Update GaCy-GO
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@@ -0,0 +1,30 @@
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-- One named widget per heartbeat, no page/gameplay calls or assembly scan.
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do
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local s=_G.__gacPingWidgetCapture1 or {index=1};_G.__gacPingWidgetCapture1=s
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local paths={
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'UIRoot/Page/MazeMainPage(Clone)/RightTopArea/NetStatusPanel/NetStatusPanel(Clone)',
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'UIRoot/Page/BattleGamePhaseUI(Clone)/FunctionArea/NetStatusPanel/NetStatusPanel',
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}
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if s.index<=#paths then
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local path=paths[s.index];s.index=s.index+1
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local function log(v)CS.UnityEngine.Debug.Log('[GAC_PING_WIDGET] '..v)end
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local ok,err=pcall(function()
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local root=CS.UnityEngine.GameObject.Find(path)
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log('ROOT '..path..' found='..tostring(root~=nil))
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if not root then return end
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local graphics=root:GetComponentsInChildren(typeof(CS.UnityEngine.UI.Graphic),true)
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log('COUNT '..tostring(graphics.Length))
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for i=0,math.min(graphics.Length-1,23)do
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local g=graphics[i];local t=g.transform;local chain={t.name}
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while t.parent and t.gameObject~=root do t=t.parent;table.insert(chain,1,t.name)end
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local line='GRAPHIC '..table.concat(chain,'/')..' type='..tostring(g:GetType().FullName)..' active='..tostring(g.gameObject.activeInHierarchy)
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local rect=g.rectTransform.rect
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line=line..' size='..tostring(rect.width)..','..tostring(rect.height)
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pcall(function()line=line..' sprite='..tostring(g.sprite and g.sprite.name)..' imageType='..tostring(g.type)end)
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pcall(function()line=line..' text='..tostring(g.text)..' rich='..tostring(g.supportRichText)end)
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log(line)
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end
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end)
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if not ok then log('ERROR '..tostring(err))end
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end
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end
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