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#if UNITY_EDITOR | ||
using System; | ||
using System.Reflection; | ||
using System.Text.RegularExpressions; | ||
using UnityEditor; | ||
using UnityEditor.Callbacks; | ||
using UnityEditorInternal; | ||
#else | ||
using System; | ||
#endif | ||
|
||
#if FANTASY_UNITY | ||
namespace Fantasy | ||
{ | ||
public class UnityLog : ILog | ||
{ | ||
public void Trace(string msg) | ||
{ | ||
UnityEngine.Debug.Log(msg); | ||
} | ||
|
||
public void Debug(string msg) | ||
{ | ||
UnityEngine.Debug.Log(msg); | ||
} | ||
|
||
public void Info(string msg) | ||
{ | ||
UnityEngine.Debug.Log(msg); | ||
} | ||
|
||
public void Warning(string msg) | ||
{ | ||
UnityEngine.Debug.LogWarning(msg); | ||
} | ||
|
||
public void Error(string msg) | ||
{ | ||
UnityEngine.Debug.LogError(msg); | ||
} | ||
|
||
public void Error(Exception e) | ||
{ | ||
UnityEngine.Debug.LogException(e); | ||
} | ||
|
||
public void Trace(string message, params object[] args) | ||
{ | ||
UnityEngine.Debug.LogFormat(message, args); | ||
} | ||
|
||
public void Warning(string message, params object[] args) | ||
{ | ||
UnityEngine.Debug.LogWarningFormat(message, args); | ||
} | ||
|
||
public void Info(string message, params object[] args) | ||
{ | ||
UnityEngine.Debug.LogFormat(message, args); | ||
} | ||
|
||
public void Debug(string message, params object[] args) | ||
{ | ||
UnityEngine.Debug.LogFormat(message, args); | ||
} | ||
|
||
public void Error(string message, params object[] args) | ||
{ | ||
UnityEngine.Debug.LogErrorFormat(message, args); | ||
} | ||
} | ||
} | ||
#endif | ||
|
||
#if UNITY_EDITOR | ||
namespace Fantasy | ||
{ | ||
/// <summary> | ||
/// 日志重定向相关的实用函数。 | ||
/// </summary> | ||
internal static class LogRedirection | ||
{ | ||
[OnOpenAsset(0)] | ||
private static bool OnOpenAsset(int instanceID, int line) | ||
{ | ||
if (line <= 0) | ||
{ | ||
return false; | ||
} | ||
|
||
// 获取资源路径 | ||
string assetPath = AssetDatabase.GetAssetPath(instanceID); | ||
|
||
// 判断资源类型 | ||
if (!assetPath.EndsWith(".cs")) | ||
{ | ||
return false; | ||
} | ||
|
||
bool autoFirstMatch = assetPath.Contains("Log.cs") || | ||
assetPath.Contains("UnityLog.cs"); | ||
|
||
var stackTrace = GetStackTrace(); | ||
if (!string.IsNullOrEmpty(stackTrace)) | ||
|
||
{ | ||
if (!autoFirstMatch) | ||
{ | ||
var fullPath = UnityEngine.Application.dataPath.Substring(0, UnityEngine.Application.dataPath.LastIndexOf("Assets", StringComparison.Ordinal)); | ||
fullPath = $"{fullPath}{assetPath}"; | ||
// 跳转到目标代码的特定行 | ||
InternalEditorUtility.OpenFileAtLineExternal(fullPath.Replace('/', '\\'), line); | ||
return true; | ||
} | ||
|
||
// 使用正则表达式匹配at的哪个脚本的哪一行 | ||
var matches = Regex.Match(stackTrace, @"\(at (.+)\)", | ||
RegexOptions.IgnoreCase); | ||
while (matches.Success) | ||
{ | ||
var pathLine = matches.Groups[1].Value; | ||
|
||
if (!pathLine.Contains("Log.cs") && | ||
!pathLine.Contains("UnityLog.cs")) | ||
{ | ||
var splitIndex = pathLine.LastIndexOf(":", StringComparison.Ordinal); | ||
// 脚本路径 | ||
var path = pathLine.Substring(0, splitIndex); | ||
// 行号 | ||
line = Convert.ToInt32(pathLine.Substring(splitIndex + 1)); | ||
var fullPath = UnityEngine.Application.dataPath.Substring(0, UnityEngine.Application.dataPath.LastIndexOf("Assets", StringComparison.Ordinal)); | ||
fullPath = $"{fullPath}{path}"; | ||
// 跳转到目标代码的特定行 | ||
InternalEditorUtility.OpenFileAtLineExternal(fullPath.Replace('/', '\\'), line); | ||
break; | ||
} | ||
|
||
matches = matches.NextMatch(); | ||
} | ||
|
||
return true; | ||
} | ||
|
||
return false; | ||
} | ||
|
||
/// <summary> | ||
/// 获取当前日志窗口选中的日志的堆栈信息。 | ||
/// </summary> | ||
/// <returns>选中日志的堆栈信息实例。</returns> | ||
private static string GetStackTrace() | ||
{ | ||
// 通过反射获取ConsoleWindow类 | ||
var consoleWindowType = typeof(EditorWindow).Assembly.GetType("UnityEditor.ConsoleWindow"); | ||
// 获取窗口实例 | ||
var fieldInfo = consoleWindowType.GetField("ms_ConsoleWindow", | ||
BindingFlags.Static | | ||
BindingFlags.NonPublic); | ||
if (fieldInfo != null) | ||
{ | ||
var consoleInstance = fieldInfo.GetValue(null); | ||
if (consoleInstance != null) | ||
if (EditorWindow.focusedWindow == (EditorWindow)consoleInstance) | ||
{ | ||
// 获取m_ActiveText成员 | ||
fieldInfo = consoleWindowType.GetField("m_ActiveText", | ||
BindingFlags.Instance | | ||
BindingFlags.NonPublic); | ||
// 获取m_ActiveText的值 | ||
if (fieldInfo != null) | ||
{ | ||
var activeText = fieldInfo.GetValue(consoleInstance).ToString(); | ||
return activeText; | ||
} | ||
} | ||
} | ||
|
||
return null; | ||
} | ||
} | ||
} | ||
#endif |
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102 changes: 0 additions & 102 deletions
102
Fantasy.Net/Fantasy.Net/Runtime/Core/Platform/Net/ConfigTable/Entity/MachineConfig.cs
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