using System.Collections; using System.Collections.Generic; using System.ComponentModel; using UnityEngine; using UnityEngine.SceneManagement; public class ErrorLogHookManager : MonoBehaviour { [RuntimeInitializeOnLoadMethod] static void OnRuntimeMethodLoad() { new GameObject("ErrorLogHookManager").AddComponent(); } private void Awake() { DontDestroyOnLoad(gameObject); } private void OnEnable() { Application.logMessageReceived += HandleLog; } private void OnDisable() { Application.logMessageReceived -= HandleLog; } void HandleLog(string logString, string stackTrace, LogType type) { #if !FGB_LIVE switch (type) { case LogType.Error: case LogType.Exception: if (Popup.Ins) Popup.Ins.Set(ePopupType.One, 174, null, null, logString); break; } #endif } } public partial class SROptions { #if UNITY_EDITOR public eItem Item { get; set; } public int ID { get; set; } double _amount = 1000; public double Amount { get { return _amount; } set { _amount = value; } } public void Add_Item() { ServerInfo.Ins.m_ServerData.Add_Item(ID, Amount); } public void Init_Daily() { ServerInfo.Ins.m_ServerData.Init_Daily(); } public void Add_AllSkillLv() { var lst = table_skilllist.Ins.Get_DataList(); for (int i = 0; i < lst.Count; i++) { ServerInfo.Ins.m_ServerData.Add_SkillLv(lst[i].n_SkillID); } } #endif }