Exemple #1
0
 public static void ClearLogs()
 {
     using (List <SkillLog> .Enumerator enumerator = SkillLog.Logs.GetEnumerator())
     {
         while (enumerator.MoveNext())
         {
             SkillLog current = enumerator.get_Current();
             current.Clear();
         }
     }
 }
Exemple #2
0
        private void AddEntry(SkillLogEntry entry, bool sendToUnityLog = false)
        {
            entry.Log        = this;
            entry.Time       = SkillTime.RealtimeSinceStartup;
            entry.FrameCount = Time.get_frameCount();
            if (SkillLog.IsCollisionEvent(entry.Event))
            {
                entry.GameObject     = entry.Fsm.CollisionGO;
                entry.GameObjectName = entry.Fsm.CollisionName;
            }
            if (SkillLog.IsTriggerEvent(entry.Event))
            {
                entry.GameObject     = entry.Fsm.TriggerGO;
                entry.GameObjectName = entry.Fsm.TriggerName;
            }
            if (SkillLog.IsCollision2DEvent(entry.Event))
            {
                entry.GameObject     = entry.Fsm.Collision2dGO;
                entry.GameObjectName = entry.Fsm.Collision2dName;
            }
            if (SkillLog.IsTrigger2DEvent(entry.Event))
            {
                entry.GameObject     = entry.Fsm.Trigger2dGO;
                entry.GameObjectName = entry.Fsm.Trigger2dName;
            }
            this.entries.Add(entry);
            if (this.entries.get_Count() > 100000)
            {
                this.entries.RemoveRange(0, 10000);
                this.Resized = true;
            }
            switch (entry.LogType)
            {
            case SkillLogType.Warning:
                Debug.LogWarning(this.FormatUnityLogString(entry.Text));
                return;

            case SkillLogType.Error:
                Debug.LogError(this.FormatUnityLogString(entry.Text));
                return;

            default:
                if ((SkillLog.MirrorDebugLog || sendToUnityLog) && entry.LogType != SkillLogType.Transition)
                {
                    Debug.Log(this.FormatUnityLogString(entry.Text));
                }
                return;
            }
        }
Exemple #3
0
        public static SkillLog GetLog(Skill fsm)
        {
            if (fsm == null)
            {
                return(null);
            }
            using (List <SkillLog> .Enumerator enumerator = SkillLog.Logs.GetEnumerator())
            {
                while (enumerator.MoveNext())
                {
                    SkillLog current = enumerator.get_Current();
                    if (current.Fsm == fsm)
                    {
                        return(current);
                    }
                }
            }
            SkillLog fsmLog = new SkillLog(fsm);

            SkillLog.Logs.Add(fsmLog);
            return(fsmLog);
        }