ND_SimulationAutomaticControl/Assets/Scripts/LeakDetectionMode.cs

55 lines
1.5 KiB
C#

using Unity.Collections;
using UnityEditor;
/// <summary>
/// 内存泄露检测模式
/// </summary>
public class LeakDetectionMode
{
[MenuItem("Jobs/内存泄漏检测/显示当前模式")]
static void ShowLeakDetection()
{
string message = string.Format("当前模式: {0}", NativeLeakDetection.Mode.ToString());
EditorUtility.DisplayDialog("内存泄漏检测模式", message, "OK");
}
[MenuItem("Jobs/内存泄漏检测/禁用")]
static void LeakDetectionDisable()
{
NativeLeakDetection.Mode = NativeLeakDetectionMode.Disabled;
}
// 验证方法会在正式方法前执行,通不过就会置灰
[MenuItem("Jobs/内存泄漏检测/禁用", true)]
static bool ValidateLeakDetectionDisable()
{
return NativeLeakDetection.Mode != NativeLeakDetectionMode.Disabled;
}
[MenuItem("Jobs/内存泄漏检测/启用")]
static void LeakDetectionEnabled()
{
NativeLeakDetection.Mode = NativeLeakDetectionMode.Enabled;
}
[MenuItem("Jobs/内存泄漏检测/启用", true)]
static bool ValidateLeakDetectionEnabled()
{
return NativeLeakDetection.Mode != NativeLeakDetectionMode.Enabled;
}
[MenuItem("Jobs/内存泄漏检测/启用堆栈跟踪")]
static void LeakDetectionEnabledWithStackTrace()
{
NativeLeakDetection.Mode = NativeLeakDetectionMode.EnabledWithStackTrace;
}
[MenuItem("Jobs/内存泄漏检测/启用堆栈跟踪", true)]
static bool ValidateLeakDetectionEnabledWithStackTrace()
{
return NativeLeakDetection.Mode != NativeLeakDetectionMode.EnabledWithStackTrace;
}
}