using UnityEngine; using UnityEngine.UI; using UnityEngine.EventSystems; using System.Collections; #if UNITY_EDITOR && UNITY_2021_1_OR_NEWER using Screen = UnityEngine.Device.Screen; // To support Device Simulator on Unity 2021.1+ #endif // Manager class for the debug popup namespace IngameDebugConsole { public class DebugLogPopup : MonoBehaviour, IPointerClickHandler, IBeginDragHandler, IDragHandler, IEndDragHandler { private RectTransform popupTransform; // Dimensions of the popup divided by 2 private Vector2 halfSize; // Background image that will change color to indicate an alert private Image backgroundImage; // Canvas group to modify visibility of the popup private CanvasGroup canvasGroup; #pragma warning disable 0649 [SerializeField] private DebugLogManager debugManager; [SerializeField] private Text newInfoCountText; [SerializeField] private Text newWarningCountText; [SerializeField] private Text newErrorCountText; [SerializeField] private Color alertColorInfo; [SerializeField] private Color alertColorWarning; [SerializeField] private Color alertColorError; #pragma warning restore 0649 // Number of new debug entries since the log window has been closed private int newInfoCount = 0, newWarningCount = 0, newErrorCount = 0; private Color normalColor; private bool isPopupBeingDragged = false; private Vector2 normalizedPosition; // Coroutines for simple code-based animations private IEnumerator moveToPosCoroutine = null; public bool IsVisible { get; private set; } private void Awake() { popupTransform = (RectTransform) transform; backgroundImage = GetComponent(); canvasGroup = GetComponent(); normalColor = backgroundImage.color; halfSize = popupTransform.sizeDelta * 0.5f; Vector2 pos = popupTransform.anchoredPosition; if( pos.x != 0f || pos.y != 0f ) normalizedPosition = pos.normalized; // Respect the initial popup position set in the prefab else normalizedPosition = new Vector2( 0.5f, 0f ); // Right edge by default } public void NewLogsArrived( int newInfo, int newWarning, int newError ) { if( newInfo > 0 ) { newInfoCount += newInfo; newInfoCountText.text = newInfoCount.ToString(); } if( newWarning > 0 ) { newWarningCount += newWarning; newWarningCountText.text = newWarningCount.ToString(); } if( newError > 0 ) { newErrorCount += newError; newErrorCountText.text = newErrorCount.ToString(); } if( newErrorCount > 0 ) backgroundImage.color = alertColorError; else if( newWarningCount > 0 ) backgroundImage.color = alertColorWarning; else backgroundImage.color = alertColorInfo; } private void ResetValues() { newInfoCount = 0; newWarningCount = 0; newErrorCount = 0; newInfoCountText.text = "0"; newWarningCountText.text = "0"; newErrorCountText.text = "0"; backgroundImage.color = normalColor; } // A simple smooth movement animation private IEnumerator MoveToPosAnimation( Vector2 targetPos ) { float modifier = 0f; Vector2 initialPos = popupTransform.anchoredPosition; while( modifier < 1f ) { modifier += 4f * Time.unscaledDeltaTime; popupTransform.anchoredPosition = Vector2.Lerp( initialPos, targetPos, modifier ); yield return null; } } // Popup is clicked public void OnPointerClick( PointerEventData data ) { // Hide the popup and show the log window if( !isPopupBeingDragged ) debugManager.ShowLogWindow(); } // Hides the log window and shows the popup public void Show() { canvasGroup.blocksRaycasts = true; canvasGroup.alpha = debugManager.popupOpacity; IsVisible = true; // Reset the counters ResetValues(); // Update position in case resolution was changed while the popup was hidden UpdatePosition( true ); } // Hide the popup public void Hide() { canvasGroup.blocksRaycasts = false; canvasGroup.alpha = 0f; IsVisible = false; isPopupBeingDragged = false; } public void OnBeginDrag( PointerEventData data ) { isPopupBeingDragged = true; // If a smooth movement animation is in progress, cancel it if( moveToPosCoroutine != null ) { StopCoroutine( moveToPosCoroutine ); moveToPosCoroutine = null; } } // Reposition the popup public void OnDrag( PointerEventData data ) { Vector2 localPoint; if( RectTransformUtility.ScreenPointToLocalPointInRectangle( debugManager.canvasTR, data.position, data.pressEventCamera, out localPoint ) ) popupTransform.anchoredPosition = localPoint; } // Smoothly translate the popup to the nearest edge public void OnEndDrag( PointerEventData data ) { isPopupBeingDragged = false; UpdatePosition( false ); } // There are 2 different spaces used in these calculations: // RectTransform space: raw anchoredPosition of the popup that's in range [-canvasSize/2, canvasSize/2] // Safe area space: Screen.safeArea space that's in range [safeAreaBottomLeft, safeAreaTopRight] where these corner positions // are all positive (calculated from bottom left corner of the screen instead of the center of the screen) public void UpdatePosition( bool immediately ) { Vector2 canvasRawSize = debugManager.canvasTR.rect.size; // Calculate safe area bounds float canvasWidth = canvasRawSize.x; float canvasHeight = canvasRawSize.y; float canvasBottomLeftX = 0f; float canvasBottomLeftY = 0f; if( debugManager.popupAvoidsScreenCutout ) { #if UNITY_2017_2_OR_NEWER && ( UNITY_EDITOR || UNITY_ANDROID || UNITY_IOS ) Rect safeArea = Screen.safeArea; int screenWidth = Screen.width; int screenHeight = Screen.height; canvasWidth *= safeArea.width / screenWidth; canvasHeight *= safeArea.height / screenHeight; canvasBottomLeftX = canvasRawSize.x * ( safeArea.x / screenWidth ); canvasBottomLeftY = canvasRawSize.y * ( safeArea.y / screenHeight ); #endif } // Calculate safe area position of the popup // normalizedPosition allows us to glue the popup to a specific edge of the screen. It becomes useful when // the popup is at the right edge and we switch from portrait screen orientation to landscape screen orientation. // Without normalizedPosition, popup could jump to bottom or top edges instead of staying at the right edge Vector2 pos = canvasRawSize * 0.5f + ( immediately ? new Vector2( normalizedPosition.x * canvasWidth, normalizedPosition.y * canvasHeight ) : ( popupTransform.anchoredPosition - new Vector2( canvasBottomLeftX, canvasBottomLeftY ) ) ); // Find distances to all four edges of the safe area float distToLeft = pos.x; float distToRight = canvasWidth - distToLeft; float distToBottom = pos.y; float distToTop = canvasHeight - distToBottom; float horDistance = Mathf.Min( distToLeft, distToRight ); float vertDistance = Mathf.Min( distToBottom, distToTop ); // Find the nearest edge's safe area coordinates if( horDistance < vertDistance ) { if( distToLeft < distToRight ) pos = new Vector2( halfSize.x, pos.y ); else pos = new Vector2( canvasWidth - halfSize.x, pos.y ); pos.y = Mathf.Clamp( pos.y, halfSize.y, canvasHeight - halfSize.y ); } else { if( distToBottom < distToTop ) pos = new Vector2( pos.x, halfSize.y ); else pos = new Vector2( pos.x, canvasHeight - halfSize.y ); pos.x = Mathf.Clamp( pos.x, halfSize.x, canvasWidth - halfSize.x ); } pos -= canvasRawSize * 0.5f; normalizedPosition.Set( pos.x / canvasWidth, pos.y / canvasHeight ); // Safe area's bottom left coordinates are added to pos only after normalizedPosition's value // is set because normalizedPosition is in range [-canvasWidth / 2, canvasWidth / 2] pos += new Vector2( canvasBottomLeftX, canvasBottomLeftY ); // If another smooth movement animation is in progress, cancel it if( moveToPosCoroutine != null ) { StopCoroutine( moveToPosCoroutine ); moveToPosCoroutine = null; } if( immediately ) popupTransform.anchoredPosition = pos; else { // Smoothly translate the popup to the specified position moveToPosCoroutine = MoveToPosAnimation( pos ); StartCoroutine( moveToPosCoroutine ); } } } }