean("Is Server", m_Identity.isServer));
m_Info.Add(GetBoolean("Has Authority", m_Identity.hasAuthority));
m_Info.Add(GetBoolean("Is Local Player", m_Identity.isLocalPlayer));
NetworkBehaviour[] behaviours = gameObject.GetComponents<NetworkBehaviour>();
if (behaviours.Length > 0)
{
m_Behaviours = new List<NetworkBehaviourInfo>();
foreach (var behaviour in behaviours)
{
NetworkBehaviourInfo info = new NetworkBehaviourInfo();
info.name = new GUIContent(behaviour.GetType().FullName);
info.behaviour = behaviour;
m_Behaviours.Add(info);
}
}
}
}
NetworkIdentityInfo GetAssetId()
{
string assetId = m_Identity.assetId.ToString();
if (string.IsNullOrEmpty(assetId))
{
assetId = "<object has no prefab>";
}
return GetString("Asset ID", assetId);
}
static NetworkIdentityInfo GetString(string name, string value)
{
NetworkIdentityInfo info = new NetworkIdentityInfo();
info.name = new GUIContent(name);
info.value = new GUIContent(value);
return info;
}
static NetworkIdentityInfo GetBoolean(string name, bool value)
{
NetworkIdentityInfo info = new NetworkIdentityInfo();
info.name = new GUIContent(name);
info.value = new GUIContent((value ? "Yes" : "No"));
return info;
}
}
}
#endif //ENABLE_UNET