public void ChangeInspectionValue(GUIView value) { if (m_inspectedView == value) { return; } if (value is GUIView) { GUIViewDebuggerHelper.DebugWindow(value); value.Repaint(); var hostView = value as HostView; m_inspectedView = value; m_inspectedEditorWindow = hostView?.actualView; } else { GUIViewDebuggerHelper.StopDebugging(); m_inspectedView = null; m_inspectedEditorWindow = null; } OnViewChanged.Invoke(); }
public AutomatedWindow(T windowToDrive) { m_EditorWindow = windowToDrive; //TODO: find a way to properly pass this data from the runner here. isAutomationVisible = EditorPrefs.GetBool("UnityEditor.PlaymodeTestsRunnerWindow" + ".visualizeUIAutomationEvents", false); //TODO: at the moment you can only debug one GUIView at a time, and nothing prevents from someone else to change who's being debugged. //figure out a way to handle this. GUIViewDebuggerHelper.DebugWindow(m_EditorWindow.m_Parent); GUIViewDebuggerHelper.onViewInstructionsChanged += m_Model.ViewContentsChanged; m_EditorWindow.RepaintImmediately(); //will create all the instructions, and will trigger onViewInstructionsChanged m_Disposed = false; m_DeveloperBuild = Unsupported.IsDeveloperMode(); }
public static void DebugWindow(GUIViewProxy guiViewProxy) { GUIViewDebuggerHelper.DebugWindow(guiViewProxy.guiView); }