static void Clear(StringBuilder s) { if (Pool.countAll >= MaxCount) { QLog.LogError("Pool count reach to MaxCount."); } s.Remove(0, s.Length); }
public static void Release(StringBuilder toRelease) { if (Pool.countAll >= MaxCount) { QLog.LogError("Pool count reach to MaxCount."); } Pool.Release(toRelease); }
// Start is called before the first frame update void Start() { QLog.Sample("QLog.Sample"); QLog.Log("QLog.Log"); QLog.LogEditor("QLog.LogEditor"); QLog.LogError("QLog.LogError"); QLog.LogErrorEditor("QLog.LogErrorEditor"); QLog.LogWarning("QLog.LogWarning"); QLog.LogWarningEditor("QLog.LogWarningEditor"); }
public void Init() { var asset = UnityEditor.AssetDatabase.LoadAssetAtPath <UGUIGroup>("Assets/Lemon/Prefabs/UGUI.prefab"); UGUI = GameObject.Instantiate <UGUIGroup>(asset); if (UGUI == null) { QLog.LogError("UGUI is null"); return; } }
public void Release(T element) { if (m_Stack.Count > 0 && ReferenceEquals(m_Stack.Peek(), element)) { QLog.LogError("Internal error. Trying to destroy object that is already released to pool."); } if (m_ActionOnRelease != null) { m_ActionOnRelease(element); } m_Stack.Push(element); }
public string Get(string key) { if (string.IsNullOrEmpty(key)) { QLog.LogError("传入的多语言Key为空!!"); return(string.Empty); } string value; if (LanguageDict.TryGetValue(key, out value)) { return(value); } QLog.LogError(StringUtility.Concat("没有找到对应的多语言Key = ", key)); return(key); }
public static void Log(BT_Result _result, string msg) { switch (_result) { case BT_Result.FAIL: QLog.LogError("Bt_Result: " + _result); break; case BT_Result.RUNING: QLog.LogWarning("Bt_Result: " + _result); break; case BT_Result.SUCCESSFUL: QLog.Log("Bt_Result: " + _result); break; default: QLog.Log("Bt_Result: " + _result); break; } }
public void Open(string UIName, params object[] objs) { UIBase uIBase; if (TryGetUIBase(UIName, out uIBase)) { QLog.LogWarning(StringUtility.Concat("Already open UI, witch UIName is ", UIName.ToString())); return; } UIBase prefabDatabase = UnityEditor.AssetDatabase.LoadAssetAtPath <UIBase>(StringUtility.Concat(PATH_PREFAB_UI, UIName.ToString(), ".prefab")); if (prefabDatabase == null) { QLog.LogError(StringUtility.Concat("Can not find UIBase Script in UIName = ", UIName.ToString())); return; } uIBase = Object.Instantiate <UIBase>(prefabDatabase, UGUI.UGUICanvas.transform, false); if (uIBase == null) { QLog.LogError(StringUtility.Concat("Instantiate fail, UIName = ", UIName.ToString())); return; } //设置数据,判断是否进入 uIBase.SetData(objs); if (!uIBase.IsCanOpen()) { QLog.Log(StringUtility.Concat("The UIBase script can not enter, UIName = ", UIName.ToString())); return; } //取出最后的界面,执行OnPause函数 UIBase lastUIBase; if (TryGetLastUIBase(out lastUIBase)) { QLog.LogEditor(StringUtility.Format("{0} 执行暂停函数", lastUIBase.UIName.ToString())); lastUIBase.OnPause(); } uIBase.CacheGameObject.SetActive(true); //设置层级 var UINameDepth = uIBase.UINameType; int tmpDepth; if (DepthPool.TryGetValue(UINameDepth, out tmpDepth)) { tmpDepth += DEPTH_BETWEEN_UI; DepthPool[UINameDepth] = tmpDepth; } else { tmpDepth += (int)UINameDepth + DEPTH_BETWEEN_UI; DepthPool.Add(UINameDepth, tmpDepth); } uIBase.SetDepth(UIName, tmpDepth); QLog.LogEditor(StringUtility.Format("{0} depth is {1}", uIBase.UIName.ToString(), tmpDepth.ToString())); //新界面,执行OnEnter函数 QLog.LogEditor(StringUtility.Format("{0} 执行OnEnter函数", uIBase.UIName.ToString())); uIBase.OnOpen(); UIBasePool.Add(uIBase); }