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(); }
// 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(); }
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()); }
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); }
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()); }
// 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(); }); }
// 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; }