private static void OnLogReceived(string condition, string stackTrace, LogType type) { int frameCount = ms_LastFrameCount; if (ThreadUtility.IsMainThread()) { try { frameCount = Time.frameCount; } catch (Exception) { // get_frameCount is not allowed to be called during serialization, call it from OnEnable instead. // 拿不到就不拿,不需要ErrorHandle } ms_LastFrameCount = frameCount; } MDebug.ParserLog(condition, out string tag, out string message); LogItem logItem = new LogItem(type, DateTime.Now, tag, message, stackTrace, frameCount); lock (ms_LockObject) { if (ms_EnableLogRecord) { LogRecord._OnLogReceived(logItem); } if (ms_EnableLogItems) { LogItems.GetInstance()._OnLogReceived(logItem); } } }
static LogReceiver() { #if GF_DEBUG ms_EnableLogItems = true; ms_EnableLogRecord = true; #else ms_EnableLogItems = false; ms_EnableLogRecord = false; #endif // 这里是主线程。Unity的API不能在子线程里调用,所以需要提前在这里初始化LogRecord和LogItems if (ms_EnableLogRecord) { LogRecord._ForInItialize(); } if (ms_EnableLogItems) { LogItems.GetInstance(); } ms_LastFrameCount = Time.frameCount; ms_LockObject = new object(); Application.logMessageReceivedThreaded -= OnLogReceived; if (ms_EnableLogRecord || ms_EnableLogItems) { ms_LastFrameCount = Time.frameCount; ms_LockObject = new object(); Application.logMessageReceivedThreaded += OnLogReceived; } }
public static LogItems GetInstance() { if (ms_Instance == null) { ms_Instance = new LogItems(); } return(ms_Instance); }