using UnityEngine; 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) { #if !UNITY_EDITOR default: Debug.Log(logString); break; #endif case LogType.Error: case LogType.Exception: Debug.LogError(logString); break; } #endif } } public partial class SROptions { #if UNITY_EDITOR public int ID { get; set; } double _amount = 1000; public double Amount { get { return _amount; } set { _amount = value; } } public void Add_Item() { //ServerInfo.Ins.Save_CheatItem(ID, Amount, () => { ServerInfo.Ins.m_ServerData.Add_Item(ID, Amount); }); } #endif }