LogWarning
How do I use Log Warning
Below are practical examples compiled from projects for learning and reference purposes
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File name: ChatGui.cs
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348 public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
349 {
350 // this is how you get status updates of friends.
351 // this demo simply adds status updates to the currently shown chat.
352 // you could buffer them or use them any other way, too.
353
354 ChatChannel activeChannel = this.selectedChannel;
355 if (activeChannel != null)
356 {
357 activeChannel.Add("info", string.Format("{0} is {1}. Msg:{2}", user, status, message));
358 }
359
360 Debug.LogWarning("status: " + string.Format("{0} is {1}. Msg:{2}", user, status, message));
361 }
File name: NamePickGui.cs
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15 public void Awake()
16 {
17 this.guiCenteredRect = new Rect(Screen.width/2-GuiSize.x/2, Screen.height/2-GuiSize.y/4, GuiSize.x, GuiSize.y);
18 this.chatComponent = this.GetComponent
19
20 if (this.chatComponent != null && chatComponent.enabled)
21 {
22 Debug.LogWarning("When using the NamePickGui, ChatGui should be disabled initially.");
23
24 if (this.chatComponent.chatClient != null)
25 {
26 this.chatComponent.chatClient.Disconnect();
27 }
28 this.chatComponent.enabled = false;
29 }
30
31 string prefsName = PlayerPrefs.GetString(NamePickGui.UserNamePlayerPref);
32 if (!string.IsNullOrEmpty(prefsName))
33 {
34 this.InputLine = prefsName;
35 }
36 }
File name: OnClickCallMethod.cs
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11 public void OnClick()
12 {
13 if (this.TargetGameObject == null || string.IsNullOrEmpty(this.TargetMethod))
14 {
15 Debug.LogWarning(this + " can't call, cause GO or Method are empty.");
16 return;
17 }
18
19 this.TargetGameObject.SendMessage(this.TargetMethod);
20 }
File name: PhotonAnimatorViewEditor.cs
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157 private void CheckIfStoredParametersExist()
158 {
159 for (int i = 0; i < this.m_Target.GetSynchronizedParameters().Count; ++i)
160 {
161 string parameterName = this.m_Target.GetSynchronizedParameters()[i].Name;
162 if (DoesParameterExist(parameterName) == false)
163 {
164 Debug.LogWarning("Parameter '" + this.m_Target.GetSynchronizedParameters()[i].Name +
165 "' doesn't exist anymore. Removing it from the list of synchronized parameters");
166 int numberOfRemovedElements = this.m_Target.GetSynchronizedParameters().RemoveAll(item => item.Name == parameterName);
167 EditorUtility.SetDirty(this.m_Target);
168
169 i -= numberOfRemovedElements;
170
171 if (i < 0)
172 {
173 break;
174 }
175 }
176 }
177 }
File name: PhotonConverter.cs
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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
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
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
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160 static void ConvertScripts(List161 {
162 bool ignoreWarningIsLogged = false;
163
164 foreach (string script in scriptPathList)
165 {
166 if (script.Contains("PhotonNetwork")) //Don't convert this file (and others)
167 {
168 if (!ignoreWarningIsLogged)
169 {
170 ignoreWarningIsLogged = true;
171 Debug.LogWarning("Conversion to PUN ignores all files with \"PhotonNetwork\" in their file-path.\nCheck: " + script);
172 }
173 continue;
174 }
175 if (script.Contains("Image Effects"))
176 {
177 continue;
178 }
179
180 ConvertToPhotonAPI(script);
181 }
182
183 foreach (string script in scriptPathList)
184 {
185 AssetDatabase.ImportAsset(script, ImportAssetOptions.ForceUpdate);
186 }
187 }
File name: PhotonEditor.cs
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336 // called in editor, opens wizard for initial setup, keeps scene PhotonViews up to date and closes connections when compiling (to avoid issues)
337 private static void EditorUpdate()
338 {
339 if (dontCheckPunSetup || PhotonEditor.Current == null)
340 {
341 return;
342 }
343
344 // serverSetting is null when the file gets deleted. otherwise, the wizard should only run once and only if hosting option is not (yet) set
345 if (!PhotonEditor.Current.DisableAutoOpenWizard && PhotonEditor.Current.HostType == ServerSettings.HostingOption.NotSet)
346 {
347 ShowRegistrationWizard();
348 }
349
350 // Workaround for TCP crash. Plus this surpresses any other recompile errors.
351 if (EditorApplication.isCompiling)
352 {
353 if (PhotonNetwork.connected)
354 {
355 if (lastWarning > EditorApplication.timeSinceStartup - 3)
356 {
357 // Prevent error spam
358 Debug.LogWarning(CurrentLang.WarningPhotonDisconnect);
359 lastWarning = EditorApplication.timeSinceStartup;
360 }
361
362 PhotonNetwork.Disconnect();
363 }
364 }
365 }
File name: PhotonEditor.cs
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886 public static void ReLoadCurrentSettings()
887 {
888 // this now warns developers if there are more than one settings files in resources folders. first will be used.
889 UnityEngine.Object[] settingFiles = Resources.LoadAll(PhotonNetwork.serverSettingsAssetFile, typeof(ServerSettings));
890 if (settingFiles != null && settingFiles.Length > 0)
891 {
892 PhotonEditor.Current = (ServerSettings)settingFiles[0];
893
894 if (settingFiles.Length > 1)
895 {
896 Debug.LogWarning(CurrentLang.MoreThanOneLabel + PhotonNetwork.serverSettingsAssetFile + CurrentLang.FilesInResourceFolderLabel + AssetDatabase.GetAssetPath(PhotonEditor.Current));
897 }
898 }
899 }
File name: PhotonEditor.cs
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965 public static void ClearRpcList()
966 {
967 bool clearList = EditorUtility.DisplayDialog(CurrentLang.PUNNameReplaceTitle, CurrentLang.PUNNameReplaceLabel, CurrentLang.RPCListCleared, CurrentLang.CancelButton);
968 if (clearList)
969 {
970 PhotonEditor.Current.RpcList.Clear();
971 Debug.LogWarning(CurrentLang.ServerSettingsCleanedWarning);
972 }
973 }
File name: PhotonViewHandler.cs
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25 internal static void HierarchyChange()
26 {
27 if (Application.isPlaying)
28 {
29 //Debug.Log("HierarchyChange ignored, while running.");
30 CheckSceneForStuckHandlers = true; // done once AFTER play mode.
31 return;
32 }
33
34 if (CheckSceneForStuckHandlers)
35 {
36 CheckSceneForStuckHandlers = false;
37 PhotonNetwork.InternalCleanPhotonMonoFromSceneIfStuck();
38 }
39
40 HashSet
41 HashSet
42 bool fixedSomeId = false;
43
44 //// the following code would be an option if we only checked scene objects (but we can check all PVs)
45 //PhotonView[] pvObjects = GameObject.FindSceneObjectsOfType(typeof(PhotonView)) as PhotonView[];
46 //Debug.Log("HierarchyChange. PV Count: " + pvObjects.Length);
47
48 string levelName = Application.loadedLevelName;
49 #if UNITY_EDITOR
50 levelName = System.IO.Path.GetFileNameWithoutExtension(EditorApplication.currentScene);
51 #endif
52 int minViewIdInThisScene = PunSceneSettings.MinViewIdForScene(levelName);
53 //Debug.Log("Level '" + Application.loadedLevelName + "' has a minimum ViewId of: " + minViewIdInThisScene);
54
55 PhotonView[] pvObjects = Resources.FindObjectsOfTypeAll(typeof(PhotonView)) as PhotonView[];
56
57 foreach (PhotonView view in pvObjects)
58 {
59 // first pass: fix prefabs to viewID 0 if they got a view number assigned (cause they should not have one!)
60 if (EditorUtility.IsPersistent(view.gameObject))
61 {
62 if (view.viewID != 0 || view.prefixBackup != -1 || view.instantiationId != -1)
63 {
64 Debug.LogWarning("PhotonView on persistent object being fixed (id and prefix must be 0). Was: " + view);
65 view.viewID = 0;
66 view.prefixBackup = -1;
67 view.instantiationId = -1;
68 EditorUtility.SetDirty(view);
69 fixedSomeId = true;
70 }
71 }
72 else
73 {
74 // keep all scene-instanced PVs for later re-check
75 pvInstances.Add(view);
76 }
77 }
78
79 Dictionary
80
81 // second pass: check all used-in-scene viewIDs for duplicate viewIDs (only checking anything non-prefab)
82 // scene-PVs must have user == 0 (scene/room) and a subId != 0
83 foreach (PhotonView view in pvInstances)
84 {
85 if (view.ownerId > 0)
86 {
87 Debug.Log("Re-Setting Owner ID of: " + view);
88 }
89 view.ownerId = 0; // simply make sure no owner is set (cause room always uses 0)
90 view.prefix = -1; // TODO: prefix could be settable via inspector per scene?!
91
92 if (view.viewID != 0)
93 {
94 if (view.viewID < minViewIdInThisScene || usedInstanceViewNumbers.Contains(view.viewID))
95 {
96 view.viewID = 0; // avoid duplicates and negative values by assigning 0 as (temporary) number to be fixed in next pass
97 }
98 else
99 {
100 usedInstanceViewNumbers.Add(view.viewID); // builds a list of currently used viewIDs
101
102 int instId = 0;
103 if (idPerObject.TryGetValue(view.gameObject, out instId))
104 {
105 view.instantiationId = instId;
106 }
107 else
108 {
109 view.instantiationId = view.viewID;
110 idPerObject[view.gameObject] = view.instantiationId;
111 }
112 }
113 }
114
115 }
116
117 // third pass: anything that's now 0 must get a new (not yet used) ID (starting at 0)
118 int lastUsedId = (minViewIdInThisScene > 0) ? minViewIdInThisScene - 1 : 0;
119
120 foreach (PhotonView view in pvInstances)
121 {
122 if (view.viewID == 0)
123 {
124 // Debug.LogWarning("setting scene ID: " + view.gameObject.name + " ID: " + view.subId.ID + " scene ID: " + view.GetSceneID() + " IsPersistent: " + EditorUtility.IsPersistent(view.gameObject) + " IsSceneViewIDFree: " + IsSceneViewIDFree(view.subId.ID, view));
125 int nextViewId = PhotonViewHandler.GetID(lastUsedId, usedInstanceViewNumbers);
126
127 view.viewID = nextViewId;
128
129 int instId = 0;
130 if (idPerObject.TryGetValue(view.gameObject, out instId))
131 {
132 Debug.Log("Set inst ID");
133 view.instantiationId = instId;
134 }
135 else
136 {
137 view.instantiationId = view.viewID;
138 idPerObject[view.gameObject] = nextViewId;
139 }
140
141 //// when using the Editor's serialization (view.subId in this case), this is not needed, it seems
142 //PrefabUtility.RecordPrefabInstancePropertyModifications(view);
143
144 lastUsedId = nextViewId;
145 EditorUtility.SetDirty(view);
146 fixedSomeId = true;
147 }
148 }
149
150
151 if (fixedSomeId)
152 {
153 //Debug.LogWarning("Some subId was adjusted."); // this log is only interesting for Exit Games
154 }
155 }
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