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ef425d0ea5
| Author | SHA1 | Date | |
|---|---|---|---|
| ef425d0ea5 | |||
| 29f2bd1bec | |||
| f2d1fbfe5b | |||
| 8659456fae | |||
| ad8e7466ef |
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@ -2,6 +2,7 @@ using System.Collections.Generic;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using log4net;
|
||||
using Managers;
|
||||
using UnityEditor;
|
||||
using UnityEngine;
|
||||
|
||||
@ -9,62 +10,15 @@ public class AudioLibrary : MonoBehaviour
|
||||
{
|
||||
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
public List<GameObject> audios;
|
||||
public string audioAssetsBundleName = "audio";
|
||||
public string manageableAudioFolder = "Assets/Prefabs/Audio";
|
||||
private static readonly string manageableAudioFolder = "Assets/Prefabs/Audio";
|
||||
private static readonly string audioAssetsBundleName = "audio";
|
||||
|
||||
public void Awake()
|
||||
{
|
||||
LoadAvailableSounds();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads all ManageableAudioPrefabs from an asset bundle if built or
|
||||
/// from the assets folder when in editor.
|
||||
/// TODO: DO NOT FORGET TO manually BUILD ASSET BUNDLES WHEN BUILDING
|
||||
/// </summary>
|
||||
private void LoadAvailableSounds()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
string[] files = Directory.GetFiles(manageableAudioFolder, "*.prefab",
|
||||
SearchOption.TopDirectoryOnly);
|
||||
List<GameObject> gos = new List<GameObject>();
|
||||
foreach (var file in files)
|
||||
{
|
||||
gos.Add(AssetDatabase.LoadAssetAtPath<GameObject>(file));
|
||||
}
|
||||
foreach (GameObject go in gos)
|
||||
{
|
||||
if (go.TryGetComponent<ManageableAudio>(out _))
|
||||
{
|
||||
audios.Add(go);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warn("Audio library can only load prefabs with ManageableAudio components!");
|
||||
}
|
||||
}
|
||||
GameManager.LoadPrefabsFromFolder<ManageableAudio>(manageableAudioFolder, audios);
|
||||
#else
|
||||
var audioAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, audioAssetsBundleName));
|
||||
if (audioAssetBundle == null)
|
||||
{
|
||||
Log.Error("Failed to load arenas asset bundle!");
|
||||
return;
|
||||
}
|
||||
List<GameObject> gos = new List<GameObject>();
|
||||
gos.AddRange(audioAssetBundle.LoadAllAssets<GameObject>());
|
||||
|
||||
foreach (GameObject go in gos)
|
||||
{
|
||||
if (go.TryGetComponent<ManageableAudio>(out _))
|
||||
{
|
||||
audios.Add(go);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warn("Audio library can only load prefabs with ManageableAudio components!");
|
||||
}
|
||||
}
|
||||
GameManager.LoadPrefabsFromBundle<ManageableAudio>(audioAssetsBundleName, audios);
|
||||
#endif
|
||||
}
|
||||
|
||||
}
|
||||
@ -23,8 +23,8 @@ namespace Managers
|
||||
/// </summary>
|
||||
public static CharacterManager G { get; private set; }
|
||||
public List<ShipProperties> AvailableShips { get; private set; } = new List<ShipProperties>();
|
||||
private static readonly string characterAssetsBundleName = "characters";
|
||||
private static readonly string characterAssetsPath = "Assets/ScriptedAssets/Characters";
|
||||
private static readonly string characterAssetsBundleName = "characters";
|
||||
|
||||
void Awake()
|
||||
{
|
||||
@ -44,20 +44,9 @@ namespace Managers
|
||||
private void LoadAvailableCharacters()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
string[] files = Directory.GetFiles(characterAssetsPath, "*.asset",
|
||||
SearchOption.TopDirectoryOnly);
|
||||
foreach (var file in files)
|
||||
{
|
||||
AvailableShips.Add(AssetDatabase.LoadAssetAtPath<ShipProperties>(file));
|
||||
}
|
||||
GameManager.LoadAssetsFromFolder(characterAssetsPath, AvailableShips);
|
||||
#else
|
||||
var characterAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, characterAssetsBundleName));
|
||||
if (characterAssetBundle == null)
|
||||
{
|
||||
Log.Error("Failed to load rules asset bundle!");
|
||||
return;
|
||||
}
|
||||
AvailableShips.AddRange(characterAssetBundle.LoadAllAssets<ShipProperties>());
|
||||
GameManager.LoadAssetsFromBundle(characterAssetsBundleName, AvailableShips);
|
||||
#endif
|
||||
}
|
||||
|
||||
|
||||
@ -2,13 +2,13 @@ using System;
|
||||
using System.Collections;
|
||||
using System.IO;
|
||||
using System.Reflection;
|
||||
using System.Threading.Tasks;
|
||||
using log4net;
|
||||
using log4net.Config;
|
||||
using UnityEngine;
|
||||
using UnityEngine.Events;
|
||||
using UnityEngine.SceneManagement;
|
||||
using FishNet;
|
||||
using System.Collections.Generic;
|
||||
using log4net;
|
||||
using UnityEditor;
|
||||
/// <summary>
|
||||
/// The available scenes in the order they are in the build settings.
|
||||
/// </summary>
|
||||
@ -90,10 +90,7 @@ namespace Managers
|
||||
{
|
||||
log4net.GlobalContext.Properties["LogFileName"] = $"{Application.dataPath}" +
|
||||
"\\Logging\\SSOLog";
|
||||
var fi = new FileInfo($"{Application.dataPath}" +
|
||||
"\\Logging\\Log4NetConfiguration.xml");
|
||||
XmlConfigurator.Configure(fi);
|
||||
Log.Debug("Log4Net configured.");
|
||||
// Log.Debug("Log4Net configured.");
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
@ -324,6 +321,107 @@ namespace Managers
|
||||
SceneManager.sceneLoaded += OnSceneLoaded;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads all prefabs/gameobjects from a folder if the contain the given type
|
||||
/// as a component and adds them to a list.
|
||||
/// </summary>
|
||||
/// <param name="path">Path of the folder</param>
|
||||
/// <param name="prefabList">List the loaded prefabs will be added to</param>
|
||||
public static void LoadPrefabsFromFolder<T>(string path, in List<GameObject> prefabList)
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
string[] files = Directory.GetFiles(path, "*.prefab",
|
||||
SearchOption.TopDirectoryOnly);
|
||||
List<GameObject> gos = new List<GameObject>();
|
||||
foreach (var file in files)
|
||||
{
|
||||
gos.Add(AssetDatabase.LoadAssetAtPath<GameObject>(file));
|
||||
}
|
||||
foreach (GameObject go in gos)
|
||||
{
|
||||
if (go.TryGetComponent<T>(out _))
|
||||
{
|
||||
prefabList.Add(go);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warn($"GameObject: {go.name} did not contain a {typeof(T).Name} component. It won't be added to the list.");
|
||||
}
|
||||
}
|
||||
#else
|
||||
Log.Error("Can only access prefabs in folders when in editor!");
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads all prefabs/gameobjects from an asset bundle if the contain the given type
|
||||
/// as a component and adds them to a list.
|
||||
/// TODO: DO NOT FORGET TO manually BUILD ASSET BUNDLES WHEN BUILDING
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the asset bundle</param>
|
||||
/// <param name="prefabList">List the loaded prefabs will be added to</param>
|
||||
public static void LoadPrefabsFromBundle<T>(string name, in List<GameObject> prefabList)
|
||||
{
|
||||
var audioAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, name));
|
||||
if (audioAssetBundle == null)
|
||||
{
|
||||
Log.Error("Failed to load arenas asset bundle!");
|
||||
return;
|
||||
}
|
||||
List<GameObject> gos = new List<GameObject>();
|
||||
gos.AddRange(audioAssetBundle.LoadAllAssets<GameObject>());
|
||||
|
||||
foreach (GameObject go in gos)
|
||||
{
|
||||
if (go.TryGetComponent<T>(out _))
|
||||
{
|
||||
prefabList.Add(go);
|
||||
}
|
||||
else
|
||||
{
|
||||
Log.Warn($"GameObject: {go.name} did not contain a {typeof(T).Name} component. It won't be added to the list.");
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads all assets from a folder, if they are of the given type and adds them to a list.
|
||||
/// </summary>
|
||||
/// <param name="path">Path of the folder</param>
|
||||
/// <param name="prefabList">List the loaded prefabs will be added to</param>
|
||||
public static void LoadAssetsFromFolder<T>(string path, in List<T> prefabList)
|
||||
where T : UnityEngine.Object
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
string[] files = Directory.GetFiles(path, "*.asset",
|
||||
SearchOption.TopDirectoryOnly);
|
||||
foreach (var file in files)
|
||||
{
|
||||
prefabList.Add(AssetDatabase.LoadAssetAtPath<T>(file));
|
||||
}
|
||||
#else
|
||||
Log.Error("Can only access prefabs in folders when in editor!");
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads all assets from an asset bundle, if they are of the given type and adds them to a list.
|
||||
/// TODO: DO NOT FORGET TO manually BUILD ASSET BUNDLES WHEN BUILDING
|
||||
/// </summary>
|
||||
/// <param name="name">Name of the asset bundle</param>
|
||||
/// <param name="prefabList">List the loaded prefabs will be added to</param>
|
||||
public static void LoadAssetsFromBundle<T>(string name, in List<T> prefabList)
|
||||
where T : UnityEngine.Object
|
||||
{
|
||||
var arenasAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, name));
|
||||
if (arenasAssetBundle == null)
|
||||
{
|
||||
Log.Error("Failed to load arenas asset bundle!");
|
||||
return;
|
||||
}
|
||||
prefabList.AddRange(arenasAssetBundle.LoadAllAssets<T>());
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
||||
@ -56,10 +56,10 @@ namespace Managers
|
||||
{
|
||||
private static ILog Log = LogManager.GetLogger(MethodBase.GetCurrentMethod().DeclaringType);
|
||||
|
||||
private static readonly string arenaAssetsBundleName = "arenas";
|
||||
private static readonly string ruleAssetsBundleName = "rules";
|
||||
private static readonly string arenaAssetsPath = "Assets/ScriptedAssets/Arenas";
|
||||
private static readonly string ruleAssetsPath = "Assets/ScriptedAssets/Rules";
|
||||
private static readonly string arenaAssetsBundleName = "arenas";
|
||||
private static readonly string ruleAssetsBundleName = "rules";
|
||||
private GameResult CurrentMatchResult;
|
||||
|
||||
public GameObject MatchArena;
|
||||
@ -110,50 +110,26 @@ namespace Managers
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads the different rules/game modes which are available,
|
||||
/// at the fixed asset path.
|
||||
/// Loads the different rules/game modes from the projects assets.
|
||||
/// </summary>
|
||||
private void LoadAvailableRules()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
string[] files = Directory.GetFiles(arenaAssetsPath, "*.asset",
|
||||
SearchOption.TopDirectoryOnly);
|
||||
foreach (var file in files)
|
||||
{
|
||||
AvailableArenas.Add(AssetDatabase.LoadAssetAtPath<Arena>(file));
|
||||
}
|
||||
GameManager.LoadAssetsFromFolder(ruleAssetsPath, AvailableRules);
|
||||
#else
|
||||
var ruleAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, ruleAssetsBundleName));
|
||||
if (ruleAssetBundle == null)
|
||||
{
|
||||
Log.Error("Failed to load rules asset bundle!");
|
||||
return;
|
||||
}
|
||||
AvailableRules.AddRange(ruleAssetBundle.LoadAllAssets<MatchRule>());
|
||||
GameManager.LoadAssetsFromBundle(ruleAssetsBundleName, AvailableRules);
|
||||
#endif
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Loads the characters a player can choose from a fixed path
|
||||
/// in the project.
|
||||
/// Loads the characters a player can choose from the projects assets.
|
||||
/// </summary>
|
||||
private void LoadAvailableArenas()
|
||||
{
|
||||
#if UNITY_EDITOR
|
||||
string[] files = Directory.GetFiles(ruleAssetsPath, "*.asset",
|
||||
SearchOption.TopDirectoryOnly);
|
||||
foreach (var file in files)
|
||||
{
|
||||
AvailableRules.Add(AssetDatabase.LoadAssetAtPath<MatchRule>(file));
|
||||
}
|
||||
GameManager.LoadAssetsFromFolder(arenaAssetsPath, AvailableArenas);
|
||||
#else
|
||||
var arenasAssetBundle = AssetBundle.LoadFromFile(Path.Combine(Application.streamingAssetsPath, arenaAssetsBundleName));
|
||||
if (arenasAssetBundle == null)
|
||||
{
|
||||
Log.Error("Failed to load arenas asset bundle!");
|
||||
return;
|
||||
}
|
||||
AvailableArenas.AddRange(arenasAssetBundle.LoadAllAssets<Arena>());
|
||||
GameManager.LoadAssetsFromBundle(arenaAssetsBundleName, AvailableArenas);
|
||||
#endif
|
||||
}
|
||||
|
||||
@ -276,11 +252,12 @@ namespace Managers
|
||||
await Tween.Delay(2f * 0.66f);
|
||||
|
||||
UIManager.G.ShowMatchEndMenu(MatchArena.transform);
|
||||
|
||||
MatchCamera.SetActive(false);
|
||||
}
|
||||
|
||||
async public void StartRematch()
|
||||
{
|
||||
MatchCamera.SetActive(true);
|
||||
ResetMatch();
|
||||
|
||||
UIManager.G.Announcments.QueueAnnounceText("Starting rematch.", 0.3f);
|
||||
|
||||
@ -99,6 +99,13 @@ namespace GameLogic
|
||||
p1.Value.RoundsWon > p2.Value.RoundsWon ? p1 : p2).Key;
|
||||
Opponents = mps.Keys.Where(player => player != Winner).ToList();
|
||||
}
|
||||
else
|
||||
{
|
||||
foreach (var statistic in mps.Values)
|
||||
{
|
||||
statistic.IsOut = false;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@ -24,6 +24,7 @@ public class MatchEndMenu : MonoBehaviour
|
||||
Canvas.enabled = false;
|
||||
MenuButtons.SetActive(false);
|
||||
eventSystem = UIEventSystem.GetComponent<EventSystem>();
|
||||
UIEventSystem.SetActive(false);
|
||||
}
|
||||
|
||||
public void Show(Transform transform)
|
||||
|
||||
@ -26,6 +26,7 @@ public class PauseMenu : MonoBehaviour
|
||||
Canvas.enabled = false;
|
||||
PauseMenuButtons.SetActive(false);
|
||||
eventSystem = UIEventSystem.GetComponent<EventSystem>();
|
||||
UIEventSystem.SetActive(false);
|
||||
}
|
||||
|
||||
public void Show(Transform transform)
|
||||
|
||||
@ -1,59 +0,0 @@
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# 1.0.5
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* [Deploy] Now github actions not try upload new release if version of package not changed
|
||||
* [Update] Update log4net to 2.0.12
|
||||
* [Fix] Remove all ASP, System.Web, Mutex and some OS related features from log4net for better compatibility with some Unity platforms
|
||||
* [Fix] All dll's now has better linker information for code stripping process
|
||||
|
||||
# 1.0.3
|
||||
|
||||
* [Feature] log4net.editor and log4net.runtime files now supported as config files in default configurators
|
||||
|
||||
# 1.0.2
|
||||
|
||||
* [Deploy] Add some lost meta files
|
||||
* [Info] Add author info
|
||||
|
||||
# 1.0.1
|
||||
|
||||
* [Deploy] Add auto deployment
|
||||
|
||||
# 1.0.0
|
||||
|
||||
* [Refactor] Rename project and all assemblies to match unity convention.
|
||||
* [WIP] Build folder now can be used as local package for unity. Package branch and publication in public npm repository still in progress.
|
||||
|
||||
# 0.3.3
|
||||
|
||||
* [Fix] Silent crash of editor when start with non compiled scripts no longer happens.
|
||||
|
||||
# 0.3.2
|
||||
|
||||
* [Add] Add context object as log event property.
|
||||
|
||||
# 0.3.1
|
||||
|
||||
* [Fix] Infinity exception loops in editor start or recompile no longer happens.
|
||||
|
||||
# 0.2.2
|
||||
|
||||
* [Fix] Change editor initialization algorithm.
|
||||
|
||||
# 0.2.1
|
||||
|
||||
* [Feature] Exception stack trace now clickable in editor console.
|
||||
|
||||
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|
||||
|
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* Begin of journey =)
|
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Assets/log4uni-1.0.5/LICENSE.md
Normal file
@ -0,0 +1,201 @@
|
||||
Apache License
|
||||
Version 2.0, January 2004
|
||||
http://www.apache.org/licenses/
|
||||
|
||||
TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION
|
||||
|
||||
1. Definitions.
|
||||
|
||||
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|
||||
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|
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||||
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|
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|
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||||
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||||
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|
||||
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||||
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||||
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|
||||
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||||
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|
||||
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||||
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||||
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||||
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||||
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||||
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||||
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|
||||
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|
||||
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Notwithstanding the above, nothing herein shall supersede or modify
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||||
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|
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7
Assets/log4uni-1.0.5/LICENSE.md.meta
Normal file
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Normal file
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15
Assets/log4uni-1.0.5/NOTICE.md
Normal file
15
Assets/log4uni-1.0.5/NOTICE.md
Normal file
@ -0,0 +1,15 @@
|
||||
log4uni
|
||||
Copyright 2021 Holy Shovel Soft
|
||||
|
||||
This product includes software developed at
|
||||
The Apache Software Foundation (http://www.apache.org/).
|
||||
Licensed under the Apache License 2.0.
|
||||
With modifications especialy for Unity Engine:
|
||||
- make log4net.Util.SystemInfo.GetAppSetting(string key) always return null for compatibility with some platforms reason (Holy Shovel Soft 2019)
|
||||
- remove all ASP related features (appenders and templates) (Holy Shovel Soft 2021)
|
||||
- remove all System.Web usages (appenders and templates) (Holy Shovel Soft 2021)
|
||||
- remove all Mutex usages (FileAppender and RollingFileAppender) (Holy Shovel Soft 2021)
|
||||
|
||||
This product use software developed by Jb Evain
|
||||
Licensed under the MIT License
|
||||
|
||||
7
Assets/log4uni-1.0.5/NOTICE.md.meta
Normal file
7
Assets/log4uni-1.0.5/NOTICE.md.meta
Normal file
@ -0,0 +1,7 @@
|
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fileFormatVersion: 2
|
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guid: 62dfff47a3671b048a6de1a508d67919
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205
Assets/log4uni-1.0.5/README.md
Normal file
205
Assets/log4uni-1.0.5/README.md
Normal file
@ -0,0 +1,205 @@
|
||||
# log4uni
|
||||
|
||||
[](https://openupm.com/packages/com.holyshovelsoft.opensource.log4uni/)
|
||||
[](https://github.com/HolyShovelSoft/log4uni/releases/latest)
|
||||
|
||||
This package its [log4net](https://logging.apache.org/log4net/) wrapper and UnityEngine.Debug appender for Unity.
|
||||
|
||||
For greater compatibility .NET Framework 3.5 is used.
|
||||
|
||||
This project was tested only on platforms available to the author (Windows, Android, WebGL), but we expect that plugin must work fine on other plaforms, supported by **Unity**.
|
||||
|
||||
> Projects author does not guarantee **log4net** or third-party **Appenders** working properly, as some platforms are limited in their abilities, and could not be supporting some **.net** functions.
|
||||
> Also this package use custom patched **log4net.dll** (2.0.12) for work with **Unity** il2cpp and AOT platforms.
|
||||
|
||||
## Instalation
|
||||
|
||||
### Manual
|
||||
|
||||
1. Download the latest release at [link](https://github.com/HolyShovelSoft/log4net.unity/releases).
|
||||
2. Unpack files into your Unity project.
|
||||
3. Make sure that log4uni.editor.dll is set up to be used only in the editor.
|
||||
|
||||
### As package from git
|
||||
|
||||
You can use this tool as package via git link `ssh://git@github.com:HolyShovelSoft/log4uni.git#upm` or `https://github.com/HolyShovelSoft/log4uni.git#upm`. About installation packages from git you can read in this [manual](https://docs.unity3d.com/Manual/upm-ui-giturl.html).
|
||||
|
||||
### As package from **OpenUPM**
|
||||
|
||||
[Link to package](https://openupm.com/packages/com.holyshovelsoft.opensource.log4uni/)
|
||||
|
||||
You can install it with OpenUPM CLI with code
|
||||
|
||||
```
|
||||
openupm add com.holyshovelsoft.opensource.log4uni
|
||||
```
|
||||
|
||||
About installation and using OpenUPM CLI you can read [here](https://openupm.com/docs/getting-started.html).
|
||||
|
||||
The second installation method is [scoped registries](https://docs.unity3d.com/Manual/upm-scoped.html). You need add registry `https://package.openupm.com` with name **OpenUPM** for scope `com.holyshovelsoft.opensource`.
|
||||
|
||||
## UnityDefaultLogAppender and Unity log handlers
|
||||
|
||||
**UnityDefaultLogAppender** is an **Appender** for log4net, which integrates log4net loggers with Unity logger (for both runtime and editor). This plugin also replaces default Unity **ILogHandler** with a handler which sends all **Debug.Log** standard calls into log4net and lets you control default logging method with configurations.
|
||||
All standard calls will be interpreted as log4net loggers with a name "Unity".
|
||||
|
||||
## Very Simple Usage
|
||||
|
||||
After installation all that's required is to use old methods in the code:
|
||||
|
||||
``` csharp
|
||||
//In this case common ILog instance will be used
|
||||
Debug.Log("Debug message");
|
||||
```
|
||||
|
||||
Or to use loggers as indended by log4net =)
|
||||
|
||||
``` csharp
|
||||
private static readonly ILog Log = LogManager.GetLogger("MyLogger");
|
||||
//or
|
||||
private static readonly ILog Log = LogManager.GetLogger(typeof(MyType));
|
||||
//and after it use this instances for logs
|
||||
if (Log.IsInfoEnabled)
|
||||
{
|
||||
Log.Info("Info message");
|
||||
}
|
||||
//or for .net 4.6 and higher you can use extention methods
|
||||
Log.Info()?.Call("Info message");
|
||||
```
|
||||
|
||||
Thats it, you are great, you are already using log4net! =)
|
||||
|
||||
## Simple Usage
|
||||
|
||||
But what about configurations and what we love log4net for? There are several ways to configure log4net in this plugin. The easiest is to place log4net configuration file( the only addition requirment is that **log4net** node must be root) in the following places (in the checking order):
|
||||
|
||||
1. Into the folder **Application.persistentDataPath**. Valid configuration files are
|
||||
- **log4net.editor.xml**, **log4net.editor.config** or **log4net.editor.txt** for editor configuration.
|
||||
- **log4net.runtime.xml**, **log4net.runtime.config** or **log4net.runtime.txt** for runtime build configuration.
|
||||
- **log4net.xml**, **log4net.config** or **log4net.txt** for both (editor and runtime build).
|
||||
2. Into the folder **Application.dataPath**. Valid configuration files are
|
||||
- **log4net.editor.xml**, **log4net.editor.config** or **log4net.editor.txt** for editor configuration.
|
||||
- **log4net.runtime.xml**, **log4net.runtime.config** or **log4net.runtime.txt** for runtime build configuration.
|
||||
- **log4net.xml**, **log4net.config** or **log4net.txt** for both (editor and runtime build).
|
||||
3. Into any Resources folder within the project. Files placed in subfolders not supported. Its must be any **TextAsset**. Valid asset names are:
|
||||
- **log4net.editor** for editor configuration.
|
||||
- **log4net.runtime** for runtime build configuration.
|
||||
- **log4net** for both (editor and runtime build).
|
||||
|
||||
In case none of the following configuration acquisition methods doesn't find a valid configuration, default configuration will be used. In particular:
|
||||
|
||||
``` xml
|
||||
<?xml version="1.0" encoding="utf-8"?>
|
||||
<log4net>
|
||||
<appender name="unityConsole" type="log4net.Unity.UnityDefaultLogAppender">
|
||||
<layout type="log4net.Layout.PatternLayout">
|
||||
<conversionPattern value="[%thread][%level][%logger] %message"/>
|
||||
</layout>
|
||||
</appender>
|
||||
<root>
|
||||
<level value="INFO"/>
|
||||
<appender-ref ref="unityConsole"/>
|
||||
</root>
|
||||
</log4net>
|
||||
```
|
||||
|
||||
When any of the files if updated when working in editor, log4net reconfiguration will be called. In build file updating is not tracked, only the state at launch is considered.
|
||||
|
||||
> This configuration can also be saved to file using **Unity** command **Tools/log4net/Make Default Config**.
|
||||
|
||||
## Advanced Usage
|
||||
|
||||
But what if we need to configure log4net with code, and not by updating configuration file, or to use complex conditions for selecting configuration? In this case you can use the following interface to customize configuration process:
|
||||
|
||||
``` csharp
|
||||
public interface IConfigurator
|
||||
{
|
||||
int Order { get; }
|
||||
event Action OnChange;
|
||||
void TryConfigure();
|
||||
}
|
||||
```
|
||||
|
||||
To understand this interface, we need to understand how configuration works in this plugin. When launching editor (and when recompiling) or during the build running the following operations occur:
|
||||
|
||||
1. Reset of existing log4net configuration.
|
||||
2. Collect of all information about **IConfigurator** interface implementations.
|
||||
3. Filling in the list of all found configuratiors according to the following rules:
|
||||
- Classes (not nested), not inhereted from **UnityEngine.Object**, that have constructor without parameters (or without declared constructors) and not marked with a **[ExcludeFromSearch]** attribute, are instantiated automatically and are placed in the common configurators list.
|
||||
- Objects inherited from **ScriptableObject** and placed in **Resources** are also placed in the common configurators list.
|
||||
- Default configurators added to the list (with the highest possible **Order** value).
|
||||
4. Resulting list is sorted from the lowest **Order** value to highest.
|
||||
5. Every configurator in the list is calling a method **TryConfigure** one by one. If after calling that method **log4net** is configurated, then list iterating is stopped.
|
||||
|
||||
Besides this you can also use following methods to add or delete configurators:
|
||||
|
||||
``` csharp
|
||||
ConfigProcessor.AddConfigurator(myConfigurator);
|
||||
ConfigProcessor.RemoveConfigurator(myConfigurator);
|
||||
```
|
||||
|
||||
Calling these methods causes reconfiguration, as well as triggering **OnChange** event in any configurator added to the list.
|
||||
|
||||
> **Imprtant**
|
||||
> If you need to use logging inside configurator, use **UnityDefaultLogHandler.DefaultUnityLogger**. This is necessary because during configurators work, log4net is not configured and all logs will go into the void. **UnityDefaultLogHandler.DefaultUnityLogger** is a fallback to a standard **Unity** logging system.
|
||||
|
||||
## Configurators samples
|
||||
|
||||
``` csharp
|
||||
[ExcludeFromSearch]
|
||||
public class SimpleXMLConfigurator : IConfigurator
|
||||
{
|
||||
public int Order { get; }
|
||||
public event Action OnChange;
|
||||
private string xml;
|
||||
|
||||
public SimpleXMLConfigurator(int order, string xml)
|
||||
{
|
||||
Order = order;
|
||||
this.xml = xml;
|
||||
}
|
||||
|
||||
public void TryConfigure()
|
||||
{
|
||||
var xmlDoc = new XmlDocument();
|
||||
xmlDoc.LoadXml(xml);
|
||||
log4net.Config.XmlConfigurator.Configure(xmlDoc.DocumentElement);
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
``` csharp
|
||||
[ExcludeFromSearch]
|
||||
public class SimpleCodeConfigurator : IConfigurator
|
||||
{
|
||||
public int Order { get; }
|
||||
public event Action OnChange;
|
||||
|
||||
public SimpleCodeConfigurator(int order)
|
||||
{
|
||||
Order = order;
|
||||
}
|
||||
|
||||
public void TryConfigure()
|
||||
{
|
||||
var hierarchy = (Hierarchy)LogManager.GetRepository();
|
||||
|
||||
var patternLayout = new PatternLayout();
|
||||
patternLayout.ConversionPattern = "[%thread][%level][%logger] %message";
|
||||
patternLayout.ActivateOptions();
|
||||
|
||||
var appender = new UnityDefaultLogAppender();
|
||||
appender.Layout = patternLayout;
|
||||
hierarchy.Root.AddAppender(appender);
|
||||
|
||||
hierarchy.Root.Level = Level.Info;
|
||||
hierarchy.Configured = true;
|
||||
}
|
||||
}
|
||||
```
|
||||
|
||||
## Contacts
|
||||
|
||||
- [twitter.com/holyshovelsoft](https://twitter.com/holyshovelsoft)
|
||||
- [support@holyshovelsoft.com](mailto:support@holyshovelsoft.com)
|
||||
- [andreich@holyshovelsoft.com](mailto:andreich@holyshovelsoft.com)
|
||||
7
Assets/log4uni-1.0.5/README.md.meta
Normal file
7
Assets/log4uni-1.0.5/README.md.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 7153e10cfeec42d4879694d52890757c
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
BIN
Assets/log4uni-1.0.5/log4net.dll
Normal file
BIN
Assets/log4uni-1.0.5/log4net.dll
Normal file
Binary file not shown.
@ -1,5 +1,5 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 6b05703ded3591c46a671e4977492a3e
|
||||
guid: ffda049d4c0ac8944953e736728028af
|
||||
PluginImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
@ -9,7 +9,6 @@ PluginImporter:
|
||||
isPreloaded: 0
|
||||
isOverridable: 0
|
||||
isExplicitlyReferenced: 0
|
||||
validateReferences: 1
|
||||
platformData:
|
||||
- first:
|
||||
Any:
|
||||
BIN
Assets/log4uni-1.0.5/log4uni.dll
Normal file
BIN
Assets/log4uni-1.0.5/log4uni.dll
Normal file
Binary file not shown.
32
Assets/log4uni-1.0.5/log4uni.dll.meta
Normal file
32
Assets/log4uni-1.0.5/log4uni.dll.meta
Normal file
@ -0,0 +1,32 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8fc9fb3fde8b09e40afdd6740a270db4
|
||||
PluginImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
iconMap: {}
|
||||
executionOrder: {}
|
||||
defineConstraints: []
|
||||
isPreloaded: 0
|
||||
isOverridable: 0
|
||||
isExplicitlyReferenced: 0
|
||||
platformData:
|
||||
- first:
|
||||
Any:
|
||||
second:
|
||||
enabled: 1
|
||||
settings: {}
|
||||
- first:
|
||||
Editor: Editor
|
||||
second:
|
||||
enabled: 0
|
||||
settings:
|
||||
DefaultValueInitialized: true
|
||||
- first:
|
||||
Windows Store Apps: WindowsStoreApps
|
||||
second:
|
||||
enabled: 0
|
||||
settings:
|
||||
CPU: AnyCPU
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
24
Assets/log4uni-1.0.5/package.json
Normal file
24
Assets/log4uni-1.0.5/package.json
Normal file
@ -0,0 +1,24 @@
|
||||
{
|
||||
"name": "com.holyshovelsoft.opensource.log4uni",
|
||||
"displayName": "log4uni",
|
||||
"version": "1.0.5",
|
||||
"unity": "2019.1",
|
||||
"description": "log4net wrapper and UnityEngine.Debug appender for Unity.",
|
||||
"keywords": [
|
||||
"tool",
|
||||
"log",
|
||||
"log4net",
|
||||
"unity"
|
||||
],
|
||||
"dependencies": {
|
||||
},
|
||||
"author": {
|
||||
"name": "Holy Shovel Soft",
|
||||
"email": "support@holyshovelsoft.com",
|
||||
"url": "https://github.com/HolyShovelSoft/log4uni.git"
|
||||
},
|
||||
"repository": {
|
||||
"url": "https://github.com/HolyShovelSoft/log4uni.git",
|
||||
"type": "git"
|
||||
}
|
||||
}
|
||||
7
Assets/log4uni-1.0.5/package.json.meta
Normal file
7
Assets/log4uni-1.0.5/package.json.meta
Normal file
@ -0,0 +1,7 @@
|
||||
fileFormatVersion: 2
|
||||
guid: e1882989817643caba88c9f39a4d92c8
|
||||
TextScriptImporter:
|
||||
externalObjects: {}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@ -140,9 +140,7 @@ PlayerSettings:
|
||||
visionOSBundleVersion: 1.0
|
||||
tvOSBundleVersion: 1.0
|
||||
bundleVersion: 0.1
|
||||
preloadedAssets:
|
||||
- {fileID: -4938997134116425971, guid: 4b98f800e99c70140ac675a637d71d3a, type: 2}
|
||||
- {fileID: 11400000, guid: 7d6dd64b5f2213d4f8cc395ae58ffb43, type: 2}
|
||||
preloadedAssets: []
|
||||
metroInputSource: 0
|
||||
wsaTransparentSwapchain: 0
|
||||
m_HolographicPauseOnTrackingLoss: 1
|
||||
@ -347,7 +345,7 @@ PlayerSettings:
|
||||
m_Automatic: 1
|
||||
- m_BuildTarget: WebGLSupport
|
||||
m_APIs: 0b000000
|
||||
m_Automatic: 1
|
||||
m_Automatic: 0
|
||||
m_BuildTargetVRSettings:
|
||||
- m_BuildTarget: Standalone
|
||||
m_Enabled: 0
|
||||
@ -658,13 +656,14 @@ PlayerSettings:
|
||||
Stadia: UNITY_POST_PROCESSING_STACK_V2
|
||||
Standalone: UNITY_POST_PROCESSING_STACK_V2;FISHNET;FISHNET_V4
|
||||
VisionOS: UNITY_POST_PROCESSING_STACK_V2
|
||||
WebGL: UNITY_POST_PROCESSING_STACK_V2
|
||||
WebGL: UNITY_POST_PROCESSING_STACK_V2;FISHNET;FISHNET_V4
|
||||
XboxOne: UNITY_POST_PROCESSING_STACK_V2
|
||||
tvOS: UNITY_POST_PROCESSING_STACK_V2
|
||||
additionalCompilerArguments: {}
|
||||
platformArchitecture: {}
|
||||
scriptingBackend: {}
|
||||
il2cppCompilerConfiguration: {}
|
||||
il2cppCompilerConfiguration:
|
||||
WebGL: 0
|
||||
il2cppCodeGeneration: {}
|
||||
managedStrippingLevel:
|
||||
EmbeddedLinux: 1
|
||||
|
||||
Loading…
Reference in New Issue
Block a user