feat: 受击音效更新类别控制

This commit is contained in:
m0_75251201
2025-11-05 21:34:21 +08:00
parent 5d69efbc3f
commit 786025f720
50 changed files with 2078 additions and 501 deletions

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@@ -1,490 +1,465 @@
using System;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using System.Reflection;
using System.Text;
using UnityEngine;
using UnityEngine.EventSystems;
using UnityEngine.SceneManagement;
using UnityEngine.EventSystems; // 用于UI射线检测
using System;
using System.IO;
using System.Text;
using System.Reflection;
using System.Collections; // 用于 IEnumerable
using System.Collections.Generic; // 用于 HashSet, List, Dictionary
using System.Linq; // 用于 OrderBy
namespace SceneSnapshot
{
internal class PrintTool : MonoBehaviour
{
private const string FOLDER_NAME = "GameObjectSnapshots";
private const string BASE_FOLDER_NAME = "GameObjectSnapshots"; // 主文件夹名称
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()
{
if (Input.GetKeyDown(KeyCode.F2)) CaptureAndPrintSceneInfo();
if (Input.GetKeyDown(KeyCode.F2))
{
CaptureAndPrintSnapshot();
}
}
private void CaptureAndPrintSceneInfo()
private void CaptureAndPrintSnapshot()
{
var desktopPath = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
var outputFolderPath = Path.Combine(desktopPath, FOLDER_NAME);
// 获取桌面路径
string desktopPath = Environment.GetFolderPath(Environment.SpecialFolder.Desktop);
// 1. 创建主文件夹 (如果不存在)
string baseOutputPath = Path.Combine(desktopPath, BASE_FOLDER_NAME);
try
{
if (!Directory.Exists(outputFolderPath))
if (!Directory.Exists(baseOutputPath))
{
Directory.CreateDirectory(outputFolderPath);
Debug.Log($"创建输出文件夹: {outputFolderPath}");
Directory.CreateDirectory(baseOutputPath);
Debug.Log($"创建主快照文件夹: {baseOutputPath}");
}
}
catch (Exception ex)
catch (Exception e)
{
Debug.LogError($"创建文件夹失败: {outputFolderPath} - {ex.Message}");
Debug.LogError($"无法创建主快照文件夹 {baseOutputPath}: {e.Message}");
return;
}
var activeSceneName = SceneManager.GetActiveScene().name;
var timestamp = DateTime.Now.ToString("yyyyMMdd_HHmmss");
var fileName = $"{activeSceneName}_FullSnapshot_{timestamp}.txt"; // 修改文件名以示区别
var fullFilePath = Path.Combine(outputFolderPath, fileName);
var sb = new StringBuilder();
sb.AppendLine("=================================================");
sb.AppendLine($"场景信息快照 - 活跃场景: {activeSceneName}");
sb.AppendLine($"生成时间: {DateTime.Now}");
sb.AppendLine("=================================================");
sb.AppendLine();
sb.AppendLine("--- 鼠标位置对象信息 ---");
AppendMouseHoverObjectInfo(sb);
sb.AppendLine();
sb.AppendLine("--- 所有加载场景的活跃游戏对象层次结构及其组件 ---");
// 遍历所有已加载的场景
for (var i = 0; i < SceneManager.sceneCount; i++)
{
var currentScene = SceneManager.GetSceneAt(i);
// 打印场景名称作为分割线
sb.AppendLine($"\n===== 场景: {currentScene.name} ===== " +
(currentScene == SceneManager.GetActiveScene() ? "(活跃场景)" : ""));
GameObject[] rootObjects = currentScene.GetRootGameObjects();
if (rootObjects.Length == 0)
sb.AppendLine(" - 该场景没有根游戏对象。");
else
foreach (var go in rootObjects)
AppendGameObjectInfo(go, 0, sb);
}
sb.AppendLine("=================================================");
// 2. 在主文件夹内创建带时间戳的子文件夹
string timestampFolderName = DateTime.Now.ToString("yyyyMMdd_HHmmss");
string currentSnapshotOutputPath = Path.Combine(baseOutputPath, timestampFolderName);
try
{
File.WriteAllText(fullFilePath, sb.ToString(), Encoding.UTF8);
Debug.Log($"场景信息已成功保存到: {fullFilePath}");
if (!Directory.Exists(currentSnapshotOutputPath))
{
Directory.CreateDirectory(currentSnapshotOutputPath);
}
}
catch (Exception ex)
catch (Exception e)
{
Debug.LogError($"保存文件失败: {fullFilePath} - {ex.Message}");
}
}
/// <summary>
/// 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。
/// **注意:此方法只会处理活跃状态为 activeSelf 的对象。**
/// </summary>
/// <param name="go">要处理的游戏对象。</param>
/// <param name="indentLevel">当前缩进级别。</param>
/// <param name="sb">StringBuilder实例。</param>
private void AppendGameObjectInfo(GameObject go, int indentLevel, StringBuilder sb)
{
// 只有当对象自身是激活状态时才处理和打印
if (!go || !go.activeSelf) return;
var indent = new string(' ', indentLevel * 4); // 每个层级使用4个空格缩进
// 打印游戏对象名称和活跃状态
sb.AppendLine(
$"{indent}[{go.name}] (ActiveSelf: {go.activeSelf}, ActiveInHierarchy: {go.activeInHierarchy})");
// 打印所有组件
var components = go.GetComponents<Component>();
foreach (var comp in components)
if (comp) // 某些组件可能在运行时被销毁
sb.AppendLine($"{indent} - Component: {comp.GetType().Name}");
// 递归处理子对象
foreach (Transform child in go.transform) AppendGameObjectInfo(child.gameObject, indentLevel + 1, sb);
}
/// <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和组件信息追加到StringBuilder。
/// </summary>
/// <param name="sb">StringBuilder实例。</param>
private void AppendMouseHoverObjectInfo(StringBuilder sb)
{
// 首先尝试Raycast UI元素
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 (results.Count > 0)
{
// UI元素优先级更高
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UI对象组件信息
sb.AppendLine(" - UI对象组件信息:");
AppendGameObjectComponentInfo(sb, uiObject, " "); // 增加缩进
Debug.LogError($"无法创建快照子文件夹 {currentSnapshotOutputPath}: {e.Message}");
return;
}
// 如果没有UI元素尝试Raycast场景对象
if (Camera.main != null)
{
var ray = Camera.main.ScreenPointToRay(Input.mousePosition);
RaycastHit hit;
if (Physics.Raycast(ray, out hit))
{
var sceneObjectPath = GetGameObjectPath(hit.collider.gameObject);
sb.AppendLine($"鼠标下方场景对象路径: {sceneObjectPath}");
sb.AppendLine($" - 所在场景: {hit.collider.gameObject.scene.name}");
Debug.Log($"开始生成场景快照到: {currentSnapshotOutputPath}");
// 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;
// Part 1: 打印所有对象的对象树及其组件
PrintAllGameObjectsTree(currentSnapshotOutputPath);
// Part 2: 打印鼠标位置对象的组件值
PrintMouseHoveredObjectDetails(currentSnapshotOutputPath);
Debug.Log("场景快照生成完毕!");
}
/// <summary>
/// 打印所有场景对象的对象树包括DontDestroyOnLoad及其组件。
/// </summary>
private void PrintAllGameObjectsTree(string outputPath)
{
StringBuilder sb = new StringBuilder();
sb.AppendLine("--- 所有激活场景对象树 ---");
sb.AppendLine("--------------------------\n");
// 用于存储按场景分组的根对象
var sceneRootGameObjects = new Dictionary<Scene, List<GameObject>>();
// 用于存储 DontDestroyOnLoad 对象
var dontDestroyOnLoadRoots = new List<GameObject>();
// 1. 遍历所有加载的场景,获取其根对象
for (int i = 0; i < SceneManager.sceneCount; i++)
{
Scene scene = SceneManager.GetSceneAt(i);
sceneRootGameObjects[scene] = new List<GameObject>(scene.GetRootGameObjects());
}
// 2. 查找 DontDestroyOnLoad 对象
// DontDestroyOnLoad 对象不属于任何通过 SceneManager.GetSceneAt 获取的“普通”场景
// 它们通常在特殊的 "DontDestroyOnLoad" 场景中在Unity编辑器中可见但在运行时无法直接通过 SceneManager.GetSceneAt 访问。
// 因此我们遍历所有活跃的GameObject找出那些是根对象但又不属于任何已知场景的。
GameObject[] allActiveGameObjectsInHierarchy = FindObjectsOfType<GameObject>(); // 获取所有活跃的GameObject
foreach (GameObject go in allActiveGameObjectsInHierarchy)
{
if (go.transform.parent == null) // 这是一个根对象
{
bool foundInLoadedScene = false;
foreach (var kvp in sceneRootGameObjects)
{
if (kvp.Value.Contains(go))
{
foundInLoadedScene = true;
break;
}
}
if (!foundInLoadedScene)
{
// 如果它不是任何已加载场景的根对象那么它可能是DontDestroyOnLoad对象
dontDestroyOnLoadRoots.Add(go);
}
}
}
// 3. 打印普通场景的对象树
foreach (var kvp in sceneRootGameObjects)
{
Scene currentScene = kvp.Key;
List<GameObject> roots = kvp.Value;
sb.AppendLine($"=== 场景: {currentScene.name} (路径: {currentScene.path}, 已加载: {currentScene.isLoaded}) ===\n");
// 按名称排序根对象以保持输出一致性
foreach (GameObject root in roots.OrderBy(g => g.name))
{
PrintGameObjectRecursive(root, 0, sb, new HashSet<GameObject>());
}
}
// 4. 打印 DontDestroyOnLoad 对象的对象树
if (dontDestroyOnLoadRoots.Count > 0)
{
// 检查是否已经有一个伪的 "DontDestroyOnLoad" 场景被 Unity 在某些情境下自动添加
// 如果是,为了避免重复,且让输出更清晰,可以先尝试移除这些。
// 但是在 FindObjectsOfType 之后再分组,这种方式更健壮,不用管它是否有“场景”
sb.AppendLine("\n=== DontDestroyOnLoad 对象 ===\n");
foreach (GameObject root in dontDestroyOnLoadRoots.OrderBy(g => g.name))
{
PrintGameObjectRecursive(root, 0, sb, new HashSet<GameObject>());
}
}
string filePath = Path.Combine(outputPath, "SceneObjectTree.txt");
File.WriteAllText(filePath, sb.ToString(), Encoding.UTF8); // 使用UTF8编码以支持更多字符
Debug.Log($"场景对象树已保存到: {filePath}");
}
/// <summary>
/// 递归打印GameObject及其子级和组件。
/// </summary>
private void PrintGameObjectRecursive(GameObject go, int depth, StringBuilder sb, HashSet<GameObject> visited)
{
// 防止循环引用或重复打印
if (visited.Contains(go))
{
sb.AppendLine($"{GetIndent(depth)}{go.name} (循环引用检测到!)");
return;
}
visited.Add(go);
string indent = GetIndent(depth);
sb.AppendLine($"{indent}GameObject: {go.name} (激活状态: {go.activeSelf}, 标签: {go.tag}, 层: {LayerMask.LayerToName(go.layer)})");
Component[] components = go.GetComponents<Component>();
foreach (Component comp in components)
{
if (comp == null) continue; // 避免NRE尽管不常见
sb.AppendLine($"{indent} 组件: {comp.GetType().Name}");
}
for (int i = 0; i < go.transform.childCount; i++)
{
PrintGameObjectRecursive(go.transform.GetChild(i).gameObject, depth + 1, sb, visited);
}
// 重要在递归完成后通常不需要从visited中移除GameObject
// 因为一个GameObject在对象树中只会以唯一的路径出现一次
// (除非它以某种非常规方式被引用但这不属于标准GameObject层级)。
// 对于值类型或简单引用可以在PrintObjectProperties中在处理完后移除。
// 对于GameObject层级一旦访问完其所有子节点它在该“分支”的任务就完成了。
// 如果不同根节点下可能会有相同的GameObject引用例如通过Inspector引用
// 那visited集合的作用是防止在*当前递归路径*中再次遇到同一个GameObject从而避免死循环。
// 对于整个场景树的打印visited集合可以保持不变因为我们不期望同一个GameObject作为不同根节点的子物体链中的一部分。
// visited.Remove(go); // 对于GameObject树结构这通常是不必要的因为每个GameObject在树中只有一个父级。
}
/// <summary>
/// 打印鼠标位置对象的组件值。
/// </summary>
private void PrintMouseHoveredObjectDetails(string outputPath)
{
StringBuilder sb = new StringBuilder();
sb.AppendLine("--- 鼠标悬停对象详细信息 ---");
sb.AppendLine("----------------------------\n");
GameObject hoveredObject = GetHoveredObject();
if (hoveredObject != null)
{
sb.AppendLine($"悬停的GameObject: {hoveredObject.name} (激活状态: {hoveredObject.activeSelf}, 标签: {hoveredObject.tag}, 层: {LayerMask.LayerToName(hoveredObject.layer)})");
sb.AppendLine($"组件及其值:\n");
Component[] components = hoveredObject.GetComponents<Component>();
foreach (Component comp in components)
{
if (comp == null) continue;
sb.AppendLine($" === 组件: {comp.GetType().Name} ===");
// 使用反射打印组件的字段和属性值
PrintObjectProperties(comp, 0, sb, new HashSet<object>(), " "); // 初始缩进4个空格
sb.AppendLine();
}
}
else
{
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。");
sb.AppendLine("当前鼠标下方没有对象。");
}
sb.AppendLine("鼠标位置处没有检测到UI元素或场景对象。");
string filePath = Path.Combine(outputPath, "MouseHoverObjectDetails.txt");
File.WriteAllText(filePath, sb.ToString(), Encoding.UTF8); // 使用UTF8编码以支持更多字符
Debug.Log($"鼠标悬停对象详情已保存到: {filePath}");
}
/// <summary>
/// 为指定的GameObject追加其所有组件的信息
/// 获取鼠标下方的GameObject优先UI其次3D场景对象
/// </summary>
/// <param name="sb">StringBuilder实例。</param>
/// <param name="obj">目标GameObject。</param>
/// <param name="indent">当前的缩进字符串。</param>
private void AppendGameObjectComponentInfo(StringBuilder sb, GameObject obj, string indent)
private GameObject GetHoveredObject()
{
Component[] components = obj.GetComponents<Component>();
if (components.Length == 0)
// 优先检测UI对象
if (EventSystem.current != null)
{
sb.AppendLine($"{indent} - 无组件");
PointerEventData eventData = new PointerEventData(EventSystem.current);
eventData.position = Input.mousePosition;
List<RaycastResult> uiRaycastResults = new List<RaycastResult>();
EventSystem.current.RaycastAll(eventData, uiRaycastResults);
// 过滤掉非 interactable 的UI元素或者不包含 CanvasRenderer 的元素可能更关注可见和可交互的UI
foreach (var result in uiRaycastResults)
{
if (result.gameObject != null && result.gameObject.GetComponent<CanvasRenderer>() != null)
{
return result.gameObject; // 返回第一个有效的UI元素
}
}
}
else
{
Debug.LogWarning("场景中没有EventSystem无法检测UI对象。请确保场景中存在一个EventSystem GameObject。");
}
// 如果没有UI对象则检测3D场景对象
if (Camera.main != null)
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
// 仅检测默认层,或可配置的层
if (Physics.Raycast(ray, out RaycastHit hit))
{
return hit.collider.gameObject;
}
}
else
{
Debug.LogWarning("场景中没有主摄像机(Tagged 'MainCamera')无法进行3D射线检测。请确保主摄像机正确标记。");
}
return null;
}
/// <summary>
/// 使用反射递归打印对象的字段和属性值。
/// </summary>
/// <param name="obj">要打印的对象。</param>
/// <param name="currentDepth">当前反射深度。</param>
/// <param name="sb">StringBuilder用于构建输出。</param>
/// <param name="visitedObjects">用于检测循环引用的已访问对象集合。</param>
/// <param name="indent">当前缩进字符串。</param>
private void PrintObjectProperties(object obj, int currentDepth, StringBuilder sb, HashSet<object> visitedObjects, string indent)
{
if (obj == null)
{
sb.AppendLine("null");
return;
}
foreach (var component in components)
Type type = obj.GetType();
// 1. 处理基本类型、字符串、枚举
// 注意string是引用类型但行为上通常被视为值类型其ToString是其自身
if (type.IsPrimitive || obj is string || type.IsEnum || obj is decimal || obj is DateTime)
{
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;
sb.AppendLine($"({type.Name}) {obj}"); // 显示类型名,更清晰
return;
}
if (!hasPrintedAnything)
// 2. 处理常见的Unity值类型如Vector3, Quaternion, Color, Rect等
// 这些类型通常有很好的ToString()方法,且不应过度深入反射其内部字段
if (obj is Vector2 || obj is Vector3 || obj is Vector4 || obj is Quaternion ||
obj is Color || obj is Color32 || obj is Rect || obj is Bounds ||
obj is AnimationCurve || obj is LayerMask || obj is Matrix4x4)
{
sb.AppendLine($"{indent}- (无公共属性或字段)");
sb.AppendLine($"({type.Name}) {obj}"); // 显示类型名,更清晰
return;
}
}
/// <summary>
/// 判断一个成员是否应该被排除在打印列表之外。
/// 用于过滤掉冗余或可能导致深度递归的成员。
/// </summary>
/// <param name="member">要检查的MemberInfo。</param>
/// <param name="component">该成员所属的组件实例。</param>
/// <returns>如果应排除则返回true。</returns>
private bool IsMemberToExclude(MemberInfo member, Component component)
{
// 排除从UnityEngine.Object继承的常见属性这些通常是GameObject级别的元数据
// 或者可能导致不必要的递归。
// 特别是gameObject和transform它们的类型就是GameObject和Transform递归它们没有意义
// 且其值就是组件所依附的GameObject和Transform已经通过GetGameObjectPath显示了。
switch (member.Name)
// 3. 处理UnityEngine.Object类型但不是Component或GameObject本身
// 例如 Material, Texture, ScriptableObject等通常只打印其名称或ToString()就足够
if (typeof(UnityEngine.Object).IsAssignableFrom(type) && !(obj is Component) && !(obj is GameObject))
{
case "hideFlags": // Unity内部的标志通常不需要显示
case "name": // GameObject的名称已在路径中显示
case "tag": // GameObject的标签可从GameObject直接获取
case "layer": // GameObject的层可从GameObject直接获取
case "useGUILayout": // Unity内部GUI相关的通常不作为组件值关心
case "runInEditMode": // Unity编辑器模式相关通常不作为组件值关心
// 对于Component基类上的gameObject和transform属性它们直接指向宿主对象和其Transform。
// 打印它们本身就是重复的且可能误导(不是组件内部的独特“值”)。
case "gameObject":
case "transform":
case "isStatic": // GameObject的isStatic状态
return true;
// 对于这些Unity对象ToString()通常会返回对象名和类型,足够了
sb.AppendLine($"({type.Name}) {obj.ToString()}");
return;
}
// 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
// 4. 检查最大反射深度
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 $"[{type.Name} (Max Depth Reached)]";
sb.AppendLine($"{indent}... (达到最大反射深度)");
return;
}
// 1. 基本类型、字符串、枚举直接ToString()
if (type.IsPrimitive || type == typeof(string) || type.IsEnum)
// 5. 检查循环引用(仅对引用类型有效,且不是字符串那种特殊引用类型)
if (!type.IsValueType && !type.IsPrimitive && !(obj is string))
{
return value.ToString();
if (visitedObjects.Contains(obj))
{
sb.AppendLine($"{indent}... (检测到循环引用: {type.Name})");
return;
}
visitedObjects.Add(obj); // 标记为已访问
}
// 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)
// 6. 处理集合类型数组、List、Dictionary等但不包括字符串
if (obj is IEnumerable enumerable)
{
// 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 $"LayerMask(Value: {layerMask.value})";
// 对于字典直接打印IEnumerable会导致键值对混乱需要特殊处理
if (obj is IDictionary dictionary)
{
sb.AppendLine($"({type.Name}) Count={dictionary.Count} {{");
int count = 0;
foreach (DictionaryEntry entry in dictionary)
{
if (count >= MAX_COLLECTION_ELEMENTS_TO_PRINT)
{
sb.AppendLine($"{indent + " "}...(已截断,显示了{MAX_COLLECTION_ELEMENTS_TO_PRINT}对键值)");
break;
}
sb.Append($"{indent + " "}[Key]: ");
PrintObjectProperties(entry.Key, currentDepth + 1, sb, visitedObjects, indent + " "); // 额外的缩进
sb.Append($"{indent + " "}[Value]: ");
PrintObjectProperties(entry.Value, currentDepth + 1, sb, visitedObjects, indent + " "); // 额外的缩进
count++;
}
sb.AppendLine($"{indent}}}");
}
else // 普通的IEnumerableList, Array等
{
int elementCount = 0;
if (obj is ICollection collection)
elementCount = collection.Count;
else if (obj is Array array)
elementCount = array.Length;
else // 对于无法直接获取Count的IEnumerable需要遍历统计
{
var list = new List<object>();
foreach (var item in enumerable) list.Add(item);
elementCount = list.Count;
enumerable = list; // 重新赋值为可以重复遍历的list
}
sb.AppendLine($"({type.Name}) Count={elementCount} [");
int count = 0;
foreach (var item in enumerable)
{
if (count >= MAX_COLLECTION_ELEMENTS_TO_PRINT)
{
sb.AppendLine($"{indent + " "}...(已截断,显示了{MAX_COLLECTION_ELEMENTS_TO_PRINT}个元素)");
break;
}
sb.Append($"{indent + " "}- ");
PrintObjectProperties(item, currentDepth + 1, sb, visitedObjects, indent + " ");
count++;
}
sb.AppendLine($"{indent}]");
}
// 集合本身通常不直接导致循环引用其自身,其内部元素才可能。
// 故在处理集合后可以从visitedObjects中移除集合对象防止它阻止其他路径对它的访问。
if (!type.IsValueType && !type.IsPrimitive && !(obj is string)) visitedObjects.Remove(obj);
return;
}
// 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 $"Component:'{comp.GetType().Name}' on GameObject:'{comp.gameObject.name}'";
// 7. 处理一般对象(类或结构体)的字段和属性
sb.AppendLine($"({type.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)
BindingFlags flags = BindingFlags.Public | BindingFlags.NonPublic | BindingFlags.Instance;
// 字段
FieldInfo[] fields = type.GetFields(flags);
foreach (FieldInfo field in fields)
{
return FormatCollectionForDisplay(array, currentDepth + 1);
if (field.IsStatic) continue; // 跳过静态字段
if (field.IsDefined(typeof(ObsoleteAttribute), true)) continue; // 跳过过时字段
string propertyIndent = indent + " ";
sb.Append($"{propertyIndent}{field.Name}: ");
try
{
object fieldValue = field.GetValue(obj);
PrintObjectProperties(fieldValue, currentDepth + 1, sb, visitedObjects, propertyIndent);
}
catch (Exception e)
{
sb.AppendLine($"<无法获取值: {e.Message}>");
}
}
if (value is IList list)
// 属性
PropertyInfo[] properties = type.GetProperties(flags);
foreach (PropertyInfo prop in properties)
{
return FormatCollectionForDisplay(list, currentDepth + 1);
// 跳过特殊名称属性如Unity内部的hideFlags、不可读属性、带索引器属性、过时属性
if (prop.IsSpecialName || !prop.CanRead || prop.GetIndexParameters().Length > 0 ||
prop.IsDefined(typeof(ObsoleteAttribute), true)) continue;
string propertyIndent = indent + " ";
sb.Append($"{propertyIndent}{prop.Name}: ");
try
{
object propValue = prop.GetValue(obj);
PrintObjectProperties(propValue, currentDepth + 1, sb, visitedObjects, propertyIndent);
}
catch (Exception e)
{
sb.AppendLine($"<无法获取值: {e.Message}>");
}
}
if (value is IDictionary dict)
{
return FormatCollectionForDisplay(dict, currentDepth + 1);
}
sb.AppendLine($"{indent}}}");
// 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
// 在对象处理完毕后,从已访问集合中移除(如果它是引用类型),
// 这允许在对象图的不同路径中再次遇到它(如果需要),但防止当前路径的循环。
if (!type.IsValueType && !type.IsPrimitive && !(obj is string)) visitedObjects.Remove(obj);
}
/// <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
/// 获取指定深度的缩进字符串
/// </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)
private string GetIndent(int depth)
{
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();
return new string(' ', depth * 2);
}
/// <summary>
/// 获取给定游戏对象的完整层次路径。
/// </summary>
/// <param name="go">要获取路径的游戏对象。</param>
/// <returns>游戏对象的完整路径,例如 "Parent/Child/Object"。</returns>
private string GetGameObjectPath(GameObject go)
{
if (go == null) return "N/A";
var path = go.name;
var currentTransform = go.transform;
while (currentTransform.parent != null)
{
currentTransform = currentTransform.parent;
path = currentTransform.name + "/" + path;
}
return path;
}
}
}
}

View File

@@ -13,7 +13,7 @@ using System.Reflection;
[assembly: System.Reflection.AssemblyCompanyAttribute("折纸的小箱子")]
[assembly: System.Reflection.AssemblyConfigurationAttribute("Release")]
[assembly: System.Reflection.AssemblyFileVersionAttribute("1.0.0")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+0206a83f56b5a794fe2f173b4a047cc4f0d4cd90")]
[assembly: System.Reflection.AssemblyInformationalVersionAttribute("1.0.0+5d69efbc3f80a5422cef0884e02fb27adf20b467")]
[assembly: System.Reflection.AssemblyProductAttribute("SceneSnapshot")]
[assembly: System.Reflection.AssemblyTitleAttribute("SceneSnapshot")]
[assembly: System.Reflection.AssemblyVersionAttribute("1.0.0")]

View File

@@ -1 +1 @@
532b9b8318b6010ae03f608127d55a2c59d0b50d9243b633f698b5d460668837
4cb78221af3251625ca99f740da024b47f366123d3acdfd330074e35f359044e

View File

@@ -1 +1 @@
17619862901687226
17623343068138064