2025-11-01 15:18:34 +08:00
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using System;
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2025-11-03 18:56:20 +08:00
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using System.Collections;
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2025-11-01 15:18:34 +08:00
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using System.Collections.Generic;
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using System.IO;
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2025-11-03 18:56:20 +08:00
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using System.Reflection;
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2025-11-01 15:18:34 +08:00
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using System.Text;
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using UnityEngine;
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using UnityEngine.EventSystems;
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using UnityEngine.SceneManagement;
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namespace SceneSnapshot
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{
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internal class PrintTool : MonoBehaviour
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{
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private const string FOLDER_NAME = "GameObjectSnapshots";
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private const int MAX_REFLECTION_DEPTH = 3; // 最大反射深度,防止循环引用或过深的对象图
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private const int MAX_COLLECTION_ELEMENTS_TO_PRINT = 5; // 集合最多打印的元素数量
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private void Update()
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{
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if (Input.GetKeyDown(KeyCode.F2)) CaptureAndPrintSceneInfo();
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}
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private void CaptureAndPrintSceneInfo()
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{
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var desktopPath = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
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var outputFolderPath = Path.Combine(desktopPath, FOLDER_NAME);
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try
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{
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if (!Directory.Exists(outputFolderPath))
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{
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Directory.CreateDirectory(outputFolderPath);
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Debug.Log($"创建输出文件夹: {outputFolderPath}");
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}
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}
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catch (Exception ex)
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{
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Debug.LogError($"创建文件夹失败: {outputFolderPath} - {ex.Message}");
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return;
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}
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2025-11-01 15:18:34 +08:00
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var activeSceneName = SceneManager.GetActiveScene().name;
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var timestamp = DateTime.Now.ToString("yyyyMMdd_HHmmss");
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var fileName = $"{activeSceneName}_FullSnapshot_{timestamp}.txt"; // 修改文件名以示区别
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var fullFilePath = Path.Combine(outputFolderPath, fileName);
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var sb = new StringBuilder();
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sb.AppendLine("=================================================");
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sb.AppendLine($"场景信息快照 - 活跃场景: {activeSceneName}");
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sb.AppendLine($"生成时间: {DateTime.Now}");
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sb.AppendLine("=================================================");
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sb.AppendLine();
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sb.AppendLine("--- 鼠标位置对象信息 ---");
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AppendMouseHoverObjectInfo(sb);
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sb.AppendLine();
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sb.AppendLine("--- 所有加载场景的活跃游戏对象层次结构及其组件 ---");
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// 遍历所有已加载的场景
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for (var i = 0; i < SceneManager.sceneCount; i++)
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{
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var currentScene = SceneManager.GetSceneAt(i);
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// 打印场景名称作为分割线
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sb.AppendLine($"\n===== 场景: {currentScene.name} ===== " +
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(currentScene == SceneManager.GetActiveScene() ? "(活跃场景)" : ""));
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GameObject[] rootObjects = currentScene.GetRootGameObjects();
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if (rootObjects.Length == 0)
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sb.AppendLine(" - 该场景没有根游戏对象。");
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else
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foreach (var go in rootObjects)
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AppendGameObjectInfo(go, 0, sb);
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}
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sb.AppendLine("=================================================");
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2025-11-03 18:56:20 +08:00
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2025-11-01 15:18:34 +08:00
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try
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{
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File.WriteAllText(fullFilePath, sb.ToString(), Encoding.UTF8);
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Debug.Log($"场景信息已成功保存到: {fullFilePath}");
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}
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catch (Exception ex)
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{
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Debug.LogError($"保存文件失败: {fullFilePath} - {ex.Message}");
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}
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}
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/// <summary>
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/// 递归地将游戏对象的名称、活跃状态、组件及其子对象的层次结构追加到StringBuilder。
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/// **注意:此方法只会处理活跃状态为 activeSelf 的对象。**
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/// </summary>
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/// <param name="go">要处理的游戏对象。</param>
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/// <param name="indentLevel">当前缩进级别。</param>
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/// <param name="sb">StringBuilder实例。</param>
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private void AppendGameObjectInfo(GameObject go, int indentLevel, StringBuilder sb)
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{
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// 只有当对象自身是激活状态时才处理和打印
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if (!go || !go.activeSelf) return;
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var indent = new string(' ', indentLevel * 4); // 每个层级使用4个空格缩进
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// 打印游戏对象名称和活跃状态
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sb.AppendLine(
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$"{indent}[{go.name}] (ActiveSelf: {go.activeSelf}, ActiveInHierarchy: {go.activeInHierarchy})");
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// 打印所有组件
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var components = go.GetComponents<Component>();
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foreach (var comp in components)
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if (comp) // 某些组件可能在运行时被销毁
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sb.AppendLine($"{indent} - Component: {comp.GetType().Name}");
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// 递归处理子对象
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foreach (Transform child in go.transform) AppendGameObjectInfo(child.gameObject, indentLevel + 1, sb);
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}
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/// <summary>
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/// 尝试检测鼠标位置下方的UI元素或场景对象,并将其路径和组件信息追加到StringBuilder。
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/// </summary>
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/// <param name="sb">StringBuilder实例。</param>
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private void AppendMouseHoverObjectInfo(StringBuilder sb)
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{
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// 首先尝试Raycast UI元素
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var eventDataCurrentPosition = new PointerEventData(EventSystem.current);
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eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
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var results = new List<RaycastResult>();
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if (EventSystem.current)
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{
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EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
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}
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if (results.Count > 0)
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{
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// UI元素优先级更高
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var uiObject = results[0].gameObject;
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var uiPath = GetGameObjectPath(uiObject);
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sb.AppendLine($"鼠标下方UI路径: {uiPath}");
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sb.AppendLine($" - 所在场景: {uiObject.scene.name}");
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// 添加UI对象组件信息
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sb.AppendLine(" - UI对象组件信息:");
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AppendGameObjectComponentInfo(sb, uiObject, " "); // 增加缩进
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return;
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}
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// 如果没有UI元素,尝试Raycast场景对象
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if (Camera.main != null)
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{
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var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
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RaycastHit hit;
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if (Physics.Raycast(ray, out hit))
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{
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var sceneObjectPath = GetGameObjectPath(hit.collider.gameObject);
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sb.AppendLine($"鼠标下方场景对象路径: {sceneObjectPath}");
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sb.AppendLine($" - 所在场景: {hit.collider.gameObject.scene.name}");
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// 添加场景对象组件信息
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sb.AppendLine(" - 场景对象组件信息:");
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AppendGameObjectComponentInfo(sb, hit.collider.gameObject, " "); // 增加缩进
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return;
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}
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}
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else
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{
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sb.AppendLine("警告: 场景中没有主摄像机(Camera.main)或未被标记为 'MainCamera'。无法检测鼠标下的场景对象。");
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}
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sb.AppendLine("鼠标位置处没有检测到UI元素或场景对象。");
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}
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/// <summary>
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/// 为指定的GameObject追加其所有组件的信息。
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/// </summary>
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/// <param name="sb">StringBuilder实例。</param>
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/// <param name="obj">目标GameObject。</param>
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/// <param name="indent">当前的缩进字符串。</param>
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private void AppendGameObjectComponentInfo(StringBuilder sb, GameObject obj, string indent)
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{
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Component[] components = obj.GetComponents<Component>();
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if (components.Length == 0)
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{
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sb.AppendLine($"{indent} - 无组件");
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return;
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}
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foreach (var component in components)
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{
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if (component == null)
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{
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sb.AppendLine($"{indent} - (空组件)");
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continue;
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}
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// 尝试获取Behaviour的enabled状态
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string enabledStatus = (component is Behaviour behaviour) ? behaviour.enabled.ToString() : "N/A";
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sb.AppendLine($"{indent} - 组件: {component.GetType().Name} (Enabled: {enabledStatus})");
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AppendComponentPropertiesAndFields(sb, component, indent + " "); // 更深一层缩进,显示组件的属性/字段
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}
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}
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/// <summary>
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/// 利用反射为指定的组件追加其公共属性和字段的信息。
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/// </summary>
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/// <param name="sb">StringBuilder实例。</param>
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/// <param name="component">目标组件。</param>
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/// <param name="indent">当前的缩进字符串。</param>
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private void AppendComponentPropertiesAndFields(StringBuilder sb, Component component, string indent)
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{
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var bindingFlags = BindingFlags.Public | BindingFlags.Instance;
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var componentType = component.GetType();
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// 收集所有公共实例属性和字段
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var members = new List<MemberInfo>();
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members.AddRange(componentType.GetProperties(bindingFlags));
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members.AddRange(componentType.GetFields(bindingFlags));
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bool hasPrintedAnything = false;
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foreach (var member in members)
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{
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// 排除一些常见或特定组件上可能导致冗余或问题的属性/字段
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if (IsMemberToExclude(member, component)) continue;
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object value = null;
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string memberName = member.Name;
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try
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{
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if (member is PropertyInfo pi)
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{
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if (pi.CanRead) // 确保属性可读
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{
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value = pi.GetValue(component);
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}
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else
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{
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// 忽略不可读的属性
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continue;
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}
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}
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else if (member is FieldInfo fi)
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{
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value = fi.GetValue(component);
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}
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}
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catch (Exception ex)
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{
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// 捕获获取值时可能发生的异常
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sb.AppendLine($"{indent}- {memberName}: <获取失败: {ex.GetType().Name}>");
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hasPrintedAnything = true;
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continue;
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}
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// 格式化值进行显示,初始深度为0
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string formattedValue = FormatValueForDisplay(value, 0);
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sb.AppendLine($"{indent}- {memberName}: {formattedValue}");
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hasPrintedAnything = true;
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}
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if (!hasPrintedAnything)
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{
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sb.AppendLine($"{indent}- (无公共属性或字段)");
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}
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}
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/// <summary>
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/// 判断一个成员是否应该被排除在打印列表之外。
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/// 用于过滤掉冗余或可能导致深度递归的成员。
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/// </summary>
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/// <param name="member">要检查的MemberInfo。</param>
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/// <param name="component">该成员所属的组件实例。</param>
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/// <returns>如果应排除则返回true。</returns>
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private bool IsMemberToExclude(MemberInfo member, Component component)
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{
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// 排除从UnityEngine.Object继承的常见属性,这些通常是GameObject级别的元数据,
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// 或者可能导致不必要的递归。
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// 特别是gameObject和transform,它们的类型就是GameObject和Transform,递归它们没有意义,
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// 且其值就是组件所依附的GameObject和Transform,已经通过GetGameObjectPath显示了。
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switch (member.Name)
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{
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case "hideFlags": // Unity内部的标志,通常不需要显示
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case "name": // GameObject的名称,已在路径中显示
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case "tag": // GameObject的标签,可从GameObject直接获取
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case "layer": // GameObject的层,可从GameObject直接获取
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case "useGUILayout": // Unity内部GUI相关的,通常不作为组件值关心
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case "runInEditMode": // Unity编辑器模式相关,通常不作为组件值关心
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// 对于Component基类上的gameObject和transform属性,它们直接指向宿主对象和其Transform。
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// 打印它们本身就是重复的且可能误导(不是组件内部的独特“值”)。
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case "gameObject":
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case "transform":
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case "isStatic": // GameObject的isStatic状态
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return true;
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}
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// 进一步过滤掉一些Unity内部或编辑器相关的属性,这些属性通常在运行时不提供有用的组件值信息。
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if (member.DeclaringType == typeof(Behaviour) || member.DeclaringType == typeof(MonoBehaviour))
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{
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switch (member.Name)
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{
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case "isActiveAndEnabled": // 行为体的激活状态,通常与enabled一起考虑
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// 格式化对象值以进行显示,特别是针对Unity的常见类型,以避免循环打印和提供简洁输出。
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/// </summary>
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/// <param name="value">要格式化的值。</param>
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/// <param name="currentDepth">当前的递归深度。</param>
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/// <returns>格式化后的字符串。</returns>
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private string FormatValueForDisplay(object value, int currentDepth = 0)
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{
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if (value == null) return "null";
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Type type = value.GetType();
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// 深度限制检查:如果超过最大深度,则返回提示信息
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if (currentDepth >= MAX_REFLECTION_DEPTH)
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{
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// 对于集合,提供更具体一些的信息
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if (value is Array array1) return $"Array (Count: {array1.Length}, Max Depth Reached)";
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if (value is IList list1) return $"List (Count: {list1.Count}, Max Depth Reached)";
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if (value is IDictionary dictionary) return $"Dictionary (Count: {dictionary.Count}, Max Depth Reached)";
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return $"[{type.Name} (Max Depth Reached)]";
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}
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// 1. 基本类型、字符串、枚举:直接ToString()
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if (type.IsPrimitive || type == typeof(string) || type.IsEnum)
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{
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return value.ToString();
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}
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// 2. 常见的Unity结构体:特殊格式化,避免深度递归并提供简洁输出
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if (value is Vector2 vec2) return $"({vec2.x:F2}, {vec2.y:F2})";
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if (value is Vector3 vec3) return $"({vec3.x:F2}, {vec3.y:F2}, {vec3.z:F2})";
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if (value is Vector4 vec4) return $"({vec4.x:F2}, {vec4.y:F2}, {vec4.z:F2}, {vec4.w:F2})";
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// Quaternion默认ToString()会显示x,y,z,w,但有时EulerAngles更直观。
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if (value is Quaternion q)
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return
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$"Q({q.x:F2}, {q.y:F2}, {q.z:F2}, {q.w:F2}) (Euler: {q.eulerAngles.x:F2}, {q.eulerAngles.y:F2}, {q.eulerAngles.z:F2})";
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if (value is Color color) return $"RGBA({color.r:F2}, {color.g:F2}, {color.b:F2}, {color.a:F2})";
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if (value is Rect rect)
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return $"Rect(Pos:({rect.xMin:F2},{rect.yMin:F2}) Size:({rect.width:F2},{rect.height:F2}))";
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if (value is Bounds bounds)
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return
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$"Bounds(Center:({bounds.center.x:F2},{bounds.center.y:F2},{bounds.center.z:F2}) Extents:({bounds.extents.x:F2},{bounds.extents.y:F2},{bounds.extents.z:F2}))";
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if (value is LayerMask layerMask)
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{
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// LayerMask的值可能代表多个层,或一个单一层。LayerToName只能转换单一层。
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// 对于多个层,返回其原始值更有意义。
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return $"LayerMask(Value: {layerMask.value})";
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}
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// 3. GameObject/Component引用:只打印名称或类型,避免无限递归
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if (value is GameObject go) return $"GameObject:'{go.name}'";
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if (value is Component comp)
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return $"Component:'{comp.GetType().Name}' on GameObject:'{comp.gameObject.name}'";
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// 4. 集合类型:现在会打印内容,调用专门的辅助方法
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if (value is Array array)
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{
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return FormatCollectionForDisplay(array, currentDepth + 1);
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}
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if (value is IList list)
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{
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return FormatCollectionForDisplay(list, currentDepth + 1);
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}
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if (value is IDictionary dict)
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{
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return FormatCollectionForDisplay(dict, currentDepth + 1);
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}
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// 对于其他不可转换为Array/IList/IDictionary的IEnumerable,但又不是字符串的类型
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if (value is IEnumerable enumerable && !(value is string))
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{
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return FormatCollectionForDisplay(enumerable, currentDepth + 1);
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}
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// 5. 其他复杂引用类型:只打印其类型名称,默认不深入其内部 (除非深度允许,但在深度限制前这里只会显示类型名)
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return type.Name; // 例如: Material, Texture2D等,只显示类型名
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}
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/// <summary>
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/// 格式化集合对象以进行显示,支持深度限制和元素数量限制。
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/// </summary>
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/// <param name="collection">要格式化的集合。</param>
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/// <param name="currentDepth">当前的递归深度。</param>
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/// <returns>格式化后的集合字符串。</returns>
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private string FormatCollectionForDisplay(IEnumerable collection, int currentDepth)
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{
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if (collection == null) return "null collection";
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Type collectionType = collection.GetType();
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StringBuilder sb = new StringBuilder();
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// 尝试获取集合的类型名,去除可能的反引号(用于泛型类型)
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string collectionTypeName = collectionType.IsGenericType
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? collectionType.Name.Substring(0, collectionType.Name.IndexOf('`'))
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: collectionType.Name.Replace("[]", "");
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sb.Append(collectionTypeName);
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sb.Append(" [");
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int i = 0;
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foreach (var item in collection)
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{
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if (i >= MAX_COLLECTION_ELEMENTS_TO_PRINT)
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{
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sb.Append(", ...");
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break;
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}
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if (i > 0) sb.Append(", ");
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if (item is DictionaryEntry entry) // 针对非泛型IDictionary
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{
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sb.Append(
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$"{{{FormatValueForDisplay(entry.Key, currentDepth + 1)}: {FormatValueForDisplay(entry.Value, currentDepth + 1)}}}");
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}
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else
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{
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Type itemType = item?.GetType();
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// 针对泛型IDictionary,其元素是KeyValuePair<TKey, TValue>
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if (itemType != null && itemType.IsGenericType &&
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itemType.GetGenericTypeDefinition() == typeof(KeyValuePair<,>))
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{
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// 使用反射获取Key和Value属性
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PropertyInfo keyProperty = itemType.GetProperty("Key");
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PropertyInfo valueProperty = itemType.GetProperty("Value");
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if (keyProperty != null && valueProperty != null)
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{
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object key = keyProperty.GetValue(item);
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object value = valueProperty.GetValue(item);
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sb.Append(
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$"{{{FormatValueForDisplay(key, currentDepth + 1)}: {FormatValueForDisplay(value, currentDepth + 1)}}}");
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}
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else
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{
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// Fallback in case Key/Value properties aren't found
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sb.Append(FormatValueForDisplay(item, currentDepth + 1));
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}
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}
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else
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{
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// 格式化普通集合元素
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sb.Append(FormatValueForDisplay(item, currentDepth + 1));
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}
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}
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i++;
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}
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// 尝试获取集合的实际数量
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string countInfo = "N/A";
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if (collection is ICollection c)
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{
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countInfo = c.Count.ToString();
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}
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else if (collection is Array a)
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{
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countInfo = a.Length.ToString();
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}
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sb.Append($"] (Count: {countInfo})");
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return sb.ToString();
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}
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2025-11-01 15:18:34 +08:00
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/// <summary>
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/// 获取给定游戏对象的完整层次路径。
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/// </summary>
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/// <param name="go">要获取路径的游戏对象。</param>
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/// <returns>游戏对象的完整路径,例如 "Parent/Child/Object"。</returns>
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private string GetGameObjectPath(GameObject go)
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{
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if (go == null) return "N/A";
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var path = go.name;
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var currentTransform = go.transform;
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while (currentTransform.parent != null)
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{
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currentTransform = currentTransform.parent;
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path = currentTransform.name + "/" + path;
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}
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return path;
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}
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2025-11-03 18:56:20 +08:00
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2025-11-01 15:18:34 +08:00
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}
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}
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