ProjectDDD/Packages/com.singularitygroup.hotreload/Editor/Window/GUI/Tabs/HotReloadSettingsTab.cs
2025-07-08 19:46:31 +09:00

864 lines
46 KiB
C#

using System;
using System.Diagnostics.CodeAnalysis;
using SingularityGroup.HotReload.DTO;
using SingularityGroup.HotReload.Editor.Cli;
using UnityEditor;
using UnityEngine;
using EditorGUI = UnityEditor.EditorGUI;
namespace SingularityGroup.HotReload.Editor {
internal struct HotReloadSettingsTabState {
public readonly bool running;
public readonly bool trialLicense;
public readonly LoginStatusResponse loginStatus;
public readonly bool isServerHealthy;
public readonly bool registrationRequired;
public HotReloadSettingsTabState(
bool running,
bool trialLicense,
LoginStatusResponse loginStatus,
bool isServerHealthy,
bool registrationRequired
) {
this.running = running;
this.trialLicense = trialLicense;
this.loginStatus = loginStatus;
this.isServerHealthy = isServerHealthy;
this.registrationRequired = registrationRequired;
}
}
internal class HotReloadSettingsTab : HotReloadTabBase {
private readonly HotReloadOptionsSection optionsSection;
// cached because changing built target triggers C# domain reload
// Also I suspect selectedBuildTargetGroup has chance to freeze Unity for several seconds (unconfirmed).
private readonly Lazy<BuildTargetGroup> currentBuildTarget = new Lazy<BuildTargetGroup>(
() => BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget));
private readonly Lazy<bool> isCurrentBuildTargetSupported = new Lazy<bool>(() => {
var target = BuildPipeline.GetBuildTargetGroup(EditorUserBuildSettings.activeBuildTarget);
return HotReloadBuildHelper.IsMonoSupported(target);
});
// Resources.Load uses cache, so it's safe to call it every frame.
// Retrying Load every time fixes an issue where you import the package and constructor runs, but resources aren't loadable yet.
private Texture iconCheck => Resources.Load<Texture>("icon_check_circle");
private Texture iconWarning => Resources.Load<Texture>("icon_warning_circle");
[SuppressMessage("ReSharper", "Unity.UnknownResource")] // Rider doesn't check packages
public HotReloadSettingsTab(HotReloadWindow window) : base(window,
"Settings",
"_Popup",
"Make changes to a build running on-device.") {
optionsSection = new HotReloadOptionsSection();
}
private GUIStyle headlineStyle;
private GUIStyle paddedStyle;
private Vector2 _settingsTabScrollPos;
HotReloadSettingsTabState currentState;
public override void OnGUI() {
// HotReloadAboutTabState ensures rendering is consistent between Layout and Repaint calls
// Without it errors like this happen:
// ArgumentException: Getting control 2's position in a group with only 2 controls when doing repaint
// See thread for more context: https://answers.unity.com/questions/17718/argumentexception-getting-control-2s-position-in-a.html
if (Event.current.type == EventType.Layout) {
currentState = new HotReloadSettingsTabState(
running: EditorCodePatcher.Running,
trialLicense: EditorCodePatcher.Status != null && (EditorCodePatcher.Status?.isTrial == true),
loginStatus: EditorCodePatcher.Status,
isServerHealthy: ServerHealthCheck.I.IsServerHealthy,
registrationRequired: RedeemLicenseHelper.I.RegistrationRequired
);
}
using (var scope = new EditorGUILayout.ScrollViewScope(_settingsTabScrollPos, GUI.skin.horizontalScrollbar, GUI.skin.verticalScrollbar, GUILayout.MaxHeight(Math.Max(HotReloadWindowStyles.windowScreenHeight, 800)), GUILayout.MaxWidth(Math.Max(HotReloadWindowStyles.windowScreenWidth, 800)))) {
_settingsTabScrollPos.x = scope.scrollPosition.x;
_settingsTabScrollPos.y = scope.scrollPosition.y;
using (new EditorGUILayout.VerticalScope(HotReloadWindowStyles.DynamicSectionHelpTab)) {
GUILayout.Space(10);
if (!EditorCodePatcher.LoginNotRequired
&& !currentState.registrationRequired
// Delay showing login in settings to not confuse users that they need to login to use Free trial
&& (HotReloadPrefs.RateAppShown
|| PackageConst.IsAssetStoreBuild)
) {
using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionOuterBoxCompact)) {
using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionInnerBoxWide)) {
using (new EditorGUILayout.VerticalScope()) {
RenderLicenseInfoSection();
}
}
}
}
using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionOuterBoxCompact)) {
using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionInnerBoxWide)) {
using (new EditorGUILayout.VerticalScope()) {
HotReloadPrefs.ShowConfiguration = EditorGUILayout.Foldout(HotReloadPrefs.ShowConfiguration, "Settings", true, HotReloadWindowStyles.FoldoutStyle);
if (HotReloadPrefs.ShowConfiguration) {
EditorGUILayout.Space();
// main section
RenderUnityAutoRefresh();
using (new EditorGUI.DisabledScope(!EditorCodePatcher.autoRecompileUnsupportedChangesSupported)) {
RenderAutoRecompileUnsupportedChanges();
if (HotReloadPrefs.AutoRecompileUnsupportedChanges && EditorCodePatcher.autoRecompileUnsupportedChangesSupported) {
using (new EditorGUILayout.VerticalScope(paddedStyle ?? (paddedStyle = new GUIStyle { padding = new RectOffset(20, 0, 0, 0) }))) {
RenderAutoRecompileUnsupportedChangesImmediately();
RenderAutoRecompileUnsupportedChangesOnExitPlayMode();
RenderAutoRecompileUnsupportedChangesInPlayMode();
RenderAutoRecompilePartiallyUnsupportedChanges();
RenderDisplayNewMonobehaviourMethodsAsPartiallySupported();
}
}
EditorGUILayout.Space();
}
RenderAssetRefresh();
if (HotReloadPrefs.AllAssetChanges) {
using (new EditorGUILayout.VerticalScope(paddedStyle ?? (paddedStyle = new GUIStyle { padding = new RectOffset(20, 0, 0, 0) }))) {
RenderIncludeShaderChanges();
}
EditorGUILayout.Space();
}
RenderDebuggerCompatibility();
// // fields
// RenderShowFeatures();
// using (new EditorGUILayout.VerticalScope(paddedStyle ?? (paddedStyle = new GUIStyle { padding = new RectOffset(20, 0, 0, 0) }))) {
// RenderShowApplyfieldInitializerEditsToExistingClassInstances();
//
// EditorGUILayout.Space();
// }
// visual feedback
if (EditorWindowHelper.supportsNotifications) {
RenderShowNotifications();
using (new EditorGUILayout.VerticalScope(paddedStyle ?? (paddedStyle = new GUIStyle { padding = new RectOffset(20, 0, 0, 0) }))) {
RenderShowPatchingNotifications();
RenderShowCompilingUnsupportedNotifications();
}
EditorGUILayout.Space();
}
// misc
RenderMiscHeader();
using (new EditorGUILayout.VerticalScope(paddedStyle ?? (paddedStyle = new GUIStyle { padding = new RectOffset(20, 0, 0, 0) }))) {
RenderAutostart();
RenderConsoleWindow();
EditorGUILayout.Space();
}
EditorGUILayout.Space();
using (new EditorGUILayout.HorizontalScope()) {
GUILayout.FlexibleSpace();
HotReloadWindow.RenderShowOnStartup();
}
}
}
}
}
if (!EditorCodePatcher.LoginNotRequired && currentState.trialLicense && currentState.running) {
using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionOuterBoxCompact)) {
using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionInnerBoxWide)) {
using (new EditorGUILayout.VerticalScope()) {
RenderPromoCodeSection();
}
}
}
}
using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionOuterBoxCompact)) {
using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionInnerBoxWide)) {
using (new EditorGUILayout.VerticalScope()) {
RenderOnDevice();
}
}
}
using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionOuterBoxCompact)) {
using (new EditorGUILayout.HorizontalScope(HotReloadWindowStyles.SectionInnerBoxWide)) {
using (new EditorGUILayout.VerticalScope()) {
HotReloadPrefs.ShowAdvanced = EditorGUILayout.Foldout(HotReloadPrefs.ShowAdvanced, "Advanced", true, HotReloadWindowStyles.FoldoutStyle);
if (HotReloadPrefs.ShowAdvanced) {
EditorGUILayout.Space();
DeactivateHotReload();
DisableDetailedErrorReporting();
}
}
}
}
}
}
}
void RenderUnityAutoRefresh() {
var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Manage Unity auto-refresh (recommended)"), HotReloadPrefs.AllowDisableUnityAutoRefresh);
if (newSettings != HotReloadPrefs.AllowDisableUnityAutoRefresh) {
HotReloadPrefs.AllowDisableUnityAutoRefresh = newSettings;
}
string toggleDescription;
if (HotReloadPrefs.AllowDisableUnityAutoRefresh) {
toggleDescription = "To avoid unnecessary recompiling, Hot Reload will automatically change Unity's Auto Refresh and Script Compilation settings. Previous settings will be restored when Hot Reload is stopped";
} else {
toggleDescription = "Enabled this setting to auto-manage Unity's Auto Refresh and Script Compilation settings. This reduces unncessary recompiling";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
EditorGUILayout.Space(6f);
}
void RenderAssetRefresh() {
var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Asset refresh (recommended)"), HotReloadPrefs.AllAssetChanges);
if (newSettings != HotReloadPrefs.AllAssetChanges) {
HotReloadPrefs.AllAssetChanges = newSettings;
// restart when setting changes
if (ServerHealthCheck.I.IsServerHealthy) {
var restartServer = EditorUtility.DisplayDialog("Hot Reload",
$"When changing 'Asset refresh', the Hot Reload server must be restarted for this to take effect." +
"\nDo you want to restart it now?",
"Restart Hot Reload", "Don't restart");
if (restartServer) {
EditorCodePatcher.RestartCodePatcher().Forget();
}
}
}
string toggleDescription;
if (HotReloadPrefs.AllAssetChanges) {
toggleDescription = "Hot Reload will refresh changed assets such as sprites, prefabs, etc";
} else {
toggleDescription = "Enable to allow Hot Reload to refresh changed assets in the project. All asset types are supported including sprites, prefabs, shaders etc";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
EditorGUILayout.Space(6f);
}
void RenderDebuggerCompatibility() {
var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Auto-disable Hot Reload while a debugger is attached (recommended)"), HotReloadPrefs.AutoDisableHotReloadWithDebugger);
if (newSettings != HotReloadPrefs.AutoDisableHotReloadWithDebugger) {
HotReloadPrefs.AutoDisableHotReloadWithDebugger = newSettings;
CodePatcher.I.debuggerCompatibilityEnabled = !HotReloadPrefs.AutoDisableHotReloadWithDebugger;
}
string toggleDescription;
if (HotReloadPrefs.AutoDisableHotReloadWithDebugger) {
toggleDescription = "Hot Reload automatically disables itself while a debugger is attached, as it can otherwise interfere with certain debugger features. Please read the documentation if you consider disabling this setting.";
} else {
toggleDescription = "When a debugger is attached, Hot Reload will be active, but certain debugger features might not work as expected. Please read our documentation to learn about the limitations.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
EditorGUILayout.Space(6f);
}
void RenderIncludeShaderChanges() {
HotReloadPrefs.IncludeShaderChanges = EditorGUILayout.BeginToggleGroup(new GUIContent("Refresh shaders"), HotReloadPrefs.IncludeShaderChanges);
string toggleDescription;
if (HotReloadPrefs.IncludeShaderChanges) {
toggleDescription = "Hot Reload will auto refresh shaders. Note that enabling this setting might impact performance.";
} else {
toggleDescription = "Enable to auto-refresh shaders. Note that enabling this setting might impact performance";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
}
void RenderConsoleWindow() {
if (!HotReloadCli.CanOpenInBackground) {
return;
}
var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Hide console window on start"), HotReloadPrefs.DisableConsoleWindow);
if (newSettings != HotReloadPrefs.DisableConsoleWindow) {
HotReloadPrefs.DisableConsoleWindow = newSettings;
// restart when setting changes
if (ServerHealthCheck.I.IsServerHealthy) {
var restartServer = EditorUtility.DisplayDialog("Hot Reload",
$"When changing 'Hide console window on start', the Hot Reload server must be restarted for this to take effect." +
"\nDo you want to restart it now?",
"Restart server", "Don't restart");
if (restartServer) {
EditorCodePatcher.RestartCodePatcher().Forget();
}
}
}
string toggleDescription;
if (HotReloadPrefs.DisableConsoleWindow) {
toggleDescription = "Hot Reload will start without creating a console window. Logs can be accessed through \"Help\" tab.";
} else {
toggleDescription = "Enable to start Hot Reload without creating a console window.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
EditorGUILayout.Space(6f);
}
void DeactivateHotReload() {
var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Deactivate Hot Reload"), HotReloadPrefs.DeactivateHotReload);
if (newSettings != HotReloadPrefs.DeactivateHotReload) {
DeactivateHotReloadInner(newSettings);
}
string toggleDescription;
if (HotReloadPrefs.DeactivateHotReload) {
toggleDescription = "Hot Reload is deactivated.";
} else {
toggleDescription = "Enable to deactivate Hot Reload.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
EditorGUILayout.Space(6f);
}
void DisableDetailedErrorReporting() {
var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Disable Detailed Error Reporting"), HotReloadPrefs.DisableDetailedErrorReporting);
DisableDetailedErrorReportingInner(newSettings);
string toggleDescription;
if (HotReloadPrefs.DisableDetailedErrorReporting) {
toggleDescription = "Detailed error reporting is disabled.";
} else {
toggleDescription = "Toggle on to disable detailed error reporting.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
EditorGUILayout.Space(6f);
}
public static void DisableDetailedErrorReportingInner(bool newSetting) {
if (newSetting == HotReloadPrefs.DisableDetailedErrorReporting) {
return;
}
HotReloadPrefs.DisableDetailedErrorReporting = newSetting;
// restart when setting changes
if (ServerHealthCheck.I.IsServerHealthy) {
var restartServer = EditorUtility.DisplayDialog("Hot Reload",
$"When changing 'Disable Detailed Error Reporting', the Hot Reload server must be restarted for this to take effect." +
"\nDo you want to restart it now?",
"Restart server", "Don't restart");
if (restartServer) {
EditorCodePatcher.RestartCodePatcher().Forget();
}
}
}
static void DeactivateHotReloadInner(bool deactivate) {
var confirmed = !deactivate || EditorUtility.DisplayDialog("Hot Reload",
$"Hot Reload will be completely deactivated (unusable) until you activate it again." +
"\n\nDo you want to proceed?",
"Deactivate", "Cancel");
if (confirmed) {
HotReloadPrefs.DeactivateHotReload = deactivate;
if (deactivate) {
EditorCodePatcher.StopCodePatcher(recompileOnDone: true).Forget();
} else {
HotReloadRunTab.Recompile();
}
}
}
void RenderAutostart() {
var newSettings = EditorGUILayout.BeginToggleGroup(new GUIContent("Autostart on Unity open"), HotReloadPrefs.LaunchOnEditorStart);
if (newSettings != HotReloadPrefs.LaunchOnEditorStart) {
HotReloadPrefs.LaunchOnEditorStart = newSettings;
}
string toggleDescription;
if (HotReloadPrefs.LaunchOnEditorStart) {
toggleDescription = "Hot Reload will be launched when Unity project opens.";
} else {
toggleDescription = "Enable to launch Hot Reload when Unity project opens.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
EditorGUILayout.Space();
}
void RenderShowNotifications() {
EditorGUILayout.Space(10f);
GUILayout.Label("Visual Feedback", HotReloadWindowStyles.NotificationsTitleStyle);
EditorGUILayout.Space(10f);
if (!EditorWindowHelper.supportsNotifications && !UnitySettingsHelper.I.playmodeTintSupported) {
var toggleDescription = "Indications are not supported in the Unity version you use.";
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
}
}
// void RenderShowFields() {
// EditorGUILayout.Space(14f);
// GUILayout.Label("Fields", HotReloadWindowStyles.NotificationsTitleStyle);
// }
void RenderMiscHeader() {
EditorGUILayout.Space(10f);
GUILayout.Label("Misc", HotReloadWindowStyles.NotificationsTitleStyle);
EditorGUILayout.Space(10f);
}
void RenderShowPatchingNotifications() {
HotReloadPrefs.ShowPatchingNotifications = EditorGUILayout.BeginToggleGroup(new GUIContent("Patching Indication"), HotReloadPrefs.ShowPatchingNotifications);
string toggleDescription;
if (!EditorWindowHelper.supportsNotifications) {
toggleDescription = "Patching Notification is not supported in the Unity version you use.";
} else if (!HotReloadPrefs.ShowPatchingNotifications) {
toggleDescription = "Enable to show GameView and SceneView indications when Patching.";
} else {
toggleDescription = "Indications will be shown in GameView and SceneView when Patching.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
}
// void RenderShowApplyfieldInitializerEditsToExistingClassInstances() {
// var newSetting = EditorGUILayout.BeginToggleGroup(new GUIContent("Apply field initializer edits to existing class instances"), HotReloadPrefs.ApplyFieldInitiailzerEditsToExistingClassInstances);
// ApplyApplyFieldInitializerEditsToExistingClassInstances(newSetting);
// string toggleDescription;
// if (HotReloadPrefs.ApplyFieldInitiailzerEditsToExistingClassInstances) {
// toggleDescription = "New field initializers with constant value will update field value of existing objects.";
// } else {
// toggleDescription = "New field initializers will not modify existing objects.";
// }
// EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
// EditorGUILayout.EndToggleGroup();
// }
[Obsolete("Not implemented")]
public static void ApplyApplyFieldInitializerEditsToExistingClassInstances(bool newSetting) {
if (newSetting != HotReloadPrefs.ApplyFieldInitiailzerEditsToExistingClassInstances) {
HotReloadPrefs.ApplyFieldInitiailzerEditsToExistingClassInstances = newSetting;
// restart when setting changes
if (ServerHealthCheck.I.IsServerHealthy) {
var restartServer = EditorUtility.DisplayDialog("Hot Reload",
$"When changing 'Apply field initializer edits to existing class instances' setting, the Hot Reload server must restart for it to take effect." +
"\nDo you want to restart it now?",
"Restart server", "Don't restart");
if (restartServer) {
EditorCodePatcher.RestartCodePatcher().Forget();
}
}
}
}
void RenderShowCompilingUnsupportedNotifications() {
HotReloadPrefs.ShowCompilingUnsupportedNotifications = EditorGUILayout.BeginToggleGroup(new GUIContent("Compiling Unsupported Changes Indication"), HotReloadPrefs.ShowCompilingUnsupportedNotifications);
string toggleDescription;
if (!EditorWindowHelper.supportsNotifications) {
toggleDescription = "Compiling Unsupported Changes Notification is not supported in the Unity version you use.";
} else if (!HotReloadPrefs.ShowCompilingUnsupportedNotifications) {
toggleDescription = "Enable to show GameView and SceneView indications when compiling unsupported changes.";
} else {
toggleDescription = "Indications will be shown in GameView and SceneView when compiling unsupported changes.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
}
void RenderAutoRecompileUnsupportedChanges() {
HotReloadPrefs.AutoRecompileUnsupportedChanges = EditorGUILayout.BeginToggleGroup(new GUIContent("Auto recompile unsupported changes (recommended)"), HotReloadPrefs.AutoRecompileUnsupportedChanges && EditorCodePatcher.autoRecompileUnsupportedChangesSupported);
string toggleDescription;
if (!EditorCodePatcher.autoRecompileUnsupportedChangesSupported) {
toggleDescription = "Auto recompiling unsupported changes is not supported in the Unity version you use.";
} else if (HotReloadPrefs.AutoRecompileUnsupportedChanges) {
toggleDescription = "Hot Reload will recompile automatically after code changes that Hot Reload doesn't support.";
} else {
toggleDescription = "When enabled, recompile happens automatically after code changes that Hot Reload doesn't support.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
}
void RenderAutoRecompilePartiallyUnsupportedChanges() {
HotReloadPrefs.AutoRecompilePartiallyUnsupportedChanges = EditorGUILayout.BeginToggleGroup(new GUIContent("Include partially unsupported changes"), HotReloadPrefs.AutoRecompilePartiallyUnsupportedChanges);
string toggleDescription;
if (HotReloadPrefs.AutoRecompilePartiallyUnsupportedChanges) {
toggleDescription = "Hot Reload will recompile partially unsupported changes.";
} else {
toggleDescription = "Enable to recompile partially unsupported changes.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
}
void RenderDisplayNewMonobehaviourMethodsAsPartiallySupported() {
HotReloadPrefs.DisplayNewMonobehaviourMethodsAsPartiallySupported = EditorGUILayout.BeginToggleGroup(new GUIContent("Display new Monobehaviour methods as partially supported"), HotReloadPrefs.DisplayNewMonobehaviourMethodsAsPartiallySupported);
string toggleDescription;
if (HotReloadPrefs.DisplayNewMonobehaviourMethodsAsPartiallySupported) {
toggleDescription = "Hot Reload will display new monobehaviour methods as partially unsupported.";
} else {
toggleDescription = "Enable to display new monobehaviour methods as partially unsupported.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
}
void RenderAutoRecompileUnsupportedChangesImmediately() {
HotReloadPrefs.AutoRecompileUnsupportedChangesImmediately = EditorGUILayout.BeginToggleGroup(new GUIContent("Recompile immediately"), HotReloadPrefs.AutoRecompileUnsupportedChangesImmediately);
string toggleDescription;
if (HotReloadPrefs.AutoRecompileUnsupportedChangesImmediately) {
toggleDescription = "Unsupported changes will be recompiled immediately.";
} else {
toggleDescription = "Unsupported changes will be recompiled when editor is focused. Enable to recompile immediately.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
}
void RenderAutoRecompileUnsupportedChangesInPlayMode() {
HotReloadPrefs.AutoRecompileUnsupportedChangesInPlayMode = EditorGUILayout.BeginToggleGroup(new GUIContent("Recompile in Play Mode"), HotReloadPrefs.AutoRecompileUnsupportedChangesInPlayMode);
string toggleDescription;
if (HotReloadPrefs.AutoRecompileUnsupportedChangesInPlayMode) {
toggleDescription = "Hot Reload will exit Play Mode to recompile unsupported changes.";
} else {
toggleDescription = "Enable to auto exit Play Mode to recompile unsupported changes.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
}
void RenderAutoRecompileUnsupportedChangesOnExitPlayMode() {
HotReloadPrefs.AutoRecompileUnsupportedChangesOnExitPlayMode = EditorGUILayout.BeginToggleGroup(new GUIContent("Recompile on exit Play Mode"), HotReloadPrefs.AutoRecompileUnsupportedChangesOnExitPlayMode);
string toggleDescription;
if (HotReloadPrefs.AutoRecompileUnsupportedChangesOnExitPlayMode) {
toggleDescription = "Hot Reload will recompile unsupported changes when exiting Play Mode.";
} else {
toggleDescription = "Enable to recompile unsupported changes when exiting Play Mode.";
}
EditorGUILayout.LabelField(toggleDescription, HotReloadWindowStyles.WrapStyle);
EditorGUILayout.EndToggleGroup();
}
void RenderOnDevice() {
HotReloadPrefs.ShowOnDevice = EditorGUILayout.Foldout(HotReloadPrefs.ShowOnDevice, "On-Device", true, HotReloadWindowStyles.FoldoutStyle);
if (!HotReloadPrefs.ShowOnDevice) {
return;
}
// header with explainer image
{
if (headlineStyle == null) {
// start with textArea for the background and border colors
headlineStyle = new GUIStyle(GUI.skin.label) {
fontStyle = FontStyle.Bold,
alignment = TextAnchor.MiddleLeft
};
headlineStyle.normal.textColor = HotReloadWindowStyles.H2TitleStyle.normal.textColor;
// bg color
if (HotReloadWindowStyles.IsDarkMode) {
headlineStyle.normal.background = EditorTextures.DarkGray40;
} else {
headlineStyle.normal.background = EditorTextures.LightGray225;
}
// layout
headlineStyle.padding = new RectOffset(8, 8, 0, 0);
headlineStyle.margin = new RectOffset(6, 6, 6, 6);
}
GUILayout.Space(9f); // space between logo and headline
GUILayout.Label("Make changes to a build running on-device",
headlineStyle, GUILayout.MinHeight(EditorGUIUtility.singleLineHeight * 1.4f));
// image showing how Hot Reload works with a phone
// var bannerBox = GUILayoutUtility.GetRect(flowchart.width * 0.6f, flowchart.height * 0.6f);
// GUI.DrawTexture(bannerBox, flowchart, ScaleMode.ScaleToFit);
}
GUILayout.Space(16f);
//ButtonToOpenBuildSettings();
{
GUILayout.Label("Manual connect", HotReloadWindowStyles.H3TitleStyle);
EditorGUILayout.Space();
GUILayout.BeginHorizontal();
// indent all controls (this works with non-labels)
GUILayout.Space(16f);
GUILayout.BeginVertical();
string text;
var ip = IpHelper.GetIpAddressCached();
if (string.IsNullOrEmpty(ip)) {
text = $"If auto-pair fails, find your local IP in OS settings, and use this format to connect: '{{ip}}:{RequestHelper.port}'";
} else {
text = $"If auto-pair fails, use this IP and port to connect: {ip}:{RequestHelper.port}" +
"\nMake sure you are on the same LAN/WiFi network";
}
GUILayout.Label(text, HotReloadWindowStyles.H3TitleWrapStyle);
if (!currentState.isServerHealthy) {
DrawHorizontalCheck(ServerHealthCheck.I.IsServerHealthy,
"Hot Reload is running",
"Hot Reload is not running",
hasFix: false);
}
if (!HotReloadPrefs.ExposeServerToLocalNetwork) {
var summary = $"Enable '{new ExposeServerOption().ShortSummary}'";
DrawHorizontalCheck(HotReloadPrefs.ExposeServerToLocalNetwork,
summary,
summary);
}
// explainer image that shows phone needs same wifi to auto connect ?
GUILayout.EndVertical();
GUILayout.EndHorizontal();
}
GUILayout.Space(16f);
// loading again is smooth, pretty sure AssetDatabase.LoadAssetAtPath is caching -Troy
var settingsObject = HotReloadSettingsEditor.LoadSettingsOrDefault();
var so = new SerializedObject(settingsObject);
// if you build for Android now, will Hot Reload work?
{
EditorGUILayout.BeginHorizontal();
GUILayout.Label("Build Settings Checklist", HotReloadWindowStyles.H3TitleStyle);
EditorGUI.BeginDisabledGroup(isSupported);
// One-click to change each setting to the supported value
if (GUILayout.Button("Fix All", GUILayout.MaxWidth(90f))) {
FixAllUnsupportedSettings(so);
}
EditorGUI.EndDisabledGroup();
EditorGUILayout.EndHorizontal();
// NOTE: After user changed some build settings, window may not immediately repaint
// (e.g. toggle Development Build in Build Settings window)
// We could show a refresh button (to encourage the user to click the window which makes it repaint).
DrawSectionCheckBuildSupport(so);
}
GUILayout.Space(16f);
// Settings checkboxes (Hot Reload options)
{
GUILayout.Label("Options", HotReloadWindowStyles.H3TitleStyle);
if (settingsObject) {
optionsSection.DrawGUI(so);
}
}
GUILayout.FlexibleSpace(); // needed otherwise vertical scrollbar is appearing for no reason (Unity 2021 glitch perhaps)
}
private void RenderLicenseInfoSection() {
HotReloadRunTab.RenderLicenseInfo(
_window.RunTabState,
currentState.loginStatus,
verbose: true,
allowHide: false,
overrideActionButton: "Activate License",
showConsumptions: true
);
}
private void RenderPromoCodeSection() {
_window.RunTab.RenderPromoCodes();
}
public void FocusLicenseFoldout() {
HotReloadPrefs.ShowLogin = true;
}
// note: changing scripting backend does not force Unity to recreate the GUI, so need to check it when drawing.
private ScriptingImplementation ScriptingBackend => HotReloadBuildHelper.GetCurrentScriptingBackend();
private ManagedStrippingLevel StrippingLevel => HotReloadBuildHelper.GetCurrentStrippingLevel();
public bool isSupported = true;
/// <summary>
/// These options are drawn in the On-device tab
/// </summary>
// new on-device options should be added here
public static readonly IOption[] allOptions = new IOption[] {
new ExposeServerOption(),
IncludeInBuildOption.I,
new AllowAndroidAppToMakeHttpRequestsOption(),
};
/// <summary>
/// Change each setting to the value supported by Hot Reload
/// </summary>
private void FixAllUnsupportedSettings(SerializedObject so) {
if (!isCurrentBuildTargetSupported.Value) {
// try switch to Android platform
// (we also support Standalone but HotReload on mobile is a better selling point)
if (!TrySwitchToStandalone()) {
// skip changing other options (user won't readthe gray text) - user has to click Fix All again
return;
}
}
foreach (var buildOption in allOptions) {
if (!buildOption.GetValue(so)) {
buildOption.SetValue(so, true);
}
}
so.ApplyModifiedProperties();
var settingsObject = so.targetObject as HotReloadSettingsObject;
if (settingsObject) {
// when you click fix all, make sure to save the settings, otherwise ui does not update
HotReloadSettingsEditor.EnsureSettingsCreated(settingsObject);
}
if (!EditorUserBuildSettings.development) {
EditorUserBuildSettings.development = true;
}
HotReloadBuildHelper.SetCurrentScriptingBackend(ScriptingImplementation.Mono2x);
HotReloadBuildHelper.SetCurrentStrippingLevel(ManagedStrippingLevel.Disabled);
}
public static bool TrySwitchToStandalone() {
BuildTarget buildTarget;
if (Application.platform == RuntimePlatform.LinuxEditor) {
buildTarget = BuildTarget.StandaloneLinux64;
} else if (Application.platform == RuntimePlatform.WindowsEditor) {
buildTarget = BuildTarget.StandaloneWindows64;
} else if (Application.platform == RuntimePlatform.OSXEditor) {
buildTarget = BuildTarget.StandaloneOSX;
} else {
return false;
}
var current = EditorUserBuildSettings.activeBuildTarget;
if (current == buildTarget) {
return true;
}
var confirmed = EditorUtility.DisplayDialog("Switch Build Target",
"Switching the build target can take a while depending on project size.",
$"Switch to Standalone", "Cancel");
if (confirmed) {
EditorUserBuildSettings.SwitchActiveBuildTargetAsync(BuildTargetGroup.Standalone, buildTarget);
Log.Info($"Build target is switching to {buildTarget}.");
return true;
} else {
return false;
}
}
/// <summary>
/// Section that user can check before making a Unity Player build.
/// </summary>
/// <param name="so"></param>
/// <remarks>
/// This section is for confirming your build will work with Hot Reload.<br/>
/// Options that can be changed after the build is made should be drawn elsewhere.
/// </remarks>
public void DrawSectionCheckBuildSupport(SerializedObject so) {
isSupported = true;
var selectedPlatform = currentBuildTarget.Value;
DrawHorizontalCheck(isCurrentBuildTargetSupported.Value,
$"The {selectedPlatform.ToString()} platform is selected",
$"The current platform is {selectedPlatform.ToString()} which is not supported");
using (new EditorGUI.DisabledScope(!isCurrentBuildTargetSupported.Value)) {
foreach (var option in allOptions) {
DrawHorizontalCheck(option.GetValue(so),
$"Enable \"{option.ShortSummary}\"",
$"Enable \"{option.ShortSummary}\"");
}
DrawHorizontalCheck(EditorUserBuildSettings.development,
"Development Build is enabled",
"Enable \"Development Build\"");
DrawHorizontalCheck(ScriptingBackend == ScriptingImplementation.Mono2x,
$"Scripting Backend is set to Mono",
$"Set Scripting Backend to Mono");
DrawHorizontalCheck(StrippingLevel == ManagedStrippingLevel.Disabled,
$"Stripping Level = {StrippingLevel}",
$"Stripping Level = {StrippingLevel}",
suggestedSolutionText: "Code stripping needs to be disabled to ensure that all methods are available for patching."
);
}
}
/// <summary>
/// Draw a box with a tick or warning icon on the left, with text describing the tick or warning
/// </summary>
/// <param name="condition">The condition to check. True to show a tick icon, False to show a warning.</param>
/// <param name="okText">Shown when condition is true</param>
/// <param name="notOkText">Shown when condition is false</param>
/// <param name="suggestedSolutionText">Shown when <paramref name="condition"/> is false</param>
void DrawHorizontalCheck(bool condition, string okText, string notOkText = null, string suggestedSolutionText = null, bool hasFix = true) {
if (okText == null) {
throw new ArgumentNullException(nameof(okText));
}
if (notOkText == null) {
notOkText = okText;
}
// include some horizontal space around the icon
var boxWidth = GUILayout.Width(EditorGUIUtility.singleLineHeight * 1.31f);
var height = GUILayout.Height(EditorGUIUtility.singleLineHeight * 1.01f);
GUILayout.BeginHorizontal(HotReloadWindowStyles.BoxStyle, height, GUILayout.ExpandWidth(true));
var style = HotReloadWindowStyles.NoPaddingMiddleLeftStyle;
var iconRect = GUILayoutUtility.GetRect(
Mathf.Round(EditorGUIUtility.singleLineHeight * 1.31f),
Mathf.Round(EditorGUIUtility.singleLineHeight * 1.01f),
style, boxWidth, height, GUILayout.ExpandWidth(false));
// rounded so we can have pixel perfect black circle bg
iconRect.Set(Mathf.Round(iconRect.x), Mathf.Round(iconRect.y), Mathf.CeilToInt(iconRect.width),
Mathf.CeilToInt(iconRect.height));
var text = condition ? okText : notOkText;
var icon = condition ? iconCheck : iconWarning;
if (GUI.enabled) {
DrawBlackCircle(iconRect);
// resource can be null when building player (Editor Resources not available)
if (icon) {
GUI.DrawTexture(iconRect, icon, ScaleMode.ScaleToFit);
}
} else {
// show something (instead of hiding) so that layout stays same size
DrawDisabledCircle(iconRect);
}
GUILayout.Space(4f);
GUILayout.Label(text, style, height);
if (!condition && hasFix) {
isSupported = false;
}
GUILayout.EndHorizontal();
if (!condition && !String.IsNullOrEmpty(suggestedSolutionText)) {
// suggest to the user how they can resolve the issue
EditorGUI.indentLevel++;
GUILayout.Label(suggestedSolutionText, HotReloadWindowStyles.WrapStyle);
EditorGUI.indentLevel--;
}
}
void DrawDisabledCircle(Rect rect) => DrawCircleIcon(rect,
Resources.Load<Texture>("icon_circle_gray"),
Color.clear); // smaller circle draws less attention
void DrawBlackCircle(Rect rect) => DrawCircleIcon(rect,
Resources.Load<Texture>("icon_circle_black"),
new Color(0.14f, 0.14f, 0.14f)); // black is too dark in unity light theme
void DrawCircleIcon(Rect rect, Texture circleIcon, Color borderColor) {
// Note: drawing texture from resources is pixelated on the edges, so it has some transperancy around the edges.
// While building for Android, Resources.Load returns null for our editor Resources.
if (circleIcon != null) {
GUI.DrawTexture(rect, circleIcon, ScaleMode.ScaleToFit);
}
// Draw smooth circle border
const float borderWidth = 2f;
GUI.DrawTexture(rect, EditorTextures.White, ScaleMode.ScaleToFit, true,
0f,
borderColor,
new Vector4(borderWidth, borderWidth, borderWidth, borderWidth),
Mathf.Min(rect.height, rect.width) / 2f);
}
}
}