Example #1
0
        public void Stat()
        {
#if !XLUA_GENERAL
            UnityEngine.Debug.Log("---------------------------STAT----------------------------------");
#else
            System.Console.WriteLine("---------------------------STAT----------------------------------");
#endif
            objects.Stat();
#if !XLUA_GENERAL
            UnityEngine.Debug.Log("reverse_map.count = " + reverseMap.Count);
#else
            System.Console.WriteLine("reverse_map.count = " + reverseMap.Count);
#endif
            Hashtable ht = new Hashtable();
            foreach (var obj in reverseMap.Keys)
            {
                Type type = obj.GetType();
                ht[type] = ht[type] == null ? 1 : (int)ht[type] + 1;
            }
            foreach (var key in ht.Keys)
            {
#if !XLUA_GENERAL
                UnityEngine.Debug.Log("reverse type:" + key + ", num:" + ht[key]);
#else
                System.Console.WriteLine("reverse type:" + key + ", num:" + ht[key]);
#endif
            }
        }
Example #2
0
        public void Stat()
        {
            UnityEngine.Debug.Log("---------------------------STAT----------------------------------");
            objects.Stat();
            UnityEngine.Debug.Log("reverse_map.count = " + reverseMap.Count);
            Hashtable ht = new Hashtable();

            foreach (var obj in reverseMap.Keys)
            {
                Type type = obj.GetType();
                ht[type] = ht[type] == null ? 1 : (int)ht[type] + 1;
            }
            foreach (var key in ht.Keys)
            {
                UnityEngine.Debug.Log("reverse type:" + key + ", num:" + ht[key]);
            }
        }