Example #1
0
    void TestCase_1()
    {
        DebugCustom.SetFileExportType(DebugCustom.EFlagFileExportType.TXT, DebugCustom.EFlagFileExportType.CSV);
        DebugCustom.SetFileNameType(DebugCustom.EFileNameType.OnMinute);

        DebugCustom.Log(ETestLogWriter.Programmer_Senior, ETestLogLevelCustom.InGame_Work_1, "Senior Work", this);
        DebugCustom.Log(ETestLogWriter.Programmer_Junior, ETestLogLevelCustom.InGame_Work_1, "Junior Work", this);
        DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.InGame_Work_1, "Newbie Work", this);

        // 특정 작성자 로그만 보고싶다 하시면 이것을 통해 필터링합니다.
        Debug.LogWarning("SetIgnoreLogWriter - Programmer_Senior, Programmer_Junior", this);
        DebugCustom.SetIgnoreLogWriter(ETestLogWriter.Programmer_Senior, ETestLogWriter.Programmer_Junior);

        // 그다음 다시 로그를 출력하면 뉴비 로그만 출력
        DebugCustom.Log(ETestLogWriter.Programmer_Senior, ETestLogLevelCustom.InGame_Work_1, "Senior Work 2", this);
        DebugCustom.Log(ETestLogWriter.Programmer_Junior, ETestLogLevelCustom.InGame_Work_1, "Junior Work 2", this);
        DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.InGame_Work_1, "Newbie Work 2", this);

        // 커스텀 로그 레벨도 가능합니다.
        // 만약 UI 로그만 보고싶다면
        // 그 외 로그는 다 무시
        Debug.LogWarning("SetIgnoreLogLevel_Custom - InGame, InGame_ForDebug", this);
        DebugCustom.SetIgnoreLogLevel(ETestLogLevelCustom.InGame, ETestLogLevelCustom.InGame_ForDebug);

        DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.InGame, "Work Ingame", this);
        DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.InGame_ForDebug, "Work Ingame Debuging", this);
        DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.UI, "Work UI", this);
        DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.UI_ForDebug, "Work UI Debuging", this);
    }
    /* protected - Override & Unity API         */

    protected override void OnAwake()
    {
        base.OnAwake();

        _pUITweenGroupPlay = GetComponent <CNGUITweenPlayGroup>();

        UIButton[] arrButton = GetComponentsInChildren <UIButton>();

        int iLen_Button = arrButton.Length;

        if (iLen_Button > 0)
        {
            _pListener = GetComponentInParent <IOnClickItemListener>();
            if (_pListener == null)
            {
                DebugCustom.Log_ForCore(EDebugFilterDefault.Error_Core, "부모 오브젝트가 IOnClickItemListener 인터페이스를 상속 받아야합니다.");
                return;
            }
        }
        else
        {
            return;
        }

        for (int i = 0; i < iLen_Button; i++)
        {
            UIButton pUIButton = arrButton[i];
            EventDelegate.Set(pUIButton.onClick, new EventDelegate(this, "OnClick_Item", pUIButton.name));
        }
    }
Example #3
0
 void Start()
 {
     DebugCustom.ClearCustomLogSetting();
     TestCase_1();
     TestCase_2();
     TestCase_3();
     TestCase_4();
 }
Example #4
0
    void TestCase_4()
    {
        DebugCustom.SetIgnoreLogLevelGroup(ETestLogLevelGroup.InGameGroup);
        DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.InGame_Work_1, ETestLogLevelCustom.InGame_Work_1.ToString());
        DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.InGame_Work_2, ETestLogLevelCustom.InGame_Work_2.ToString());

        DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.UI_Work_1, ETestLogLevelCustom.UI_Work_1.ToString());
        DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.UI_Work_2, ETestLogLevelCustom.UI_Work_2.ToString());
    }
Example #5
0
    /* public - [Event] Function
     * 프랜드 객체가 호출(For Friend class call)*/

    // ========================================================================== //

    /* protected - [abstract & virtual]         */

    /* protected - [Event] Function
     * 자식 객체가 호출(For Child class call)		*/

    /* protected - Override & Unity API         */

    protected override void OnAwake()
    {
        base.OnAwake();

        _pAnimation = GetComponentInChildren <SkeletonAnimation>();
        if (_pAnimation.SkeletonDataAsset == null)
        {
            DebugCustom.Log_ForCore(EDebugFilterDefault.Error_Core, name + "스켈레톤 데이터 에셋이 없다", this);
        }

        //_pSkeletonData = _pAnimation.SkeletonDataAsset.GetSkeletonData( false );
        _pSkeleton = _pAnimation.skeleton;
    }
Example #6
0
    /// <summary>
    /// 해당 프레임의 버튼들을 전부 활성여부를 세팅합니다.
    /// </summary>
    public void DoEnableFrameButtons(bool bEnable)
    {
        if (_mapButton == null || _mapButton.Count == 0)
        {
            DebugCustom.Log_ForCore(EDebugFilterDefault.Warning_Core, "버튼이 없는데 DoEnableFrameButtons를 호출한다", this, 2);
            return;
        }
        _mapButton.Values.ToList(_listButton);

        int iLen = _listButton.Count;

        for (int i = 0; i < iLen; i++)
        {
            _listButton[i].isEnabled = bEnable;
        }
    }
Example #7
0
    public void DoPlayAnimation_Loop <ENUM_ANIM_NAME>(ENUM_ANIM_NAME eAnimName)
        where ENUM_ANIM_NAME : System.IConvertible, System.IComparable
    {
        string strAnimName = eAnimName.ToString();

        if (_pSkeletonData == null)
        {
            DebugCustom.Log_ForCore(EDebugFilterDefault.Warning_Core, name + " _pSkeletonData == null", this);
            return;
        }

        // 애니메이션이 같으면 루프 설정을 무시하기때문에 일부러 틀린 애니메이션 삽입
        if (_pAnimation.AnimationName == strAnimName && _pAnimation.loop)
        {
            _pAnimation.AnimationName = "";
        }

        _pAnimation.loop          = true;
        _pAnimation.AnimationName = strAnimName;
    }
Example #8
0
    virtual protected void OnSlot_Press(int iSlotIndex, bool bPress, CNGUIInventorySlot pSlot)
    {
        _iSlotCurrentIndex = iSlotIndex;
        if ((_eOption & EInventoryOption.MoveSlotItem) == EInventoryOption.MoveSlotItem)
        {
            if (bPress)
            {
                if (_mapInventoryData.ContainsKey(iSlotIndex) == false)
                {
                    return;
                }

                _pCurrentSelectSlot = pSlot;
                _pCurrentSelectData = EventGetSlotData(iSlotIndex);
                pSlot.EventItem_ColliderOnOff(false);

                DebugCustom.Log("Example", "Inventory", "Press On" + _pCurrentSelectData.IInventoryData_GetImageName(), pSlot);
            }
            else
            {
                if (_pCurrentSelectData == null)
                {
                    return;
                }

                pSlot.EventItem_ColliderOnOff(true);
                _mapInventoryData[_pCurrentSelectSlot.p_iSlotIndex] = _mapInventoryData[iSlotIndex];
                _mapInventoryData[iSlotIndex] = _pCurrentSelectData;

                OnSlot_Fill(pSlot, _pCurrentSelectData);
                OnSlot_Empty(_pCurrentSelectSlot);

                _pCurrentSelectData = null;
                _pCurrentSelectSlot = null;

                DebugCustom.Log("Example", "Inventory", "Press Off" + pSlot.name, pSlot);
            }
        }
    }
Example #9
0
 void TestCase_3()
 {
     DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.Warning, "Warnning!!");
     DebugCustom.Log(ETestLogWriter.Programmer_Newbie, ETestLogLevelCustom.Error, "Error!!");
 }