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https://github.com/GrahamKracker/UnityExplorer.git
synced 2025-07-15 07:56:41 +08:00
Implement DisplayManager, ability to use other monitors
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@ -31,24 +31,18 @@ namespace UnityExplorer.Inspectors
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public static bool Inspecting { get; set; }
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public static MouseInspectMode Mode { get; set; }
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public MouseInspectorBase CurrentInspector => Mode switch
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{
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MouseInspectMode.UI => uiInspector,
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MouseInspectMode.World => worldInspector,
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_ => null,
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};
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private static Vector3 lastMousePos;
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public MouseInspectorBase CurrentInspector
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{
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get
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{
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switch (Mode)
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{
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case MouseInspectMode.UI:
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return uiInspector;
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case MouseInspectMode.World:
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return worldInspector;
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}
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return null;
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}
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}
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// UIPanel
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private UIBase inspectorUIBase;
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public override string Name => "Inspect Under Mouse";
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public override UIManager.Panels PanelType => UIManager.Panels.MouseInspector;
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public override int MinWidth => -1;
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@ -164,7 +158,7 @@ namespace UnityExplorer.Inspectors
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mousePos.y -= 10;
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// calculate and set our UI position
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var inversePos = UIManager.UIRoot.transform.InverseTransformPoint(mousePos);
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var inversePos = inspectorUIBase.RootObject.transform.InverseTransformPoint(mousePos);
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UIRoot.transform.localPosition = new Vector3(inversePos.x, inversePos.y, 0);
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}
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@ -207,6 +201,12 @@ namespace UnityExplorer.Inspectors
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UIFactory.SetLayoutElement(objPathLabel.gameObject, minHeight: 75);
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UIRoot.SetActive(false);
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// Create a new canvas for this panel to live on.
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// It needs to always be shown on the main display, other panels can move displays.
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inspectorUIBase = UniversalUI.RegisterUI($"{ExplorerCore.GUID}.MouseInspector", null);
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UIRoot.transform.SetParent(inspectorUIBase.RootObject.transform);
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}
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}
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}
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