public static void DoLogs(Object context) { // Examples of DLog.Log() DLog.Log("Log a message"); DLog.Log("Log a message with a specific color", Color.blue); DLog.Log("Log a message with a user-defined color", new Color(0f, 0.5f, 0f)); // Examples of DLog.LogWarning() DLog.LogWarning("Log a warning message"); DLog.LogWarning("Log a warning message with a specific color", Color.yellow); DLog.LogWarning("Log a warning message with a user-defined color", new Color(1f, 0.5f, 0.25f)); // Examples of DLog.LogError() DLog.LogError("Log an error message"); DLog.LogError("Log an error message with a specific color", Color.red); DLog.LogError("Log an error message with a user-defined color", new Color(1f, 0f, 1f)); // Examples of DLog.LogException() DLog.LogException(new System.Exception("Log an exception message")); DLog.LogException(new System.Exception("Log an exception message with a specific color"), Color.red); DLog.LogException(new System.Exception("Log an exception message with a user-defined color"), new Color(1f, 0f, 1f)); // Examples of logging With Context DLog.Log("Log a message with a context", context); DLog.Log("Log a message with a specific color and context", Color.green, context); DLog.LogWarning("Log a warning message with a context", context); DLog.LogWarning("Log a warning message with a specific color and context", Color.cyan, context); DLog.LogError("Log an error message with a context", context); DLog.LogError("Log an error message with a specific color and context", Color.red, context); DLog.LogException(new System.Exception("Log an exception message with a context"), context); DLog.LogException(new System.Exception("Log an exception message with a specific color and context"), Color.red, context); }
private void DestroyGame(string _key) { if (!mGameMap.ContainsKey(_key)) { return; } DLog.LogWarning("准备释放一个GameCore,同时摧毁App相关所有UnityInterface. AppName = " + _key); mGameMap[_key].Dispose(); mGameMap.Remove(_key); DLog.LogWarning("释放GameCore结束. AppName = " + _key); }
public void PlayVfx(Vector3 pos) { if (impactVfxPrefab == null) { #if UNITY_EDITOR DLog.LogWarning(string.Format( "Destroy Vfx of projectile of skill {0} is not configured", skill.GetType().Name )); #endif return; } try { // effectPool.Obtain(impactVfxPrefab).transform.position = pos; } catch (Exception e) { DLog.LogError(e.Message + "\n" + e.StackTrace); } }
override protected void DisposeNoGcCode() { DLog.LogWarning("准备释放AppCore."); System.Collections.Generic.List <string> tlist = new System.Collections.Generic.List <string>(mGameMap.Keys); foreach (string tkey in tlist) { DestroyGame(tkey); } System.Collections.Generic.List <string> tpublicmonos = new System.Collections.Generic.List <string>(mPublicMonoMap.Keys); foreach (string tkey in tlist) { MonoManagerBase tmono = mPublicMonoMap[tkey]; mPublicMonoMap.Remove(tkey); tmono.DestroyManager(); } base.DisposeNoGcCode(); }
protected override BehaviourNodeStatus OnExecute(AIAgent agent) { #if UNITY_EDITOR switch (m_level) { case LogLevel.Info: DLog.Log(m_message); break; case LogLevel.Warning: DLog.LogWarning(m_message); break; case LogLevel.Error: DLog.LogError(m_message); break; } #endif return(BehaviourNodeStatus.Success); }
public CodeTool_SYS(string _appname) : base(_appname) { DLog.LogWarning("反射模式对多结构的支持目前有问题.暂时不能使用.单app结构,不需要卸载gamecore的不存在问题."); }