// Use this for initialization void Start() { HiDebug.EnableOnText(true); HiDebug.EnableOnScreen(true); Use_Debuger(); Use_Debug(); }
private void OpenLog() { // 如果使用Debuger.Log or Debuger.LogWarnning or Debuger.LogError打印日志, 你可以一键关闭这些日志Hidebug.EnableDebuger(false). HiDebug.EnableDebuger(true); // 打印日志到屏幕 HiDebug.EnableOnScreen(true); // 将会记录日志和堆栈信息到text,默认路径是Application.persistentDataPath HiDebug.EnableOnText(true); HiDebug.FontSize = 20; }
// Use this for initialization void Start() { //将会记录日志和堆栈信息到text,默认路径是Application.persistentDataPath. HiDebug.EnableOnText(true); //将会显示一个按钮,可以拖拽到任何地方(不遮挡你的游戏按钮的地方) 当点击这个按钮,将会弹出一个面板展示日志和堆栈. HiDebug.EnableOnScreen(true); //HiDebug的控制台日志.如果使用Debuger.Log or Debuger.LogWarnning or Debuger.LogError打印日志, 你可以一键关闭这些日志Hidebug.EnableDebuger(false). HiDebug.EnableDebuger(true); Use_Debuger(); Use_Debug(); }
// Use this for initialization void Start() { HiDebug.EnableDebuger(_isLogOn); HiDebug.EnableOnText(_isLogOnText); HiDebug.EnableOnScreen(_isLogOnScreen); for (int i = 0; i < 100; i++) { Debuger.Log(i); Debuger.LogWarning(i); Debuger.LogError(i); } HiDebug.FontSize = 20;//set size of font }
/// <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. HiDebug.EnableDebuger(true); for (int i = 0; i < 100; i++) { Debuger.Log(i); Debuger.LogWarning(i); Debuger.LogError(i); } }
public static void EnableOnScreen(bool isOn) { Debuger._isOnScreen = isOn; if (Debuger._isOnScreen) { Debuger.EnableHiDebugLogs(true); if (Debuger._instance == null) { GameObject expr_2A = new GameObject("HiDebug"); UnityEngine.Object.DontDestroyOnLoad(expr_2A); Debuger._instance = expr_2A.AddComponent <HiDebug>(); } } }
// Use this for initialization void Start() { HiDebug.EnableOnText(_isLogOnText); HiDebug.EnableOnScreen(_isLogOnScreen); //unity engine's debug.log for (int i = 0; i < 100; i++) { Debug.Log(i); Debug.LogWarning(i); Debug.LogError(i); } }
public void CloseLogView() { logOpend = false; HiDebug.EnableOnText(logOpend); HiDebug.EnableOnScreen(logOpend); HiDebug.EnableDebuger(logOpend); if (logView == null) { logView = FindObjectOfType <HiDebugView>(); } if (logView != null) { logView.enabled = logOpend; } }
void Awake() { Ins = this; Opened = false; HiDebug.SetFontSize(35); }
//public HiRandom(IEnumerable<T> collection) //{ // randomList = new List<T>(collection); //} public HiRandom(IEnumerable <T> collection) { randomList = new List <T>(); randomList.AddRange(collection); HiDebug.Log("BBB0", randomList.Count); }
// Use this for initialization void Start() { HiDebug.EnableOnScreen(true); }
private void CloseLog() { HiDebug.EnableDebuger(false); }