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using System;
using UnityEngine;
using Object = UnityEngine.Object;
namespace LobbyRelaySample
{
public enum LogMode
{
Critical, // Errors only.
Warnings, // Errors and Warnings
Verbose // Everything
}
/// <summary>
/// Overrides the default Unity logging with our own, so that verbose logs (both from the services and from any of our Debug.Log* calls) don't clutter the Console.
/// </summary>
public class LogHandler : ILogHandler
{
public LogMode mode = LogMode.Critical;
static LogHandler s_instance;
ILogHandler m_DefaultLogHandler = Debug.unityLogger.logHandler; //Store the unity default logger to print to console.
public static LogHandler Get()
{
if (s_instance != null) return s_instance;
s_instance = new LogHandler();
Debug.unityLogger.logHandler = s_instance;
return s_instance;
}
public void LogFormat(LogType logType, Object context, string format, params object[] args)
{
if (logType == LogType.Exception) // Exceptions are captured by LogException?
return;
if (logType == LogType.Error || logType == LogType.Assert)
{
m_DefaultLogHandler.LogFormat(logType, context, format, args);
return;
}
if (mode == LogMode.Critical)
return;
if (logType == LogType.Warning)
{
m_DefaultLogHandler.LogFormat(logType, context, format, args);
return;
}
if (mode != LogMode.Verbose)
return;
m_DefaultLogHandler.LogFormat(logType, context, format, args);
}
public void LogException(Exception exception, Object context)
{
m_DefaultLogHandler.LogException(exception, context);
}
}
}