mirror of
https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-18 09:07:51 +08:00
Cleanup, use Time.realTimeSinceStartup instead of Time.time, add some stuff
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@ -1,13 +1,70 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using UnityEngine;
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namespace UnityExplorer.Tests
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{
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public static class TestClass
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{
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public static List<object> List
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public static IEnumerable ANestedList = new List<List<List<string>>>
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{
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new List<List<string>>
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{
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new List<string>
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{
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"one",
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"two",
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"one",
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"two",
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"one",
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"two",
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"one",
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"two",
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"one",
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"two",
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"one",
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"two",
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"one",
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"two",
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"one",
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"two",
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},
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new List<string>
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{
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"three",
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"four",
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}
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},
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new List<List<string>>
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{
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new List<string>
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{
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"five"
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}
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}
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};
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public static IDictionary DictTest = new Dictionary<object, object>
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{
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{ 1, 2 },
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{ "one", "two" },
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{ true, false },
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{ new Vector3(0,1,2), new Vector3(1,2,3) },
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{ CameraClearFlags.Depth, CameraClearFlags.Color },
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{ "################################################\r\n##########", null },
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{ "subdict", new Dictionary<object,object> { { "key", "value" } } }
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};
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public const int ConstantInt = 5;
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public static byte[] ByteArray = new byte[16];
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public static string LongString = new string('#', 10000);
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public static List<string> BigList = new List<string>(10000);
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public static List<object> RandomList
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{
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get
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{
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@ -38,11 +95,6 @@ namespace UnityExplorer.Tests
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return ret;
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}
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public const int ConstantInt = 5;
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public static byte[] ByteArray = new byte[16];
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public static string LongString = new string('#', 10000);
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#if CPP
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public static string testStringOne = "Test";
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public static Il2CppSystem.Object testStringTwo = "string boxed as cpp object";
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@ -55,6 +107,9 @@ namespace UnityExplorer.Tests
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static TestClass()
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{
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for (int i = 0; i < BigList.Capacity; i++)
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BigList.Add(i.ToString());
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#if CPP
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testHashset = new Il2CppSystem.Collections.Hashtable();
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testHashset.Add("key1", "itemOne");
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@ -12,6 +12,19 @@ namespace UnityExplorer
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{
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public static class UnityHelpers
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{
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// Time helpers, can't use Time.time since timeScale will affect it.
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// default 10ms (one frame at 100fps)
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public static bool OccuredEarlierThanDefault(this float time)
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{
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return Time.realtimeSinceStartup - 0.01f >= time;
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}
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public static bool OccuredEarlierThan(this float time, float secondsAgo)
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{
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return Time.realtimeSinceStartup - secondsAgo >= time;
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}
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/// <summary>
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/// Check if an object is null, and if it's a UnityEngine.Object then also check if it was destroyed.
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/// </summary>
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