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using UnityEngine;
namespace LobbyRelaySample
{
/// <summary>
/// Acts as a buffer between receiving requests to display error messages to the player and running the pop-up UI to do so.
/// </summary>
public class LogHandlerSettings : MonoBehaviour
{
[SerializeField]
[Tooltip("Only logs of this level or higher will appear in the console.")]
private LogMode m_editorLogVerbosity = LogMode.Critical;
[SerializeField]
private PopUpUI m_popUp;
public static LogHandlerSettings Instance
{
get
{
if (s_LogHandlerSettings != null) return s_LogHandlerSettings;
return s_LogHandlerSettings = FindObjectOfType<LogHandlerSettings>();
}
}
static LogHandlerSettings s_LogHandlerSettings;
private void Awake()
{
LogHandler.Get().mode = m_editorLogVerbosity;
Debug.Log($"Starting project with Log Level : {m_editorLogVerbosity.ToString()}");
}
/// <summary>
/// For convenience while in the Editor, update the log verbosity when its value is changed in the Inspector.
/// </summary>
public void OnValidate()
{
LogHandler.Get().mode = m_editorLogVerbosity;
}
public void SpawnErrorPopup(string errorMessage)
{
m_popUp.ShowPopup(errorMessage);
}
}
}