LogErrorChannel() private method

private LogErrorChannel ( UnityEngine context, string channel, string message ) : void
context UnityEngine
channel string
message string
return void
Beispiel #1
0
        private void reloadCardList()
        {
            BuildCardList.clearItems();
            foreach (CardDefine card in
                     cards.Where(
                         c => ui.getManager <CardManager>().isStandardCard(c)
                         )
                     )
            {
                if (parent.game.cards.tryGetSkin(card.id, out var skin))
                {
                    if (FilterPanel.cardFilter(card, skin))
                    {
                        var item = BuildCardList.addItem();
                        item.update(card, skin);
                    }
                }
                else
                {
                    UberDebug.LogErrorChannel("UI", "无法找到" + card + "的皮肤");
                }

                BuildCardList.sortItems(FilterPanel.sortCompareMethod);
            }
        }
    /// <summary>
    /// Extract the first maxMessages messages from stackdriverEntries into stackdriverEntriesInFlight
    /// </summary>
    private static void extractStackdriverEntries(StackdriverEntries stackdriverEntries, StackdriverEntries stackdriverEntriesInFlight, int maxMessages)
    {
        if (stackdriverEntriesInFlight.entries.Count > 0)
        {
            UberDebug.LogErrorChannel(StackdriverChannel, "Attempted to extract a new set of messages while the previous set already was in-flight");
            stackdriverEntriesInFlight.entries.Clear();
        }

        int messageExtractCount = Math.Min(stackdriverEntries.entries.Count, maxMessages);

        stackdriverEntriesInFlight.entries.AddRange(stackdriverEntries.entries.GetRange(0, messageExtractCount));
        stackdriverEntries.entries.RemoveRange(0, messageExtractCount);
    }
Beispiel #3
0
        /// <summary>
        /// 创建一张手牌
        /// </summary>
        /// <param name="card"></param>
        /// <param name="position">默认为-1也就是最右手</param>
        /// <returns></returns>
        public HandListItem createHand(TouhouCardEngine.Card card, int position = -1)
        {
            if (cardHandDic.ContainsKey(card))
            {
                if (cardHandDic[card] != null)
                {
                    UberDebug.LogErrorChannel("UI", "手牌中已经存在" + card + "对应UI" + cardHandDic[card]);
                    return(cardHandDic[card]);
                }
                else
                {
                    cardHandDic[card] = null;
                }
            }
            UberDebug.LogChannel("UI", "创建手牌UI:" + card);
            HandListItem item;

            if (card.getOwner() == player)
            {
                item = ui.SelfHandList.addItem();
                if (position >= 0)
                {
                    ui.SelfHandList.defaultItem.rectTransform.SetAsFirstSibling();
                    item.rectTransform.SetSiblingIndex(position + 1);
                }
                item.isDragable = true;
                setCard(item.Card, card, true);
            }
            else
            {
                item = ui.EnemyHandList.addItem();
                if (position >= 0)
                {
                    ui.EnemyHandList.defaultItem.rectTransform.SetAsFirstSibling();
                    item.rectTransform.SetSiblingIndex(position + 1);
                }
                item.isDragable = false;
                setCard(item.Card, card, false);
            }
            item.gameObject.name = card.ToString();
            item.onDrag.set(onDragHand);
            item.onEndDrag.set(onDragHandEnd);
            cardHandDic.Add(card, item);
            return(item);
        }
 private void Update()
 {
     if (gameTask != null)
     {
         if (gameTask.IsCanceled || gameTask.IsFaulted)
         {
             if (gameTask.Exception != null)
             {
                 UberDebug.LogErrorChannel("Game", "游戏因异常退出:" + gameTask.Exception);
             }
             else
             {
                 UberDebug.LogErrorChannel("Game", "游戏因未知异常退出");
             }
             quitGame();
         }
     }
 }
Beispiel #5
0
 public void logError(string channel, string msg)
 {
     if (!enable)
     {
         return;
     }
     if (blackList.Contains(channel))
     {
         return;
     }
     if (string.IsNullOrEmpty(channel))
     {
         UberDebug.LogError((string.IsNullOrEmpty(name) ? null : (name + ":")) + msg);
     }
     else
     {
         UberDebug.LogErrorChannel(channel, (string.IsNullOrEmpty(name) ? null : (name + ":")) + msg);
     }
 }
Beispiel #6
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    // Use this for initialization
    void Start()
    {
        Debug.Log("Standard log operation");

        UberDebug.LogChannel(LogChannels.TestChannel1, "Log message to TestChannel1");
        UberDebug.LogChannel(LogChannels.TestChannel2, "Log message to TestChannel2");
        UberDebug.LogChannel(LogChannels.TestChannel3, "Log message to TestChannel3");
        UberDebug.LogChannel(LogChannels.TestChannel4, "Log message to TestChannel4");
        UberDebug.LogChannel(LogChannels.TestChannel5, "Log message to TestChannel5");
        UberDebug.LogWarningChannel(LogChannels.TestChannel1, "Log warning to TestChannel1");
        UberDebug.LogWarningChannel(LogChannels.TestChannel2, "Log warning to TestChannel2");
        UberDebug.LogWarningChannel(LogChannels.TestChannel3, "Log warning to TestChannel3");
        UberDebug.LogWarningChannel(LogChannels.TestChannel4, "Log warning to TestChannel4");
        UberDebug.LogWarningChannel(LogChannels.TestChannel5, "Log warning to TestChannel5");
        UberDebug.LogErrorChannel(LogChannels.TestChannel1, "Log error to TestChannel1");
        UberDebug.LogErrorChannel(LogChannels.TestChannel2, "Log error to TestChannel2");
        UberDebug.LogErrorChannel(LogChannels.TestChannel3, "Log error to TestChannel3");
        UberDebug.LogErrorChannel(LogChannels.TestChannel4, "Log error to TestChannel4");
        UberDebug.LogErrorChannel(LogChannels.TestChannel5, "Log error to TestChannel5");
    }
    public void DoTest()
    {
        // UnityEngine.Debug.Log("Starting");
        Debug.LogWarning("Log Warning with GameObject", gameObject);
        Debug.LogError("Log Error with GameObject", gameObject);
        Debug.Log("Log Message with GameObject", gameObject);
        Debug.LogFormat("Log Format param {0}", "Test");
        Debug.LogFormat(gameObject, "Log Format with GameObject and param {0}", "Test");

        UberDebug.Log("ULog");
        UberDebug.Log("ULog with param {0}", "Test");
        UberDebug.Log(gameObject, "ULog with GameObject");
        UberDebug.Log(gameObject, "ULog with GameObject and param {0}", "Test");

        UberDebug.LogChannel("Test", "ULogChannel");
        UberDebug.LogChannel("Test", "ULogChannel with param {0}", "Test");
        UberDebug.LogChannel(gameObject, "Test", "ULogChannel with GameObject");
        UberDebug.LogChannel(gameObject, "Test", "ULogChannel with GameObject and param {0}", "Test");

        UberDebug.LogWarning("ULogWarning");
        UberDebug.LogWarning("ULogWarning with param {0}", "Test");
        UberDebug.LogWarning(gameObject, "ULogWarning with GameObject");
        UberDebug.LogWarning(gameObject, "ULogWarning with GameObject and param {0}", "Test");

        UberDebug.LogWarningChannel("Test", "ULogWarningChannel");
        UberDebug.LogWarningChannel("Test", "ULogWarningChannel with param {0}", "Test");
        UberDebug.LogWarningChannel(gameObject, "Test", "ULogWarningChannel with GameObject");
        UberDebug.LogWarningChannel(gameObject, "Test", "ULogWarningChannel with GameObject and param {0}", "Test");

        UberDebug.LogError("ULogError");
        UberDebug.LogError("ULogError with param {0}", "Test");
        UberDebug.LogError(gameObject, "ULogError with GameObject");
        UberDebug.LogError(gameObject, "ULogError with GameObject and param {0}", "Test");

        UberDebug.LogErrorChannel("Test", "ULogErrorChannel");
        UberDebug.LogErrorChannel("Test", "ULogErrorChannel with param {0}", "Test");
        UberDebug.LogErrorChannel(gameObject, "Test", "ULogErrorChannel with GameObject");
        UberDebug.LogErrorChannel(gameObject, "Test", "ULogErrorChannel with GameObject and param {0}", "Test");
    }
 public static void logErrorChannel(string channel, string message, params object[] par)
 {
     UberDebug.LogErrorChannel(channel, preprocessMessage(message), par);
 }
 public static void logErrorChannel(UnityEngine.Object context, string channel, string message, params object[] par)
 {
     UberDebug.LogErrorChannel(context, channel, preprocessMessage(message), par);
 }
Beispiel #10
0
 public static void Error(string message, UnityEngine.Object context = null)
 {
     UberDebug.LogErrorChannel("Frontend", message, context);
 }