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Working Popup spawning and deletion, as well as extracting the topmost sentence from the Exception Log.

Popup design is pending, will have to work out a better UI spot.
/main/staging/error_UI_UX
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be717df9
共有 10 个文件被更改,包括 1235 次插入55 次删除
  1. 2
      Assets/Prefabs/UI/JoinCreateCanvas.prefab
  2. 2
      Assets/Prefabs/UI/RenamePopup.prefab
  3. 178
      Assets/Scenes/mainScene.unity
  4. 43
      Assets/Scripts/Infrastructure/LogHandler.cs
  5. 35
      Assets/Scripts/Infrastructure/LogHandlerSettings.cs
  6. 22
      ProjectSettings/PackageManagerSettings.asset
  7. 965
      Assets/Prefabs/UI/PopUpUI.prefab
  8. 7
      Assets/Prefabs/UI/PopUpUI.prefab.meta
  9. 25
      Assets/Scripts/UI/PopUpUI.cs
  10. 11
      Assets/Scripts/UI/PopUpUI.cs.meta

2
Assets/Prefabs/UI/JoinCreateCanvas.prefab


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Assets/Prefabs/UI/RenamePopup.prefab


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178
Assets/Scenes/mainScene.unity


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43
Assets/Scripts/Infrastructure/LogHandler.cs


using System;
using System.Collections.Generic;
using RelayException = Unity.Services.Relay.Http.HttpException;
using LobbyException = Unity.Services.Lobbies.Http.HttpException;
using UnityEngine.Events;
using Object = UnityEngine.Object;
namespace LobbyRelaySample

static LogHandler s_instance;
ILogHandler m_DefaultLogHandler = Debug.unityLogger.logHandler; // Store the default logger that prints to console.
List<ErrorReaction> m_errorReactions = new List<ErrorReaction>();
public static LogHandler Get()
{

return s_instance;
}
public void SetLogReactions(List<ErrorReaction> reactions)
{
m_errorReactions = reactions;
}
public void LogFormat(LogType logType, Object context, string format, params object[] args)
{
if (logType == LogType.Exception) // Exceptions are captured by LogException and should always be logged.

public void LogException(Exception exception, Object context)
{
LogReaction(exception);
}
private void LogReaction(Exception exception)
{
foreach (var reaction in m_errorReactions)
reaction.Filter(exception);
}
}
[Serializable]
public class ErrorReaction
{
public UnityEvent<string> m_logMessageCallback;
public void Filter(Exception exception)
{
string message = "";
var rawExceptionMessage = "";
//We want to Ensure the most relevant error message is on top
if (exception.InnerException != null)
rawExceptionMessage = exception.InnerException.ToString();
else
rawExceptionMessage = exception.ToString();
var firstLineIndex = rawExceptionMessage.IndexOf("\n");
var firstRelayString = rawExceptionMessage.Substring(0, firstLineIndex);
message = firstRelayString;
if (string.IsNullOrEmpty(message))
return;
m_logMessageCallback?.Invoke(message);
}
}
}

35
Assets/Scripts/Infrastructure/LogHandlerSettings.cs


using System;
using System.Collections;
using UnityEngine.Events;
using UnityEngine.Serialization;
namespace LobbyRelaySample
{

[Tooltip("Only logs of this level or higher will appear in the console.")]
private LogMode m_Mode = LogMode.Critical;
private LogMode m_editorLogVerbosity = LogMode.Critical;
[SerializeField]
PopUpUI popUpPrefab;
[SerializeField]
List<ErrorReaction> m_errorReactions = new List<ErrorReaction>();
LogHandler.Get().mode = m_Mode;
LogHandler.Get().mode = m_editorLogVerbosity;
LogHandler.Get().SetLogReactions(m_errorReactions);
}
[System.Serializable]
public class LogFilter
{
[SerializeField]
private LogType m_ifThisType;
public LogType IfThisType => m_ifThisType;
public UnityEvent<string> m_logMessageCallback;
public void Filter(LogType logType, string logString)
public void SpawnErrorPopup(string errorMessage)
if (logType != IfThisType)
return;
m_logMessageCallback?.Invoke(logString);
var popupInstance = Instantiate(popUpPrefab, transform);
popupInstance.ShowPopup(errorMessage, Color.red);
}
}

22
ProjectSettings/PackageManagerSettings.asset


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25
Assets/Scripts/UI/PopUpUI.cs


using LobbyRelaySample.UI;
using TMPro;
using UnityEngine;
using UnityEngine.Serialization;
using UnityEngine.UI;
namespace LobbyRelaySample
{
public class PopUpUI : MonoBehaviour
{
[SerializeField]
TMP_InputField m_popupText;
public void ShowPopup(string newText, Color textColor = default)
{
m_popupText.SetTextWithoutNotify(newText);
m_popupText.textComponent.color = textColor;
}
public void Delete()
{
Destroy(gameObject);
}
}
}

11
Assets/Scripts/UI/PopUpUI.cs.meta


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