Beispiel #1
0
 private static void InitDebuger()
 {
     Debuger.Init();
     Debuger.EnableLog  = true;
     Debuger.EnableSave = true;
     Debuger.Log();
 }
 private static void InitDebuger()
 {
     Debuger.Init(AppDomain.CurrentDomain.BaseDirectory + "/ServerLog/");
     Debuger.EnableLog  = true;
     Debuger.EnableSave = true;
     Debuger.Log();
 }
 private void InitDebuger()
 {
     //初始化Debuger的日志开关
     Debuger.Init(Application.persistentDataPath + "/DebugerLog/");
     Debuger.EnableLog  = true;
     Debuger.EnableSave = false;
     Debuger.Log();
 }
Beispiel #4
0
    // Start is called before the first frame update
    void Start()
    {
        Debuger.Init(true, true, true, true,
                     Application.dataPath + "/../LogTest",
                     new UnityDebugerConsole());

        InvokeRepeating("LogRepeating", 1f, 1f);
    }
 private void InitDebuger()
 {
     //初始化Debuger的日志开关
     Debuger.Init(Application.persistentDataPath + "/DebugerLog/", new UnityDebugerConsole());
     Debuger.EnableLog  = true;
     Debuger.EnableSave = true;
     Debuger.Log();
 }
Beispiel #6
0
 void Awake()
 {
     Debuger.Init();
     _facade        = Facade.CreateFacade();
     _locate        = new ServiceLocate(_facade);
     _facade.Locate = _locate;
     RegisterAllService(_locate);
     _locate.CreateAllServices();
     gameObject.AddComponent <GameLogicManager>();
 }
        public void InitDebuger()
        {
            Debuger.Init(AppDomain.CurrentDomain.BaseDirectory + "/Log/", new SystemColorConsole());
            Debuger.EnableLog = AppPrefs.GetInt("EnableLog", 1) > 0;
#if DEBUG
            Debuger.EnableLog = true;
#endif
            Debuger.EnableDate       = true;
            Debuger.EnableLogVerbose = false;
            Debuger.EnableSave       = true;
            Debuger.EnableErrorStack = false;
            Debuger.LogWarning("AppDomain:{0}", AppDomain.CurrentDomain.FriendlyName);
            Debuger.LogWarning("WorkDir:{0}", Directory.GetCurrentDirectory());
        }
Beispiel #8
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    void Start()
    {
        Debuger.EnableLog  = enableLog;
        Debuger.EnableSave = enableLogSave;
        Debuger.Init();

        Debug.Log(Debuger.LogFileDir);

        AppConfig.Init();

        InitServices();

        // 这一行崩溃?
        ModuleManager.Instance.OpenModule(ModuleDef.SplashModule);
    }
Beispiel #9
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    public void Init()
    {
        Debuger.Init();
        Debuger.EnableLog = GameConfig.IsDebug;
        LanguageMgr.GetInstance().SetUp();
        int count = XPlayerPrefs.GetInt(StartUpCount_Tag) + 1;

        XPlayerPrefs.SetInt(StartUpCount_Tag, count);
        Application.targetFrameRate = 60;
        //UIMgr.ShowPage(UIPageEnum.Main_Page);
        processList = new List <PreProcess>()
        {
            new BinProcess(),
            new AtlasProcess(),
            new AbProcess()
        };
        StartCoroutine(Preprocess());
    }
Beispiel #10
0
    // Use this for initialization
    void Start()
    {
        Debuger.Init();
        Debuger.SwitchModule("test", true);
        mButton.onClick.AddListener(() =>
        {
            //LoadTest1();
            //LoadTest2();
            //LoadTest3();
            //LoadTest4();
            //LoadTest5();
            //LoadTest6();
            //LoadTest7();
            //LoadTest8();
            //LoadTest9();
            //LoadSprite();
            //PreLoad();
            //ReleaseTest();
            //LoadFont();

            LoadABVariant();
        });
    }
Beispiel #11
0
 // Use this for initialization
 void Start()
 {
     Debuger.Init();
     LuaManager.Instance.StartGame();
 }
 /// <summary>
 /// 初始化Debuger
 /// </summary>
 private void InitDebuger()
 {
     Debuger.Init(Platform.DEBUG_LOG_PATH, new UnityDebugerConsole());
     Debuger.EnableLog  = GameConfig.EnableLog;
     Debuger.EnableSave = GameConfig.EnableSave;
 }