209 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C#
		
	
	
	
			
		
		
	
	
			209 lines
		
	
	
		
			8.0 KiB
		
	
	
	
		
			C#
		
	
	
	
using System;
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using SRDebugger.Internal;
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using SRDebugger.Internal.Editor;
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using SRF;
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using UnityEditor;
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using UnityEngine;
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namespace SRDebugger.Editor
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{
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    [InitializeOnLoad]
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    public class WelcomeWindow : EditorWindow
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    {
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        private const string WelcomeWindowPlayerPrefsKey = "SRDEBUGGER_WELCOME_SHOWN_VERSION";
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        private Texture2D _demoSprite;
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        private Vector2 _scrollPosition;
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        static WelcomeWindow()
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        {
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            EditorApplication.update += OpenUpdate;
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        }
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        private static void OpenUpdate()
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        {
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            if (ShouldOpen())
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            {
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                Open();
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            }
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            EditorApplication.update -= OpenUpdate;
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        }
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        [MenuItem(SRDebugPaths.WelcomeItemPath)]
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        public static void Open()
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        {
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            GetWindowWithRect<WelcomeWindow>(new Rect(0, 0, 449, 500), true, "SRDebugger - Welcome", true);
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        }
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        public static bool ShouldOpen()
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        {
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            var hasKey = EditorPrefs.HasKey(WelcomeWindowPlayerPrefsKey);
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            if (!hasKey)
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            {
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                return true;
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            }
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            var value = EditorPrefs.GetString(WelcomeWindowPlayerPrefsKey);
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            if (value != SRDebug.Version)
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            {
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                return true;
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            }
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            return false;
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        }
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        private void OnEnable()
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        {
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            EditorPrefs.SetString(WelcomeWindowPlayerPrefsKey, SRDebug.Version);
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        }
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        private void OnGUI()
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        {
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            // Draw header area 
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            SRDebugEditorUtil.BeginDrawBackground();
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            SRDebugEditorUtil.DrawLogo(SRDebugEditorUtil.GetWelcomeLogo());
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            SRDebugEditorUtil.EndDrawBackground();
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            // Draw header/content divider
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            EditorGUILayout.BeginVertical(SRDebugEditorUtil.Styles.SettingsHeaderBoxStyle);
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            EditorGUILayout.EndVertical();
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            _scrollPosition = EditorGUILayout.BeginScrollView(_scrollPosition);
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            GUILayout.Label("Welcome", SRDebugEditorUtil.Styles.HeaderLabel);
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            GUILayout.Label(
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                "Thank you for purchasing SRDebugger, your support is very much appreciated and we hope you find it useful for your project. " +
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                "This window contains a quick guide to get to help get you started with SRDebugger.",
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                SRDebugEditorUtil.Styles.ParagraphLabel);
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            if (SRDebugEditorUtil.ClickableLabel(
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                "Note: For more detailed information <color={0}>click here</color> to visit the online documentation."
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                    .Fmt(SRDebugEditorUtil.Styles.LinkColour),
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                SRDebugEditorUtil.Styles.ParagraphLabel))
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            {
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                Application.OpenURL(SRDebugStrings.Current.SettingsDocumentationUrl);
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            }
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#if UNITY_5_3_0 || UNITY_5_3_1 || UNITY_5_3_2
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            EditorGUILayout.HelpBox(
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                "On Unity versions prior to 5.3.3 there is a bug causing errors to be printed to the console when using the docked tools. Please upgrade to at least Unity 5.3.3 to prevent this bug.",
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                MessageType.Warning, true);
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#endif
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            GUILayout.Label("Quick Start", SRDebugEditorUtil.Styles.HeaderLabel);
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#if UNITY_5 || UNITY_5_3_OR_NEWER
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            GUILayout.Label(
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                "Now that you have imported the package, you should find the trigger available in the top-left of your game window when in play mode. " +
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                "Triple-clicking this trigger will bring up the debug panel. The trigger is hidden until clicked.",
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                SRDebugEditorUtil.Styles.ParagraphLabel);
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            GUILayout.Label(
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                "By default, SRDebugger loads automatically when your game starts. " +
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                "You can change this behaviour from the SRDebugger Settings window.",
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                SRDebugEditorUtil.Styles.ParagraphLabel);
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#else
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            GUILayout.Label(
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                "Drag the <b>SRDebugger.Init</b> prefab into the first scene of your game. " +
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                "Once initialised, SRDebugger will be available even after loading new scenes. We recommend adding the SRDebugger.Init prefab to the first scene " +
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                "of your game so that the debug panel is available in all subsequent scenes.",
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                SRDebugEditorUtil.Styles.ParagraphLabel);
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            GUILayout.Label(
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                "Once the prefab is in your scene, you should find the trigger available in the top-left of your game window when in play mode. " +
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                "Triple-clicking this trigger will bring up the debug panel. The trigger is hidden until clicked.",
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                SRDebugEditorUtil.Styles.ParagraphLabel);
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#endif
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            DrawVideo();
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            EditorGUILayout.Space();
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            GUILayout.Label("Customization", SRDebugEditorUtil.Styles.HeaderLabel);
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            if (SRDebugEditorUtil.ClickableLabel(
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                "Many features of SRDebugger can be configured from the <color={0}>SRDebugger Settings</color> window."
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                    .Fmt(
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                        SRDebugEditorUtil.Styles.LinkColour), SRDebugEditorUtil.Styles.ParagraphLabel))
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            {
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                SRDebuggerSettingsWindow.Open();
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            }
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            GUILayout.Label(
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                "From the settings window you can configure loading behaviour, trigger position, docked tools layout, and more. " +
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                "You can enable the bug reporter service by using the sign-up form to get a free API key.",
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                SRDebugEditorUtil.Styles.ParagraphLabel);
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            GUILayout.Label("What Next?", SRDebugEditorUtil.Styles.HeaderLabel);
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            if (SRDebugEditorUtil.ClickableLabel(
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                "For more detailed information about SRDebugger's features or details about the Options Tab and script API, check the <color={0}>online documentation</color>."
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                    .Fmt(SRDebugEditorUtil.Styles.LinkColour), SRDebugEditorUtil.Styles.ParagraphLabel))
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            {
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                Application.OpenURL(SRDebugStrings.Current.SettingsDocumentationUrl);
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            }
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            GUILayout.Label(
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                "Thanks again for purchasing SRDebugger. " +
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                "If you find it useful please consider leaving a rating or review on the Asset Store page to help us spread the word. ",
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                SRDebugEditorUtil.Styles.ParagraphLabel);
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            GUILayout.Label(
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                "If you have any questions or concerns please do not hesitate to get in touch with us via email or the Unity forums.",
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                SRDebugEditorUtil.Styles.ParagraphLabel);
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            SRDebugEditorUtil.DrawFooterLayout(position.width - 15);
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            EditorGUILayout.EndScrollView();
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            Repaint();
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        }
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        private void DrawVideo()
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        {
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            if (_demoSprite == null)
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            {
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                _demoSprite = SRDebugEditorUtil.LoadResource<Texture2D>("Editor/DemoSprite.png");
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            }
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            if (_demoSprite == null)
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                return;
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            var frameWidth = 400;
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            var frameHeight = 300;
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            var framePadding = 0;
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            var extraFramesStart = 5;
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            var extraFramesEnd = 20;
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            var totalFrames = 29;
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            var fps = 16f;
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            EditorGUILayout.Space();
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            EditorGUILayout.BeginHorizontal();
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            GUILayout.FlexibleSpace();
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            var rect = GUILayoutUtility.GetRect(400*0.75f, 300*0.75f, GUILayout.ExpandHeight(false),
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                GUILayout.ExpandWidth(false));
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            var frame = ((int) (EditorApplication.timeSinceStartup*fps))%
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                        (totalFrames + extraFramesStart + extraFramesEnd);
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            frame -= extraFramesStart;
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            var actualFrame = Mathf.Clamp(frame, 0, totalFrames);
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            SRDebugEditorUtil.RenderGif(rect, _demoSprite, actualFrame, frameWidth, frameHeight, 5, framePadding,
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                framePadding);
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            GUILayout.FlexibleSpace();
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            EditorGUILayout.EndHorizontal();
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        }
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    }
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}
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