void Start() { switch (type) { case RunTyp.发布正式: break; case RunTyp.发布覆盖测试: GUIConsole gUIConsole = gameObject.AddComponent <GUIConsole>(); gUIConsole._consoleSize = new Vector2(800, 600); GUIConsoleButton gUIConsoleButton = gameObject.AddComponent <GUIConsoleButton>(); gUIConsoleButton._buttonRect = new Rect(100f, 300f, 100f, 100f); RunTest(); break; case RunTyp.本地覆盖测试: RunTest(); break; case RunTyp.覆盖运行: LoadTest(); break; } }
void Awake() { if (console == null) { console = GetComponent <GUIConsole>(); } }
void Awake () { if (console == null) { console = GetComponent<GUIConsole>(); } }
public static void WarningFormat(string format, params object[] args) { Debug.LogWarningFormat(format, args); if (LogInGame) { GUIConsole.LogWarning(format); } }
/// <summary> /// 程序启动 /// </summary> public void AppLaunch() { DontDestroyOnLoad(gameObject); Application.runInBackground = true; Screen.sleepTimeout = SleepTimeout.NeverSleep; SetResourceLoadType(useCacheWhenLoadResource); //设置资源加载类型 AudioPlayManager.Init(); MemoryManager.Init(); //内存管理初始化 Timer.Init(); //计时器启动 InputManager.Init(); //输入管理器启动 #if !UNITY_WEBGL UIManager.Init(); //UIManager启动 #else UIManager.InitAsync(); //异步加载UIManager #endif ApplicationStatusManager.Init(); //游戏流程状态机初始化 GlobalLogicManager.Init(); //初始化全局逻辑 if (AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Console DevelopReplayManager.OnLunchCallBack += () => { SDKManager.Init(); //初始化SDKManger #if USE_LUA LuaManager.Init(); #endif InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterTestModel(m_Status); //可以从此处进入测试流程 }; DevelopReplayManager.Init(m_quickLunch); //开发者复盘管理器 LanguageManager.Init(); } else { Log.Init(false); //关闭 Debug SDKManager.Init(); //初始化SDKManger #if USE_LUA LuaManager.Init(); #endif InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterStatus(m_Status); //游戏流程状态机,开始第一个状态 LanguageManager.Init(); } if (s_OnApplicationModuleInitEnd != null) { s_OnApplicationModuleInitEnd(); } }
public static void PrintFormat(string format, params object[] args) { Debug.LogFormat(format, args); if (LogInGame) { // no format support yet GUIConsole.Log(format); } }
public static void ErrorObjects(string delimeter, params object[] objects) { string msg = ObjectsToString(delimeter, objects); Debug.LogError(msg); if (LogInGame) { GUIConsole.LogError(msg); } }
public static void Print(object message) { string msg = ObjectToString(message); Debug.Log(msg); if (LogInGame) { GUIConsole.Log(msg); } }
/// <summary> /// 程序启动 /// </summary> private void AppLaunch() { //处理常驻 DontDestroyOnLoad(gameObject); //计时器启动 Timer.Init(); //输入管理器启动 InputManager.Init(); #if !UNITY_WEBGL //UIManager启动 UIManager.Init(); #else //异步加载UIManager UIManager.InitAsync(); #endif //初始化全局逻辑 GlobalLogicManager.Init(); if (AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Console DevelopReplayManager.OnLunchCallBack += () => { //全局逻辑 InitGlobalLogic(); //可以从此处进入测试流程 ApplicationStatusManager.Instance.EnterTestModel(m_Status); }; //开发者复盘管理器 DevelopReplayManager.Init(m_quickLunch); } else { Log.Init(false); //关闭 Debug //全局逻辑 InitGlobalLogic(); //游戏流程状态机,开始第一个状态 ApplicationStatusManager.Instance.EnterStatus(m_Status); } }
private void Awake() { _instance = this; if (appMode != AppMode.Release) { guiConsole = new GUIConsole(); // 图形控制面板初始化 guiConsole.init(); } assetsManager = new AssetsManager(); gameManager = new GameManager(); gameManager.init(); }
/// <summary> /// Lists the following variables as prints /// </summary> /// <param name="vars">Array with even amount of objects. Odd number is for variable name, even values are for the actual variable values</param> public static void PrintVariables(params object[] vars) { if (vars.Length % 2 != 0) { throw new Exception("Var count is not divisible by 2"); } for (int i = 0; i < vars.Length; i += 2) { string msg = VarString(vars[i], vars[i + 1]); Debug.Log(msg); if (LogInGame) { GUIConsole.Log(msg); } } }
/// <summary> /// 程序启动 /// </summary> public void AppLaunch() { DontDestroyOnLoad(gameObject); SetResourceLoadType(); //设置资源加载类型 ResourcesConfigManager.Initialize(); //资源路径管理器启动 MemoryManager.Init(); //内存管理初始化 HeapObjectPool.Init(); Timer.Init(); //计时器启动 InputManager.Init(); //输入管理器启动 UIManager.Init(); //UIManager启动 ApplicationStatusManager.Init(); //游戏流程状态机初始化 GlobalLogicManager.Init(); //初始化全局逻辑 if (m_AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Console DevelopReplayManager.OnLunchCallBack += () => { if (m_useLua) { LuaManager.Init(); } InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterTestModel(m_Status); //可以从此处进入测试流程 }; DevelopReplayManager.Init(m_quickLunch); //开发者复盘管理器 } else { Log.Init(false); //关闭 Debug if (m_useLua) { LuaManager.Init(); } InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterStatus(m_Status); //游戏流程状态机,开始第一个状态 } }
/// <summary> /// 程序启动 /// </summary> public void AppLaunch() { DontDestroyOnLoad(gameObject); SetResourceLoadType(); //设置资源加载类型 ResourcesConfigManager.Initialize(); //资源路径管理器启动 MemoryManager.Init(); //内存管理初始化 Timer.Init(); //计时器启动 InputManager.Init(); //输入管理器启动 #if !UNITY_WEBGL UIManager.Init(); //UIManager启动 #else UIManager.InitAsync(); //异步加载UIManager #endif ApplicationStatusManager.Init(); //游戏流程状态机初始化 GlobalLogicManager.Init(); //初始化全局逻辑 if (AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Console DevelopReplayManager.OnLunchCallBack += () => { #if USE_LUA LuaManager.Init(); #endif InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterTestModel(m_Status); //可以从此处进入测试流程 }; DevelopReplayManager.Init(m_quickLunch); //开发者复盘管理器 } else { Log.Init(false); //关闭 Debug #if USE_LUA LuaManager.Init(); #endif InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterStatus(m_Status); //游戏流程状态机,开始第一个状态 } }
private void Awake() { // Singleton pattern for GUIConsole if (instance != null && instance != this) { Destroy(this.gameObject); } else { instance = this; } // Ensure textObject reference is set if (!textObject) { Debug.LogError("GUI Console :: textObject reference not set!", this.gameObject); } }
/// <summary> /// 程序启动 /// </summary> public void AppLaunch() { SetResourceLoadType(); //设置资源加载类型 BundleConfigManager.Initialize(); //资源路径管理器启动 Log.Init(); //日志系统启动 ApplicationStatusManager.Init(); //游戏流程状态机初始化 //初始化全局逻辑 InitGlobalLogic(); if (m_AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Debug ApplicationStatusManager.EnterTestModel(m_Status); //可以从此处进入测试流程 } else { //游戏流程状态机,开始第一个状态 ApplicationStatusManager.EnterStatus(m_Status); } }
/// <summary> /// 程序启动 /// </summary> public void AppLaunch() { DontDestroyOnLoad(this); SetResourceLoadType(); //设置资源加载类型 ResourcesConfigManager.Initialize(); //资源路径管理器启动 InputManager.Init(); //输入管理器启动 UIManager.Init(); //UIManager启动 ApplicationStatusManager.Init(); //游戏流程状态机初始化 //初始化全局逻辑 GlobalLogicManager.Init(); if (m_AppMode != AppMode.Release) { GUIConsole.Init(); //运行时Console DevelopReplayManager.OnLunchCallBack += () => { LuaManager.Init(); InitGlobalLogic(); //全局逻辑 ApplicationStatusManager.EnterTestModel(m_Status); //可以从此处进入测试流程 }; DevelopReplayManager.Init(m_quickLunch); //开发者复盘管理器 } else { Log.Init(false); //关闭 Debug LuaManager.Init(); //全局逻辑 InitGlobalLogic(); //游戏流程状态机,开始第一个状态 ApplicationStatusManager.EnterStatus(m_Status); } }
/// <summary> /// Awake is called when the script instance is being loaded. /// </summary> void Awake() { Instance = this; }
void OnDestroy() { instance = null; }
void OnDestroy() { instance = null; }