Esempio n. 1
0
    // Use this for initialization
    void Start()
    {
        Debuger.EnableOnText(_isLogOnText);
        Debuger.EnableOnScreen(_isLogOnScreen);


        //unity engine's debug.log
        for (int i = 0; i < 100; i++)
        {
            Debug.Log(i);
            Debug.LogWarning(i);
            Debug.LogError(i);
        }
    }
Esempio n. 2
0
    // Use this for initialization
    void Start()
    {
        Debuger.EnableHiDebugLogs(_isLogOn);
        Debuger.EnableOnText(_isLogOnText);
        Debuger.EnableOnScreen(_isLogOnScreen);

        for (int i = 0; i < 100; i++)
        {
            Debuger.Log(i);
            Debuger.LogWarning(i);
            Debuger.LogError(i);
        }

        Debuger.FontSize = 20;//set size of font
    }
Esempio n. 3
0
    // Use this for initialization
    void Start()
    {
        Debuger.EnableHiDebugLogs(_isLogOn);
        Debuger.EnableOnText(_isLogOnText);
        Debuger.EnableOnScreen(_isLogOnScreen);

        Debuger.LogWarning(Application.persistentDataPath);
        //for (int i = 0; i < 100; i++)
        //{
        //    Debuger.Log(i);
        //    Debuger.LogWarning(i);
        //    Debuger.LogError(i);
        //}

        Debuger.FontSize = 30;//set size of font
    }
Esempio n. 4
0
    /// <summary>
    /// use debuger, you can enable or disable logs just one switch
    /// and also it automatically add time to your logs
    /// </summary>
    void Use_Debuger()
    {
        //you can set all debuger's out put logs disable just set this value false(pc,android,ios...etc)
        //it's convenient in release mode, just set this false, and in debug mode set this true.
        Debuger.EnableHiDebugLogs(true);
        //Debuger.EnableHiDebugLogs(false);

        Debuger.EnableOnText(true);
        Debuger.EnableOnScreen(true);

        for (int i = 0; i < 100; i++)
        {
            Debuger.Log(i);
            Debuger.LogWarning(i);
            Debuger.LogError(i);
        }
    }
Esempio n. 5
0
 // Use this for initialization
 void Start()
 {
     Debuger.EnableOnScreen(true);
 }
Esempio n. 6
0
 // Use this for initialization
 void Start()
 {
     //LuaMgr.Instance.Init();
     Debuger.EnableOnScreen(true);
 }