예제 #1
0
	public virtual void keyProcess()
	{
		// F1切换日志等级
		if (FrameBase.getKeyCurrentDown(KeyCode.F1))
		{
			int newLevel = ((int)UnityUtility.getLogLevel() + 1) % (int)LOG_LEVEL.MAX;
			UnityUtility.setLogLevel((LOG_LEVEL)newLevel);
		}
		// F2检测当前鼠标坐标下有哪些窗口
		if (FrameBase.getKeyCurrentDown(KeyCode.F2))
		{
			Vector3 mousePos = FrameBase.getMousePosition();
			var resultList = FrameBase.mGlobalTouchSystem.getAllHoverWindow(ref mousePos, null, true);
			int resultCount = resultList.Count;
			for (int i = 0; i < resultCount; ++i)
			{
				UIDepth depth = resultList[i].getDepth();
				UnityUtility.log("窗口:" + resultList[i].getName() +
										", 深度:layout:" + depth.toDepthString() +
										", priority:" + depth.getPriority(),
										LOG_LEVEL.FORCE);
			}
		}
		// F3启用或禁用用作调试的脚本的更新
		if (FrameBase.getKeyCurrentDown(KeyCode.F3))
		{
			mEnableScriptDebug = !mEnableScriptDebug;
		}
	}
예제 #2
0
 public virtual void keyProcess()
 {
     if (FrameBase.getKeyCurrentDown(KeyCode.F1))
     {
         int newLevel = ((int)UnityUtility.getLogLevel() + 1) % (int)LOG_LEVEL.LL_MAX;
         UnityUtility.setLogLevel((LOG_LEVEL)newLevel);
     }
 }
예제 #3
0
 public virtual void keyProcess()
 {
     if (Input.GetKeyDown(KeyCode.D))
     {
         LOG_LEVEL level    = UnityUtility.getLogLevel();
         int       newLevel = ((int)level + 1) % (int)LOG_LEVEL.LL_MAX;
         UnityUtility.setLogLevel((LOG_LEVEL)newLevel);
     }
 }