ShanxiKnowledgeBase/SXElectricalInspection/Assets/Unity-Logs-Viewer/Reporter/Test/TestReporter.cs

152 lines
4.5 KiB
C#

#if UNITY_CHANGE1 || UNITY_CHANGE2 || UNITY_CHANGE3
#warning UNITY_CHANGE has been set manually
#elif UNITY_4_0 || UNITY_4_1 || UNITY_4_2 || UNITY_4_3 || UNITY_4_4 || UNITY_4_5 || UNITY_4_6 || UNITY_4_7
#define UNITY_CHANGE1
#elif UNITY_5_0 || UNITY_5_1 || UNITY_5_2
#define UNITY_CHANGE2
#else
#define UNITY_CHANGE3
#endif
//use UNITY_CHANGE1 for unity older than "unity 5"
//use UNITY_CHANGE2 for unity 5.0 -> 5.3
//use UNITY_CHANGE3 for unity 5.3 (fix for new SceneManger system )
using UnityEngine;
using System.Collections;
using System.Threading;
#if UNITY_CHANGE3
using UnityEngine.SceneManagement;
#endif
//this script used for test purpose ,it do by default 100 logs + 100 warnings + 100 errors
//so you can check the functionality of in game logs
//just drop this scrip to any empty game object on first scene your game start at
public class TestReporter : MonoBehaviour
{
public int logTestCount = 100;
public int threadLogTestCount = 100;
public bool logEverySecond = true;
int currentLogTestCount;
Reporter reporter;
GUIStyle style;
Rect rect1;
Rect rect2;
Rect rect3;
Rect rect4;
Rect rect5;
Rect rect6;
Thread thread;
void Start()
{
Application.runInBackground = true;
reporter = FindObjectOfType(typeof(Reporter)) as Reporter;
Debug.Log("test long text sdf asdfg asdfg sdfgsdfg sdfg sfg" +
"sdfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdfg " +
"sdfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdfg " +
"sdfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdfg " +
"sdfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdfg " +
"sdfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdfg ssssssssssssssssssssss" +
"asdf asdf asdf asdf adsf \n dfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdf" +
"asdf asdf asdf asdf adsf \n dfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdf" +
"asdf asdf asdf asdf adsf \n dfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdf" +
"asdf asdf asdf asdf adsf \n dfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdf" +
"asdf asdf asdf asdf adsf \n dfgsdfg sdfg sdf gsdfg sfdg sf gsdfg sdfg asdf");
style = new GUIStyle();
style.alignment = TextAnchor.MiddleCenter;
style.normal.textColor = Color.white;
style.wordWrap = true;
for (int i = 0; i < 10; i++) {
Debug.Log("Test Collapsed log");
Debug.LogWarning("Test Collapsed Warning");
Debug.LogError("Test Collapsed Error");
}
for (int i = 0; i < 10; i++) {
Debug.Log("Test Collapsed log");
Debug.LogWarning("Test Collapsed Warning");
Debug.LogError("Test Collapsed Error");
}
rect1 = new Rect(Screen.width / 2 - 120, Screen.height / 2 - 225, 240, 50);
rect2 = new Rect(Screen.width / 2 - 120, Screen.height / 2 - 175, 240, 100);
rect3 = new Rect(Screen.width / 2 - 120, Screen.height / 2 - 50, 240, 50);
rect4 = new Rect(Screen.width / 2 - 120, Screen.height / 2, 240, 50);
rect5 = new Rect(Screen.width / 2 - 120, Screen.height / 2 + 50, 240, 50);
rect6 = new Rect(Screen.width / 2 - 120, Screen.height / 2 + 100, 240, 50);
thread = new Thread(new ThreadStart(threadLogTest));
thread.Start();
}
void OnDestroy()
{
thread.Abort();
}
void threadLogTest()
{
for (int i = 0; i < threadLogTestCount; i++) {
Debug.Log("Test Log from Thread");
Debug.LogWarning("Test Warning from Thread");
Debug.LogError("Test Error from Thread");
}
}
float elapsed;
void Update()
{
int drawn = 0;
while (currentLogTestCount < logTestCount && drawn < 10) {
Debug.Log("Test Log " + currentLogTestCount);
Debug.LogError("Test LogError " + currentLogTestCount);
Debug.LogWarning("Test LogWarning " + currentLogTestCount);
drawn++;
currentLogTestCount++;
}
elapsed += Time.deltaTime;
if (elapsed >= 1) {
elapsed = 0;
Debug.Log("One Second Passed");
}
}
void OnGUI()
{
if (reporter && !reporter.show) {
GUI.Label(rect1, "Draw circle on screen to show logs", style);
GUI.Label(rect2, "To use Reporter just create reporter from reporter menu at first scene your game start", style);
if (GUI.Button(rect3, "Load ReporterScene")) {
#if UNITY_CHANGE3
SceneManager.LoadScene("ReporterScene");
#else
Application.LoadLevel("ReporterScene");
#endif
}
if (GUI.Button(rect4, "Load test1")) {
#if UNITY_CHANGE3
SceneManager.LoadScene("test1");
#else
Application.LoadLevel("test1");
#endif
}
if (GUI.Button(rect5, "Load test2")) {
#if UNITY_CHANGE3
SceneManager.LoadScene("test2");
#else
Application.LoadLevel("test2");
#endif
}
GUI.Label(rect6, "fps : " + reporter.fps.ToString("0.0"), style);
}
}
}