LogError









How do I use Log Error
Below are practical examples compiled from projects for learning and reference purposes

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File name: ChatGui.cs Copy
283     private void PostHelpToCurrentChannel()
284     {
285         ChatChannel channelForHelp = this.selectedChannel;
286         if (channelForHelp != null)
287         {
288             channelForHelp.Add("info", ChatGui.HelpText);
289         }
290         else
291         {
292             Debug.LogError("no channel for help");
293         }
294     }
File name: PhotonConverter.cs Copy
18     public static void RunConversion()
19     {
20         //Ask if user has made a backup.
21         int option = EditorUtility.DisplayDialogComplex("Conversion", "Attempt automatic conversion from Unity Networking to Photon Unity Networking \"PUN\"?", "Yes", "No!", "Pick Script Folder");
22         switch (option)
23         {
24             case 0:
25                 break;
26             case 1:
27                 return;
28             case 2:
29                 PickFolderAndConvertScripts();
30                 return;
31             default:
32                 return;
33         }
34
35         //REAAAALY?
36         bool result = EditorUtility.DisplayDialog("Conversion", "Disclaimer: The code conversion feature is quite crude, but should do it's job well (see the sourcecode). A backup is therefore strongly recommended!", "Yes, I've made a backup: GO", "Abort");
37         if (!result)
38         {
39             return;
40         }
41         Output(EditorApplication.timeSinceStartup + " Started conversion of Unity networking -> Photon");
42
43         //Ask to save current scene (optional)
44         EditorApplication.SaveCurrentSceneIfUserWantsTo();
45
46         EditorUtility.DisplayProgressBar("Converting..", "Starting.", 0);
47
48         //Convert NetworkViews to PhotonViews in Project prefabs
49         //Ask the user if we can move all prefabs to a resources folder
50         bool movePrefabs = EditorUtility.DisplayDialog("Conversion", "Can all prefabs that use a PhotonView be moved to a Resources/ folder? You need this if you use Network.Instantiate.", "Yes", "No");
51
52
53         string[] prefabs = Directory.GetFiles("Assets/", "*.prefab", SearchOption.AllDirectories);
54         foreach (string prefab in prefabs)
55         {
56             EditorUtility.DisplayProgressBar("Converting..", "Object:" + prefab, 0.6f);
57
58             Object[] objs = (Object[])AssetDatabase.LoadAllAssetsAtPath(prefab);
59             int converted = 0;
60             foreach (Object obj in objs)
61             {
62                 if (obj != null && obj.GetType() == typeof(GameObject))
63                     converted += ConvertNetworkView(((GameObject)obj).GetComponents(), false);
64             }
65             if (movePrefabs && converted > 0)
66             {
67                 //This prefab needs to be under the root of a Resources folder!
68                 string path = prefab.Replace("\\", "/");
69                 int lastSlash = path.LastIndexOf("/");
70                 int resourcesIndex = path.LastIndexOf("/Resources/");
71                 if (resourcesIndex != lastSlash - 10)
72                 {
73                     if (path.Contains("/Resources/"))
74                     {
75                         Debug.LogWarning("Warning, prefab [" + prefab + "] was already in a resources folder. But has been placed in the root of another one!");
76                     }
77                     //This prefab NEEDS to be placed under a resources folder
78                     string resourcesFolder = path.Substring(0, lastSlash) + "/Resources/";
79                     EnsureFolder(resourcesFolder);
80                     string newPath = resourcesFolder + path.Substring(lastSlash + 1);
81                     string error = AssetDatabase.MoveAsset(prefab, newPath);
82                     if (error != "")
83                         Debug.LogError(error);
84                     Output("Fixed prefab [" + prefab + "] by moving it into a resources folder.");
85                 }
86             }
87         }
88
89         //Convert NetworkViews to PhotonViews in scenes
90         string[] sceneFiles = Directory.GetFiles("Assets/", "*.unity", SearchOption.AllDirectories);
91         foreach (string sceneName in sceneFiles)
92         {
93             EditorApplication.OpenScene(sceneName);
94             EditorUtility.DisplayProgressBar("Converting..", "Scene:" + sceneName, 0.2f);
95
96             int converted2 = ConvertNetworkView((NetworkView[])GameObject.FindObjectsOfType(typeof(NetworkView)), true);
97             if (converted2 > 0)
98             {
99                 //This will correct all prefabs: The prefabs have gotten new components, but the correct ID's were lost in this case
100                 PhotonViewHandler.HierarchyChange(); //TODO: most likely this is triggered on change or on save
101
102                 Output("Replaced " + converted2 + " NetworkViews with PhotonViews in scene: " + sceneName);
103                 EditorApplication.SaveScene(EditorApplication.currentScene);
104             }
105
106         }
107
108         //Convert C#/JS scripts (API stuff)
109         List scripts = GetScriptsInFolder("Assets");
110
111         EditorUtility.DisplayProgressBar("Converting..", "Scripts..", 0.9f);
112         ConvertScripts(scripts);
113
114         Output(EditorApplication.timeSinceStartup + " Completed conversion!");
115         EditorUtility.ClearProgressBar();
116
117         EditorUtility.DisplayDialog("Completed the conversion", "Don't forget to add \"PhotonNetwork.ConnectWithDefaultSettings();\" to connect to the Photon server before using any multiplayer functionality.", "OK");
118     }
File name: PhotonConverter.cs Copy
323     static string PregReplace(string input, string[] pattern, string[] replacements)
324     {
325         if (replacements.Length != pattern.Length)
326             Debug.LogError("Replacement and Pattern Arrays must be balanced");
327
328         for (var i = 0; i < pattern.Length; i++)
329         {
330             input = Regex.Replace(input, pattern[i], replacements[i]);
331         }
332
333         return input;
334     }
File name: PhotonConverter.cs Copy
395     static void ConversionError(string file, string str)
396     {
397         Debug.LogError("Scrip conversion[" + file + "]: " + str);
398     }
File name: PhotonEditor.cs Copy
827     {
828         get
829         {
830             if (currentSettings == null)
831             {
832                 // find out if ServerSettings can be instantiated (existing script check)
833                 ScriptableObject serverSettingTest = CreateInstance("ServerSettings");
834                 if (serverSettingTest == null)
835                 {
836                     Debug.LogError(CurrentLang.ServerSettingsMissingLabel);
837                     return null;
838                 }
839                 DestroyImmediate(serverSettingTest);
840
841                 // try to load settings from file
842                 ReLoadCurrentSettings();
843
844                 // if still not loaded, create one
845                 if (currentSettings == null)
846                 {
847                     string settingsPath = Path.GetDirectoryName(PhotonNetwork.serverSettingsAssetPath);
848                     if (!Directory.Exists(settingsPath))
849                     {
850                         Directory.CreateDirectory(settingsPath);
851                         AssetDatabase.ImportAsset(settingsPath);
852                     }
853
854                     currentSettings = (ServerSettings)ScriptableObject.CreateInstance("ServerSettings");
855                     if (currentSettings != null)
856                     {
857                         AssetDatabase.CreateAsset(currentSettings, PhotonNetwork.serverSettingsAssetPath);
858                     }
859                     else
860                     {
861                         Debug.LogError(CurrentLang.ServerSettingsMissingLabel);
862                     }
863                 }
864
865                 // settings were loaded or created. set this editor's initial selected region now (will be changed in GUI)
866                 if (currentSettings != null)
867                 {
868                     selectedRegion = currentSettings.PreferredRegion;
869                 }
870             }
871
872             return currentSettings;
873         }
874
875         protected set
876         {
877             currentSettings = value;
878         }
879     }
File name: PunSceneSettings.cs Copy
70     public static int MinViewIdForScene(string scene)
71     {
72         if (string.IsNullOrEmpty(scene))
73         {
74             return 0;
75         }
76
77         PunSceneSettings pss = Instance;
78         if (pss == null)
79         {
80             Debug.LogError("pss cant be null");
81             return 0;
82         }
83
84         foreach (SceneSetting setting in pss.MinViewIdPerScene)
85         {
86             if (setting.sceneName.Equals(scene))
87             {
88                 return setting.minViewId;
89             }
90         }
91         return 0;
92     }
File name: NetworkingPeer.cs Copy
247     public override bool Connect(string serverAddress, string applicationName)
248     {
249         Debug.LogError("Avoid using this directly. Thanks.");
250         return false;
251     }
File name: NetworkingPeer.cs Copy
253     public bool Connect(string serverAddress, ServerConnection type)
254     {
255         if (PhotonHandler.AppQuits)
256         {
257             Debug.LogWarning("Ignoring Connect() because app gets closed. If this is an error, check PhotonHandler.AppQuits.");
258             return false;
259         }
260
261         if (PhotonNetwork.connectionStateDetailed == global::PeerState.Disconnecting)
262         {
263             Debug.LogError("Connect() failed. Can't connect while disconnecting (still). Current state: " + PhotonNetwork.connectionStateDetailed);
264             return false;
265         }
266
267         // connect might fail, if the DNS name can't be resolved or if no network connection is available
268         bool connecting = base.Connect(serverAddress, "");
269         if (connecting)
270         {
271             switch (type)
272             {
273                 case ServerConnection.NameServer:
274                     State = global::PeerState.ConnectingToNameServer;
275                     break;
276                 case ServerConnection.MasterServer:
277                     State = global::PeerState.ConnectingToMasterserver;
278                     break;
279                 case ServerConnection.GameServer:
280                     State = global::PeerState.ConnectingToGameserver;
281                     break;
282             }
283         }
284
285         return connecting;
286     }
File name: NetworkingPeer.cs Copy
594     private void AddNewPlayer(int ID, PhotonPlayer player)
595     {
596         if (!this.mActors.ContainsKey(ID))
597         {
598             this.mActors[ID] = player;
599             RebuildPlayerListCopies();
600         }
601         else
602         {
603             Debug.LogError("Adding player twice: " + ID);
604         }
605     }
File name: NetworkingPeer.cs Copy
650     private void HandleEventLeave(int actorID)
651     {
652         if (PhotonNetwork.logLevel >= PhotonLogLevel.Informational)
653             Debug.Log("HandleEventLeave for player ID: " + actorID);
654
655
656         // actorNr is fetched out of event above
657         if (actorID < 0 || !this.mActors.ContainsKey(actorID))
658         {
659             Debug.LogError(String.Format("Received event Leave for unknown player ID: {0}", actorID));
660             return;
661         }
662
663         PhotonPlayer player = this.GetPlayerWithID(actorID);
664         if (player == null)
665         {
666             Debug.LogError("HandleEventLeave for player ID: " + actorID + " has no PhotonPlayer!");
667         }
668
669         // having a new master before calling destroy for the leaving player is important!
670         // so we elect a new masterclient and ignore the leaving player (who is still in playerlists).
671         this.CheckMasterClient(actorID);
672
673
674         // destroy objects & buffered messages
675         if (this.mCurrentGame != null && this.mCurrentGame.autoCleanUp)
676         {
677             this.DestroyPlayerObjects(actorID, true);
678         }
679
680         RemovePlayer(actorID, player);
681
682         // finally, send notification (the playerList and masterclient are now updated)
683         SendMonoMessage(PhotonNetworkingMessage.OnPhotonPlayerDisconnected, player);
684     }

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