补齐备份工程打开依赖
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.UI;
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// Handles the log items in an optimized way such that existing log items are
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// recycled within the list instead of creating a new log item at each chance
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namespace IngameDebugConsole
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{
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public class DebugLogRecycledListView : MonoBehaviour
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{
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#pragma warning disable 0649
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// Cached components
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[SerializeField]
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private RectTransform transformComponent;
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[SerializeField]
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private RectTransform viewportTransform;
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[SerializeField]
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private Color logItemNormalColor1;
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[SerializeField]
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private Color logItemNormalColor2;
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[SerializeField]
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private Color logItemSelectedColor;
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#pragma warning restore 0649
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internal DebugLogManager manager;
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private ScrollRect scrollView;
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private float logItemHeight, _1OverLogItemHeight;
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private float viewportHeight;
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// Unique debug entries
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private List<DebugLogEntry> collapsedLogEntries = null;
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// Indices of debug entries to show in collapsedLogEntries
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private DebugLogIndexList<int> indicesOfEntriesToShow = null;
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private DebugLogIndexList<DebugLogEntryTimestamp> timestampsOfEntriesToShow = null;
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private int indexOfSelectedLogEntry = int.MaxValue;
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private float positionOfSelectedLogEntry = float.MaxValue;
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private float heightOfSelectedLogEntry;
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private float deltaHeightOfSelectedLogEntry;
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// Log items used to visualize the debug entries at specified indices
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private readonly Dictionary<int, DebugLogItem> logItemsAtIndices = new Dictionary<int, DebugLogItem>( 256 );
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private bool isCollapseOn = false;
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// Current indices of debug entries shown on screen
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private int currentTopIndex = -1, currentBottomIndex = -1;
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public float ItemHeight { get { return logItemHeight; } }
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public float SelectedItemHeight { get { return heightOfSelectedLogEntry; } }
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private void Awake()
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{
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scrollView = viewportTransform.GetComponentInParent<ScrollRect>();
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scrollView.onValueChanged.AddListener( ( pos ) => UpdateItemsInTheList( false ) );
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viewportHeight = viewportTransform.rect.height;
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}
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public void Initialize( DebugLogManager manager, List<DebugLogEntry> collapsedLogEntries, DebugLogIndexList<int> indicesOfEntriesToShow, DebugLogIndexList<DebugLogEntryTimestamp> timestampsOfEntriesToShow, float logItemHeight )
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{
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this.manager = manager;
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this.collapsedLogEntries = collapsedLogEntries;
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this.indicesOfEntriesToShow = indicesOfEntriesToShow;
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this.timestampsOfEntriesToShow = timestampsOfEntriesToShow;
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this.logItemHeight = logItemHeight;
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_1OverLogItemHeight = 1f / logItemHeight;
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}
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public void SetCollapseMode( bool collapse )
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{
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isCollapseOn = collapse;
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}
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// A log item is clicked, highlight it
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public void OnLogItemClicked( DebugLogItem item )
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{
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OnLogItemClickedInternal( item.Index, item );
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}
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// Force expand the log item at specified index
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public void SelectAndFocusOnLogItemAtIndex( int itemIndex )
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{
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if( indexOfSelectedLogEntry != itemIndex ) // Make sure that we aren't deselecting the target log item
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OnLogItemClickedInternal( itemIndex );
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float transformComponentCenterYAtTop = viewportHeight * 0.5f;
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float transformComponentCenterYAtBottom = transformComponent.sizeDelta.y - viewportHeight * 0.5f;
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float transformComponentTargetCenterY = itemIndex * logItemHeight + viewportHeight * 0.5f;
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if( transformComponentCenterYAtTop == transformComponentCenterYAtBottom )
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scrollView.verticalNormalizedPosition = 0.5f;
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else
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scrollView.verticalNormalizedPosition = Mathf.Clamp01( Mathf.InverseLerp( transformComponentCenterYAtBottom, transformComponentCenterYAtTop, transformComponentTargetCenterY ) );
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manager.SetSnapToBottom( false );
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}
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private void OnLogItemClickedInternal( int itemIndex, DebugLogItem referenceItem = null )
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{
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if( indexOfSelectedLogEntry != itemIndex )
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{
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DeselectSelectedLogItem();
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if( !referenceItem )
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{
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if( currentTopIndex == -1 )
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UpdateItemsInTheList( false ); // Try to generate some DebugLogItems, we need one DebugLogItem to calculate the text height
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referenceItem = logItemsAtIndices[currentTopIndex];
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}
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indexOfSelectedLogEntry = itemIndex;
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positionOfSelectedLogEntry = itemIndex * logItemHeight;
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heightOfSelectedLogEntry = referenceItem.CalculateExpandedHeight( collapsedLogEntries[indicesOfEntriesToShow[itemIndex]], ( timestampsOfEntriesToShow != null ) ? timestampsOfEntriesToShow[itemIndex] : (DebugLogEntryTimestamp?) null );
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deltaHeightOfSelectedLogEntry = heightOfSelectedLogEntry - logItemHeight;
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manager.SetSnapToBottom( false );
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}
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else
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DeselectSelectedLogItem();
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if( indexOfSelectedLogEntry >= currentTopIndex && indexOfSelectedLogEntry <= currentBottomIndex )
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ColorLogItem( logItemsAtIndices[indexOfSelectedLogEntry], indexOfSelectedLogEntry );
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CalculateContentHeight();
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HardResetItems();
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UpdateItemsInTheList( true );
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manager.ValidateScrollPosition();
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}
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// Deselect the currently selected log item
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public void DeselectSelectedLogItem()
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{
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int indexOfPreviouslySelectedLogEntry = indexOfSelectedLogEntry;
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indexOfSelectedLogEntry = int.MaxValue;
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positionOfSelectedLogEntry = float.MaxValue;
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heightOfSelectedLogEntry = deltaHeightOfSelectedLogEntry = 0f;
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if( indexOfPreviouslySelectedLogEntry >= currentTopIndex && indexOfPreviouslySelectedLogEntry <= currentBottomIndex )
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ColorLogItem( logItemsAtIndices[indexOfPreviouslySelectedLogEntry], indexOfPreviouslySelectedLogEntry );
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}
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// Number of debug entries may be changed, update the list
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public void OnLogEntriesUpdated( bool updateAllVisibleItemContents )
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{
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CalculateContentHeight();
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viewportHeight = viewportTransform.rect.height;
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if( updateAllVisibleItemContents )
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HardResetItems();
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UpdateItemsInTheList( updateAllVisibleItemContents );
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}
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// A single collapsed log entry at specified index is updated, refresh its item if visible
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public void OnCollapsedLogEntryAtIndexUpdated( int index )
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{
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DebugLogItem logItem;
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if( logItemsAtIndices.TryGetValue( index, out logItem ) )
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{
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logItem.ShowCount();
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if( timestampsOfEntriesToShow != null )
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logItem.UpdateTimestamp( timestampsOfEntriesToShow[index] );
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}
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}
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// Log window's width has changed, update the expanded (currently selected) log's height
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public void OnViewportWidthChanged()
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{
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if( indexOfSelectedLogEntry >= indicesOfEntriesToShow.Count )
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return;
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if( currentTopIndex == -1 )
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{
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UpdateItemsInTheList( false ); // Try to generate some DebugLogItems, we need one DebugLogItem to calculate the text height
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if( currentTopIndex == -1 ) // No DebugLogItems are generated, weird
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return;
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}
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DebugLogItem referenceItem = logItemsAtIndices[currentTopIndex];
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heightOfSelectedLogEntry = referenceItem.CalculateExpandedHeight( collapsedLogEntries[indicesOfEntriesToShow[indexOfSelectedLogEntry]], ( timestampsOfEntriesToShow != null ) ? timestampsOfEntriesToShow[indexOfSelectedLogEntry] : (DebugLogEntryTimestamp?) null );
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deltaHeightOfSelectedLogEntry = heightOfSelectedLogEntry - logItemHeight;
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CalculateContentHeight();
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HardResetItems();
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UpdateItemsInTheList( true );
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manager.ValidateScrollPosition();
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}
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// Log window's height has changed, update the list
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public void OnViewportHeightChanged()
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{
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viewportHeight = viewportTransform.rect.height;
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UpdateItemsInTheList( false );
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}
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private void HardResetItems()
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{
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if( currentTopIndex != -1 )
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{
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DestroyLogItemsBetweenIndices( currentTopIndex, currentBottomIndex );
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currentTopIndex = -1;
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}
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}
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private void CalculateContentHeight()
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{
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float newHeight = Mathf.Max( 1f, indicesOfEntriesToShow.Count * logItemHeight + deltaHeightOfSelectedLogEntry );
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transformComponent.sizeDelta = new Vector2( 0f, newHeight );
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}
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// Calculate the indices of log entries to show
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// and handle log items accordingly
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public void UpdateItemsInTheList( bool updateAllVisibleItemContents )
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{
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// If there is at least one log entry to show
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if( indicesOfEntriesToShow.Count > 0 )
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{
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float contentPosTop = transformComponent.anchoredPosition.y - 1f;
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float contentPosBottom = contentPosTop + viewportHeight + 2f;
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if( positionOfSelectedLogEntry <= contentPosBottom )
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{
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if( positionOfSelectedLogEntry <= contentPosTop )
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{
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contentPosTop -= deltaHeightOfSelectedLogEntry;
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contentPosBottom -= deltaHeightOfSelectedLogEntry;
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if( contentPosTop < positionOfSelectedLogEntry - 1f )
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contentPosTop = positionOfSelectedLogEntry - 1f;
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if( contentPosBottom < contentPosTop + 2f )
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contentPosBottom = contentPosTop + 2f;
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}
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else
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{
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contentPosBottom -= deltaHeightOfSelectedLogEntry;
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if( contentPosBottom < positionOfSelectedLogEntry + 1f )
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contentPosBottom = positionOfSelectedLogEntry + 1f;
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}
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}
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int newTopIndex = (int) ( contentPosTop * _1OverLogItemHeight );
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int newBottomIndex = (int) ( contentPosBottom * _1OverLogItemHeight );
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if( newTopIndex < 0 )
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newTopIndex = 0;
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if( newBottomIndex > indicesOfEntriesToShow.Count - 1 )
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newBottomIndex = indicesOfEntriesToShow.Count - 1;
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if( currentTopIndex == -1 )
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{
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// There are no log items visible on screen,
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// just create the new log items
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updateAllVisibleItemContents = true;
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currentTopIndex = newTopIndex;
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currentBottomIndex = newBottomIndex;
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CreateLogItemsBetweenIndices( newTopIndex, newBottomIndex );
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}
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else
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{
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// There are some log items visible on screen
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if( newBottomIndex < currentTopIndex || newTopIndex > currentBottomIndex )
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{
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// If user scrolled a lot such that, none of the log items are now within
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// the bounds of the scroll view, pool all the previous log items and create
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// new log items for the new list of visible debug entries
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updateAllVisibleItemContents = true;
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DestroyLogItemsBetweenIndices( currentTopIndex, currentBottomIndex );
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CreateLogItemsBetweenIndices( newTopIndex, newBottomIndex );
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}
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else
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{
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// User did not scroll a lot such that, there are still some log items within
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// the bounds of the scroll view. Don't destroy them but update their content,
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// if necessary
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if( newTopIndex > currentTopIndex )
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DestroyLogItemsBetweenIndices( currentTopIndex, newTopIndex - 1 );
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if( newBottomIndex < currentBottomIndex )
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DestroyLogItemsBetweenIndices( newBottomIndex + 1, currentBottomIndex );
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if( newTopIndex < currentTopIndex )
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{
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CreateLogItemsBetweenIndices( newTopIndex, currentTopIndex - 1 );
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// If it is not necessary to update all the log items,
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// then just update the newly created log items. Otherwise,
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// wait for the major update
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if( !updateAllVisibleItemContents )
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UpdateLogItemContentsBetweenIndices( newTopIndex, currentTopIndex - 1 );
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}
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if( newBottomIndex > currentBottomIndex )
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{
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CreateLogItemsBetweenIndices( currentBottomIndex + 1, newBottomIndex );
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// If it is not necessary to update all the log items,
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// then just update the newly created log items. Otherwise,
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// wait for the major update
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if( !updateAllVisibleItemContents )
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UpdateLogItemContentsBetweenIndices( currentBottomIndex + 1, newBottomIndex );
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}
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}
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currentTopIndex = newTopIndex;
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currentBottomIndex = newBottomIndex;
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}
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if( updateAllVisibleItemContents )
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{
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// Update all the log items
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UpdateLogItemContentsBetweenIndices( currentTopIndex, currentBottomIndex );
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}
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}
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else
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HardResetItems();
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}
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private void CreateLogItemsBetweenIndices( int topIndex, int bottomIndex )
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{
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for( int i = topIndex; i <= bottomIndex; i++ )
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CreateLogItemAtIndex( i );
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}
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// Create (or unpool) a log item
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private void CreateLogItemAtIndex( int index )
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{
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DebugLogItem logItem = manager.PopLogItem();
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// Reposition the log item
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Vector2 anchoredPosition = new Vector2( 1f, -index * logItemHeight );
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if( index > indexOfSelectedLogEntry )
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anchoredPosition.y -= deltaHeightOfSelectedLogEntry;
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logItem.Transform.anchoredPosition = anchoredPosition;
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// Color the log item
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ColorLogItem( logItem, index );
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// To access this log item easily in the future, add it to the dictionary
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logItemsAtIndices[index] = logItem;
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}
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private void DestroyLogItemsBetweenIndices( int topIndex, int bottomIndex )
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{
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for( int i = topIndex; i <= bottomIndex; i++ )
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manager.PoolLogItem( logItemsAtIndices[i] );
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}
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private void UpdateLogItemContentsBetweenIndices( int topIndex, int bottomIndex )
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{
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DebugLogItem logItem;
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for( int i = topIndex; i <= bottomIndex; i++ )
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{
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logItem = logItemsAtIndices[i];
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logItem.SetContent( collapsedLogEntries[indicesOfEntriesToShow[i]], ( timestampsOfEntriesToShow != null ) ? timestampsOfEntriesToShow[i] : (DebugLogEntryTimestamp?) null, i, i == indexOfSelectedLogEntry );
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if( isCollapseOn )
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logItem.ShowCount();
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else
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logItem.HideCount();
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}
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}
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// Color a log item using its index
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private void ColorLogItem( DebugLogItem logItem, int index )
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{
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if( index == indexOfSelectedLogEntry )
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logItem.Image.color = logItemSelectedColor;
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else if( index % 2 == 0 )
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logItem.Image.color = logItemNormalColor1;
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else
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logItem.Image.color = logItemNormalColor2;
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}
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}
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}
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