using System;
using System.Text;
using UnityEngine;
using UnityEngine.Networking.PlayerConnection;
namespace YooAsset
{
internal class RemoteDebuggerInRuntime : MonoBehaviour
{
#if UNITY_EDITOR
///
/// 编辑器下获取报告的回调
///
public static Action EditorHandleDebugReportCallback;
///
/// 编辑器下请求报告数据
///
public static void EditorRequestDebugReport()
{
if (UnityEditor.EditorApplication.isPlaying)
{
var report = YooAssets.GetDebugReport();
EditorHandleDebugReportCallback?.Invoke(0, report);
}
}
#else
private void OnEnable()
{
PlayerConnection.instance.Register(RemoteDebuggerDefine.kMsgSendEditorToPlayer, OnHandleEditorMessage);
}
private void OnDisable()
{
PlayerConnection.instance.Unregister(RemoteDebuggerDefine.kMsgSendEditorToPlayer, OnHandleEditorMessage);
}
private void OnHandleEditorMessage(MessageEventArgs args)
{
var command = RemoteCommand.Deserialize(args.data);
YooLogger.Log($"On handle remote command : {command.CommandType} Param : {command.CommandParam}");
if (command.CommandType == (int)ERemoteCommand.SampleOnce)
{
var debugReport = YooAssets.GetDebugReport();
var data = DebugReport.Serialize(debugReport);
PlayerConnection.instance.Send(RemoteDebuggerDefine.kMsgSendPlayerToEditor, data);
}
else
{
throw new NotImplementedException(command.CommandType.ToString());
}
}
#endif
}
}