private static void SaveLog(object obj) { string filePath = UnityDebugViewerWindowUtility.GetSelectedFilePath(); if (string.IsNullOrEmpty(filePath)) { return; } var editor = UnityDebugViewerEditorManager.GetActiveEditor(); if (editor == null) { return; } bool saveFileterLog = (bool)obj; GUI.enabled = false; if (editor.SaveLogToFile(filePath, saveFileterLog)) { EditorUtility.DisplayDialog("UnityDebugViewer", string.Format("Save Log to {0} sucecessfully", filePath), "OK", ""); } GUI.enabled = true; }
private static void InitializeEditorMode() { UnityDebugViewerEditorManager.RegisterMode <UnityDebugViewerEditorMode>(UnityDebugViewerDefaultMode.Editor, 0); Application.logMessageReceivedThreaded -= LogMessageReceivedHandler; Application.logMessageReceivedThreaded += LogMessageReceivedHandler; }
private static void InitializeTestCustomMode() { /// 自定义模式的权重,用于决定其在下拉列表中的显示顺序 int order = 10; /// 添加自定义的模式 UnityDebugViewerEditorManager.RegisterMode <TestCustomMode>(MODE_NAME, order); }
private static void LogMessageReceivedHandler(string info, string stackTrace, LogType type) { if (type == LogType.Error || type == LogType.Assert || type == LogType.Exception) { UnityDebugViewerEditorManager.ForceActiveEditor(UnityDebugViewerDefaultMode.Editor); if (UnityDebugViewerWindow.errorPause) { UnityEngine.Debug.Break(); } } AddEditorLog(info, stackTrace, type); }
public static void AddLog(LogData data, string modeName) { UnityDebugViewerEditorManager.GetEditor(modeName).AddLog(data); }
private void Awake() { /// 确保只被赋值一次,否则序列化时log数据将会丢失 editorManager = new UnityDebugViewerEditorManager(); }
private static void InitializeLogFileMode() { UnityDebugViewerEditorManager.RegisterMode <UnityDebugViewerLogFileMode>(UnityDebugViewerDefaultMode.LogFile, 3); }
private static void InitializeADBLogcatMode() { UnityDebugViewerEditorManager.RegisterMode <UnityDebugViewerADBLogcatMode>(UnityDebugViewerDefaultMode.ADBLogcat, 2); }
private static void InitializeADBForwardMode() { UnityDebugViewerEditorManager.RegisterMode <UnityDebugViewerADBForwardMode>(UnityDebugViewerDefaultMode.ADBForward, 1); }
private static void InitializeEditorMode() { UnityDebugViewerEditorManager.RegisterMode <UnityDebugViewerEditorMode>(UnityDebugViewerDefaultMode.Editor, 0); }