private static void SubmitError(string message, LogType type) { GA_Error.GAErrorSeverity severity = GA_Error.GAErrorSeverity.GAErrorSeverityInfo; switch (type) { case LogType.Assert: severity = GA_Error.GAErrorSeverity.GAErrorSeverityInfo; break; case LogType.Error: severity = GA_Error.GAErrorSeverity.GAErrorSeverityError; break; case LogType.Exception: severity = GA_Error.GAErrorSeverity.GAErrorSeverityCritical; break; case LogType.Log: severity = GA_Error.GAErrorSeverity.GAErrorSeverityDebug; break; case LogType.Warning: severity = GA_Error.GAErrorSeverity.GAErrorSeverityWarning; break; } GA_Error.NewEvent(severity, message); }
public static void NewErrorEvent(GAErrorSeverity severity, string message) { if (!GameAnalyticsSDK.GameAnalytics._hasInitializeBeenCalled) { return; } GA_Error.NewEvent(severity, message, null); }
public static void NewErrorEvent(GAErrorSeverity severity, string message) { if (!GameAnalytics._hasInitializeBeenCalled) { return; } GA_Error.NewEvent(severity, message, (IDictionary <string, object>)null); }
/// <summary> /// Set up custom error events in the game. You can group the events by severity level and attach a message. /// </summary> /// <param name="severity">Severity of error.</param> /// <param name="message">Error message (Optional, can be nil).</param> public static void NewErrorEvent(GAErrorSeverity severity, string message) { if (!GameAnalytics._hasInitializeBeenCalled) { Debug.LogWarning("GameAnalytics: REMEMBER THE SDK NEEDS TO BE MANUALLY INITIALIZED NOW"); } GA_Error.NewEvent(severity, message); }
public static void NewErrorEvent(GAErrorSeverity severity, string message) { if (!_hasInitializeBeenCalled) { UnityEngine.Debug.LogError("GameAnalytics: REMEMBER THE SDK NEEDS TO BE MANUALLY INITIALIZED NOW"); } else { GA_Error.NewEvent(severity, message, null); } }
/// <summary> /// Set up custom error events in the game. You can group the events by severity level and attach a message. /// </summary> /// <param name="severity">Severity of error.</param> /// <param name="message">Error message (Optional, can be nil).</param> public static void NewErrorEvent(GAErrorSeverity severity, string message) { GA_Error.NewEvent(severity, message); }
public static void AddErrorEvent (GA_Error.GAErrorSeverity severity, string message) { addErrorEvent((int)severity, message); }
/// <summary> /// Set up custom error events in the game. You can group the events by severity level and attach a message. /// </summary> /// <param name="severity">Severity of error.</param> /// <param name="message">Error message (Optional, can be nil).</param> public static void NewErrorEvent(GA_Error.GAErrorSeverity severity, string message) { GA_Error.NewEvent(severity, message); }