feat: 场景快照支持打印组件值
This commit is contained in:
@@ -1,6 +1,8 @@
|
||||
using System;
|
||||
using System.Collections;
|
||||
using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using System.Text;
|
||||
using UnityEngine;
|
||||
using UnityEngine.EventSystems;
|
||||
@@ -11,6 +13,8 @@ namespace SceneSnapshot
|
||||
internal class PrintTool : MonoBehaviour
|
||||
{
|
||||
private const string FOLDER_NAME = "GameObjectSnapshots";
|
||||
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
|
||||
private const int MAX_COLLECTION_ELEMENTS_TO_PRINT = 5; // 集合最多打印的元素数量
|
||||
|
||||
private void Update()
|
||||
{
|
||||
@@ -19,7 +23,6 @@ namespace SceneSnapshot
|
||||
|
||||
private void CaptureAndPrintSceneInfo()
|
||||
{
|
||||
|
||||
var desktopPath = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
|
||||
var outputFolderPath = Path.Combine(desktopPath, FOLDER_NAME);
|
||||
|
||||
@@ -36,7 +39,7 @@ namespace SceneSnapshot
|
||||
Debug.LogError($"创建文件夹失败: {outputFolderPath} - {ex.Message}");
|
||||
return;
|
||||
}
|
||||
|
||||
|
||||
var activeSceneName = SceneManager.GetActiveScene().name;
|
||||
var timestamp = DateTime.Now.ToString("yyyyMMdd_HHmmss");
|
||||
var fileName = $"{activeSceneName}_FullSnapshot_{timestamp}.txt"; // 修改文件名以示区别
|
||||
@@ -75,7 +78,7 @@ namespace SceneSnapshot
|
||||
|
||||
sb.AppendLine("=================================================");
|
||||
|
||||
|
||||
|
||||
try
|
||||
{
|
||||
File.WriteAllText(fullFilePath, sb.ToString(), Encoding.UTF8);
|
||||
@@ -116,7 +119,7 @@ namespace SceneSnapshot
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 尝试检测鼠标位置下方的UI元素或场景对象,并将其路径追加到StringBuilder。
|
||||
/// 尝试检测鼠标位置下方的UI元素或场景对象,并将其路径和组件信息追加到StringBuilder。
|
||||
/// </summary>
|
||||
/// <param name="sb">StringBuilder实例。</param>
|
||||
private void AppendMouseHoverObjectInfo(StringBuilder sb)
|
||||
@@ -125,8 +128,10 @@ namespace SceneSnapshot
|
||||
var eventDataCurrentPosition = new PointerEventData(EventSystem.current);
|
||||
eventDataCurrentPosition.position = new Vector2(Input.mousePosition.x, Input.mousePosition.y);
|
||||
var results = new List<RaycastResult>();
|
||||
|
||||
if (EventSystem.current) EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
|
||||
if (EventSystem.current)
|
||||
{
|
||||
EventSystem.current.RaycastAll(eventDataCurrentPosition, results);
|
||||
}
|
||||
|
||||
if (results.Count > 0)
|
||||
{
|
||||
@@ -134,7 +139,11 @@ namespace SceneSnapshot
|
||||
var uiObject = results[0].gameObject;
|
||||
var uiPath = GetGameObjectPath(uiObject);
|
||||
sb.AppendLine($"鼠标下方UI路径: {uiPath}");
|
||||
sb.AppendLine($" - 所在场景: {uiObject.scene.name}"); // 添加所在场景信息
|
||||
sb.AppendLine($" - 所在场景: {uiObject.scene.name}");
|
||||
|
||||
// 添加UI对象组件信息
|
||||
sb.AppendLine(" - UI对象组件信息:");
|
||||
AppendGameObjectComponentInfo(sb, uiObject, " "); // 增加缩进
|
||||
return;
|
||||
}
|
||||
|
||||
@@ -143,12 +152,15 @@ namespace SceneSnapshot
|
||||
{
|
||||
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
|
||||
RaycastHit hit;
|
||||
|
||||
if (Physics.Raycast(ray, out hit))
|
||||
{
|
||||
var sceneObjectPath = GetGameObjectPath(hit.collider.gameObject);
|
||||
sb.AppendLine($"鼠标下方场景对象路径: {sceneObjectPath}");
|
||||
sb.AppendLine($" - 所在场景: {hit.collider.gameObject.scene.name}"); // 添加所在场景信息
|
||||
sb.AppendLine($" - 所在场景: {hit.collider.gameObject.scene.name}");
|
||||
|
||||
// 添加场景对象组件信息
|
||||
sb.AppendLine(" - 场景对象组件信息:");
|
||||
AppendGameObjectComponentInfo(sb, hit.collider.gameObject, " "); // 增加缩进
|
||||
return;
|
||||
}
|
||||
}
|
||||
@@ -160,6 +172,299 @@ namespace SceneSnapshot
|
||||
sb.AppendLine("鼠标位置处没有检测到UI元素或场景对象。");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 为指定的GameObject追加其所有组件的信息。
|
||||
/// </summary>
|
||||
/// <param name="sb">StringBuilder实例。</param>
|
||||
/// <param name="obj">目标GameObject。</param>
|
||||
/// <param name="indent">当前的缩进字符串。</param>
|
||||
private void AppendGameObjectComponentInfo(StringBuilder sb, GameObject obj, string indent)
|
||||
{
|
||||
Component[] components = obj.GetComponents<Component>();
|
||||
if (components.Length == 0)
|
||||
{
|
||||
sb.AppendLine($"{indent} - 无组件");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var component in components)
|
||||
{
|
||||
if (component == null)
|
||||
{
|
||||
sb.AppendLine($"{indent} - (空组件)");
|
||||
continue;
|
||||
}
|
||||
|
||||
// 尝试获取Behaviour的enabled状态
|
||||
string enabledStatus = (component is Behaviour behaviour) ? behaviour.enabled.ToString() : "N/A";
|
||||
sb.AppendLine($"{indent} - 组件: {component.GetType().Name} (Enabled: {enabledStatus})");
|
||||
AppendComponentPropertiesAndFields(sb, component, indent + " "); // 更深一层缩进,显示组件的属性/字段
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 利用反射为指定的组件追加其公共属性和字段的信息。
|
||||
/// </summary>
|
||||
/// <param name="sb">StringBuilder实例。</param>
|
||||
/// <param name="component">目标组件。</param>
|
||||
/// <param name="indent">当前的缩进字符串。</param>
|
||||
private void AppendComponentPropertiesAndFields(StringBuilder sb, Component component, string indent)
|
||||
{
|
||||
var bindingFlags = BindingFlags.Public | BindingFlags.Instance;
|
||||
var componentType = component.GetType();
|
||||
// 收集所有公共实例属性和字段
|
||||
var members = new List<MemberInfo>();
|
||||
members.AddRange(componentType.GetProperties(bindingFlags));
|
||||
members.AddRange(componentType.GetFields(bindingFlags));
|
||||
bool hasPrintedAnything = false;
|
||||
foreach (var member in members)
|
||||
{
|
||||
// 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
|
||||
if (IsMemberToExclude(member, component)) continue;
|
||||
object value = null;
|
||||
string memberName = member.Name;
|
||||
try
|
||||
{
|
||||
if (member is PropertyInfo pi)
|
||||
{
|
||||
if (pi.CanRead) // 确保属性可读
|
||||
{
|
||||
value = pi.GetValue(component);
|
||||
}
|
||||
else
|
||||
{
|
||||
// 忽略不可读的属性
|
||||
continue;
|
||||
}
|
||||
}
|
||||
else if (member is FieldInfo fi)
|
||||
{
|
||||
value = fi.GetValue(component);
|
||||
}
|
||||
}
|
||||
catch (Exception ex)
|
||||
{
|
||||
// 捕获获取值时可能发生的异常
|
||||
sb.AppendLine($"{indent}- {memberName}: <获取失败: {ex.GetType().Name}>");
|
||||
hasPrintedAnything = true;
|
||||
continue;
|
||||
}
|
||||
|
||||
// 格式化值进行显示,初始深度为0
|
||||
string formattedValue = FormatValueForDisplay(value, 0);
|
||||
sb.AppendLine($"{indent}- {memberName}: {formattedValue}");
|
||||
hasPrintedAnything = true;
|
||||
}
|
||||
|
||||
if (!hasPrintedAnything)
|
||||
{
|
||||
sb.AppendLine($"{indent}- (无公共属性或字段)");
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 判断一个成员是否应该被排除在打印列表之外。
|
||||
/// 用于过滤掉冗余或可能导致深度递归的成员。
|
||||
/// </summary>
|
||||
/// <param name="member">要检查的MemberInfo。</param>
|
||||
/// <param name="component">该成员所属的组件实例。</param>
|
||||
/// <returns>如果应排除则返回true。</returns>
|
||||
private bool IsMemberToExclude(MemberInfo member, Component component)
|
||||
{
|
||||
// 排除从UnityEngine.Object继承的常见属性,这些通常是GameObject级别的元数据,
|
||||
// 或者可能导致不必要的递归。
|
||||
// 特别是gameObject和transform,它们的类型就是GameObject和Transform,递归它们没有意义,
|
||||
// 且其值就是组件所依附的GameObject和Transform,已经通过GetGameObjectPath显示了。
|
||||
switch (member.Name)
|
||||
{
|
||||
case "hideFlags": // Unity内部的标志,通常不需要显示
|
||||
case "name": // GameObject的名称,已在路径中显示
|
||||
case "tag": // GameObject的标签,可从GameObject直接获取
|
||||
case "layer": // GameObject的层,可从GameObject直接获取
|
||||
case "useGUILayout": // Unity内部GUI相关的,通常不作为组件值关心
|
||||
case "runInEditMode": // Unity编辑器模式相关,通常不作为组件值关心
|
||||
// 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。
|
||||
// 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”)。
|
||||
case "gameObject":
|
||||
case "transform":
|
||||
case "isStatic": // GameObject的isStatic状态
|
||||
return true;
|
||||
}
|
||||
|
||||
// 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。
|
||||
if (member.DeclaringType == typeof(Behaviour) || member.DeclaringType == typeof(MonoBehaviour))
|
||||
{
|
||||
switch (member.Name)
|
||||
{
|
||||
case "isActiveAndEnabled": // 行为体的激活状态,通常与enabled一起考虑
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
return false;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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。
|
||||
/// </summary>
|
||||
/// <param name="value">要格式化的值。</param>
|
||||
/// <param name="currentDepth">当前的递归深度。</param>
|
||||
/// <returns>格式化后的字符串。</returns>
|
||||
private string FormatValueForDisplay(object value, int currentDepth = 0)
|
||||
{
|
||||
if (value == null) return "null";
|
||||
Type type = value.GetType();
|
||||
// 深度限制检查:如果超过最大深度,则返回提示信息
|
||||
if (currentDepth >= MAX_REFLECTION_DEPTH)
|
||||
{
|
||||
// 对于集合,提供更具体一些的信息
|
||||
if (value is Array array1) return $"Array (Count: {array1.Length}, Max Depth Reached)";
|
||||
if (value is IList list1) return $"List (Count: {list1.Count}, Max Depth Reached)";
|
||||
if (value is IDictionary dictionary) return $"Dictionary (Count: {dictionary.Count}, Max Depth Reached)";
|
||||
return $"[{type.Name} (Max Depth Reached)]";
|
||||
}
|
||||
|
||||
// 1. 基本类型、字符串、枚举:直接ToString()
|
||||
if (type.IsPrimitive || type == typeof(string) || type.IsEnum)
|
||||
{
|
||||
return value.ToString();
|
||||
}
|
||||
|
||||
// 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
|
||||
if (value is Vector2 vec2) return $"({vec2.x:F2}, {vec2.y:F2})";
|
||||
if (value is Vector3 vec3) return $"({vec3.x:F2}, {vec3.y:F2}, {vec3.z:F2})";
|
||||
if (value is Vector4 vec4) return $"({vec4.x:F2}, {vec4.y:F2}, {vec4.z:F2}, {vec4.w:F2})";
|
||||
|
||||
// Quaternion默认ToString()会显示x,y,z,w,但有时EulerAngles更直观。
|
||||
if (value is Quaternion q)
|
||||
return
|
||||
$"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})";
|
||||
|
||||
if (value is Color color) return $"RGBA({color.r:F2}, {color.g:F2}, {color.b:F2}, {color.a:F2})";
|
||||
if (value is Rect rect)
|
||||
return $"Rect(Pos:({rect.xMin:F2},{rect.yMin:F2}) Size:({rect.width:F2},{rect.height:F2}))";
|
||||
if (value is Bounds bounds)
|
||||
return
|
||||
$"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}))";
|
||||
if (value is LayerMask layerMask)
|
||||
{
|
||||
// LayerMask的值可能代表多个层,或一个单一层。LayerToName只能转换单一层。
|
||||
// 对于多个层,返回其原始值更有意义。
|
||||
return $"LayerMask(Value: {layerMask.value})";
|
||||
}
|
||||
|
||||
// 3. GameObject/Component引用:只打印名称或类型,避免无限递归
|
||||
if (value is GameObject go) return $"GameObject:'{go.name}'";
|
||||
if (value is Component comp)
|
||||
return $"Component:'{comp.GetType().Name}' on GameObject:'{comp.gameObject.name}'";
|
||||
|
||||
// 4. 集合类型:现在会打印内容,调用专门的辅助方法
|
||||
if (value is Array array)
|
||||
{
|
||||
return FormatCollectionForDisplay(array, currentDepth + 1);
|
||||
}
|
||||
|
||||
if (value is IList list)
|
||||
{
|
||||
return FormatCollectionForDisplay(list, currentDepth + 1);
|
||||
}
|
||||
|
||||
if (value is IDictionary dict)
|
||||
{
|
||||
return FormatCollectionForDisplay(dict, currentDepth + 1);
|
||||
}
|
||||
|
||||
// 对于其他不可转换为Array/IList/IDictionary的IEnumerable,但又不是字符串的类型
|
||||
if (value is IEnumerable enumerable && !(value is string))
|
||||
{
|
||||
return FormatCollectionForDisplay(enumerable, currentDepth + 1);
|
||||
}
|
||||
|
||||
// 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)
|
||||
return type.Name; // 例如: Material, Texture2D等,只显示类型名
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 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。
|
||||
/// </summary>
|
||||
/// <param name="collection">要格式化的集合。</param>
|
||||
/// <param name="currentDepth">当前的递归深度。</param>
|
||||
/// <returns>格式化后的集合字符串。</returns>
|
||||
private string FormatCollectionForDisplay(IEnumerable collection, int currentDepth)
|
||||
{
|
||||
if (collection == null) return "null collection";
|
||||
Type collectionType = collection.GetType();
|
||||
StringBuilder sb = new StringBuilder();
|
||||
// 尝试获取集合的类型名,去除可能的反引号(用于泛型类型)
|
||||
string collectionTypeName = collectionType.IsGenericType
|
||||
? collectionType.Name.Substring(0, collectionType.Name.IndexOf('`'))
|
||||
: collectionType.Name.Replace("[]", "");
|
||||
sb.Append(collectionTypeName);
|
||||
|
||||
sb.Append(" [");
|
||||
int i = 0;
|
||||
foreach (var item in collection)
|
||||
{
|
||||
if (i >= MAX_COLLECTION_ELEMENTS_TO_PRINT)
|
||||
{
|
||||
sb.Append(", ...");
|
||||
break;
|
||||
}
|
||||
|
||||
if (i > 0) sb.Append(", ");
|
||||
if (item is DictionaryEntry entry) // 针对非泛型IDictionary
|
||||
{
|
||||
sb.Append(
|
||||
$"{{{FormatValueForDisplay(entry.Key, currentDepth + 1)}: {FormatValueForDisplay(entry.Value, currentDepth + 1)}}}");
|
||||
}
|
||||
else
|
||||
{
|
||||
Type itemType = item?.GetType();
|
||||
// 针对泛型IDictionary,其元素是KeyValuePair<TKey, TValue>
|
||||
if (itemType != null && itemType.IsGenericType &&
|
||||
itemType.GetGenericTypeDefinition() == typeof(KeyValuePair<,>))
|
||||
{
|
||||
// 使用反射获取Key和Value属性
|
||||
PropertyInfo keyProperty = itemType.GetProperty("Key");
|
||||
PropertyInfo valueProperty = itemType.GetProperty("Value");
|
||||
if (keyProperty != null && valueProperty != null)
|
||||
{
|
||||
object key = keyProperty.GetValue(item);
|
||||
object value = valueProperty.GetValue(item);
|
||||
sb.Append(
|
||||
$"{{{FormatValueForDisplay(key, currentDepth + 1)}: {FormatValueForDisplay(value, currentDepth + 1)}}}");
|
||||
}
|
||||
else
|
||||
{
|
||||
// Fallback in case Key/Value properties aren't found
|
||||
sb.Append(FormatValueForDisplay(item, currentDepth + 1));
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// 格式化普通集合元素
|
||||
sb.Append(FormatValueForDisplay(item, currentDepth + 1));
|
||||
}
|
||||
}
|
||||
|
||||
i++;
|
||||
}
|
||||
|
||||
// 尝试获取集合的实际数量
|
||||
string countInfo = "N/A";
|
||||
if (collection is ICollection c)
|
||||
{
|
||||
countInfo = c.Count.ToString();
|
||||
}
|
||||
else if (collection is Array a)
|
||||
{
|
||||
countInfo = a.Length.ToString();
|
||||
}
|
||||
|
||||
sb.Append($"] (Count: {countInfo})");
|
||||
return sb.ToString();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// 获取给定游戏对象的完整层次路径。
|
||||
/// </summary>
|
||||
@@ -180,5 +485,6 @@ namespace SceneSnapshot
|
||||
|
||||
return path;
|
||||
}
|
||||
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user