Beispiel #1
0
 public static void EnableOnText(bool isOn)
 {
     Debuger._isOnText = isOn;
     if (Debuger._isOnText)
     {
         Debuger.EnableHiDebugLogs(true);
     }
 }
Beispiel #2
0
 public static void EnableOnScreen(bool isOn)
 {
     Debuger._isOnScreen = isOn;
     if (Debuger._isOnScreen)
     {
         Debuger.EnableHiDebugLogs(true);
         if (Debuger._instance == null)
         {
             GameObject expr_2A = new GameObject("HiDebug");
             UnityEngine.Object.DontDestroyOnLoad(expr_2A);
             Debuger._instance = expr_2A.AddComponent <HiDebug>();
         }
     }
 }
Beispiel #3
0
    // Use this for initialization
    void Start()
    {
        Debuger.EnableHiDebugLogs(_isLogOn);
        Debuger.EnableOnText(_isLogOnText);
        Debuger.EnableOnScreen(_isLogOnScreen);

        for (int i = 0; i < 100; i++)
        {
            Debuger.Log(i);
            Debuger.LogWarning(i);
            Debuger.LogError(i);
        }

        Debuger.FontSize = 20;//set size of font
    }
Beispiel #4
0
    // Use this for initialization
    void Start()
    {
        Debuger.EnableHiDebugLogs(_isLogOn);
        Debuger.EnableOnText(_isLogOnText);
        Debuger.EnableOnScreen(_isLogOnScreen);

        Debuger.LogWarning(Application.persistentDataPath);
        //for (int i = 0; i < 100; i++)
        //{
        //    Debuger.Log(i);
        //    Debuger.LogWarning(i);
        //    Debuger.LogError(i);
        //}

        Debuger.FontSize = 30;//set size of font
    }
Beispiel #5
0
    /// <summary>
    /// use debuger, you can enable or disable logs just one switch
    /// and also it automatically add time to your logs
    /// </summary>
    void Use_Debuger()
    {
        //you can set all debuger's out put logs disable just set this value false(pc,android,ios...etc)
        //it's convenient in release mode, just set this false, and in debug mode set this true.
        Debuger.EnableHiDebugLogs(true);
        //Debuger.EnableHiDebugLogs(false);

        Debuger.EnableOnText(true);
        Debuger.EnableOnScreen(true);

        for (int i = 0; i < 100; i++)
        {
            Debuger.Log(i);
            Debuger.LogWarning(i);
            Debuger.LogError(i);
        }
    }