Beispiel #1
0
        private void HandleUnityEngineLog(string logString, string stackTrace, LogType type)
        {
            LogWrapper wrapper = ReferenceSystem.Spawn <LogWrapper>();

            wrapper.Type = type;
            wrapper.Log  = $"[{type}] {logString}";
            _logs.Add(wrapper);

            if (_logs.Count > LOG_MAX_COUNT)
            {
                ReferenceSystem.Release(_logs[0]);
                _logs.RemoveAt(0);
            }
        }
Beispiel #2
0
        private void FilterInfos()
        {
            // 回收引用
            ReferenceSystem.Release(_cacheInfos);

            // 清空列表
            _cacheInfos.Clear();

            // 绘制显示列表
            var fileLoaders = AssetSystem.DebugAllLoaders();

            _loaderTotalCount = fileLoaders.Count;
            foreach (var loader in fileLoaders)
            {
                // 只搜索关键字
                if (string.IsNullOrEmpty(_filterKey) == false)
                {
                    if (loader.LoadPath.Contains(_filterKey) == false)
                    {
                        continue;
                    }
                }

                string info = Substring(loader.LoadPath, "/assets/");
                info = info.Replace(".unity3d", string.Empty);
                info = $"{info} = {loader.RefCount}";

                InfoWrapper element = ReferenceSystem.Spawn <InfoWrapper>();
                element.Info                = info;
                element.LoadState           = loader.States;
                element.ProviderFailedCount = loader.GetFailedProviderCount();

                // 添加到显示列表
                _cacheInfos.Add(element);
            }

            // 重新排序
            _cacheInfos.Sort();
        }