protected void DispatchVLogEvent(Object obj, VLogType type, string message) { if (OnLogEvent != null) { OnLogEvent(new VLog() { vLogType = type, validatorName = TypeName, message = message, objectPath = ObjectUtility.GetObjectPath(obj) }); } }
protected VLog CreateVLog(Object obj, VLogType type, string message, string scenePath = "", VLogSource source = VLogSource.Scene) { return(new VLog() { vLogType = type, source = source, validatorName = TypeName, message = message, objectPath = ObjectUtility.GetObjectPath(obj), scenePath = scenePath }); }
private static void DoLog(string szMsg, VLogType emType) { switch (emType) { case VLogType.NORMAL: UnityEngine.Debug.Log(szMsg); break; case VLogType.WARNING: UnityEngine.Debug.LogWarning(szMsg); break; case VLogType.ERROR: UnityEngine.Debug.LogError(szMsg); break; } LogToFile("game.log", szMsg); }
protected void DispatchVLogEvent(Object obj, VLogType type, string message, string scenePath = "", string objectPath = "") { if (OnLogEvent != null) { OnLogEvent(new VLog() { vLogType = type, source = VLogSource.Project, validatorName = TypeName, message = message, objectPath = string.IsNullOrEmpty(objectPath) ? ObjectUtility.GetObjectPath(obj) : objectPath, scenePath = scenePath }); } }
protected void DispatchVLogEvent(Object obj, VLogType type, string message, string scenePath = "", VLogSource source = VLogSource.Scene) { if (OnLogEvent != null) { OnLogEvent(new VLog() { vLogType = type, source = source, validatorName = TypeName, message = message, objectPath = ObjectUtility.GetObjectPath(obj), scenePath = scenePath }); } }