UnityEngine.Debug.Log C# (CSharp) Method

Log() public static method

public static Log ( object msg ) : void
msg object
return void
        public static void Log(object msg)
        {
            Console.WriteLine(msg);
        }
    }

Usage Example

コード例 #1
0
    public void RpcResultInvest()
    {
        var suminvest = 0;
        var curbuild  = GM.Buildings[GM.LandNum];

        for (int i = 0; i < 6; i++)
        {
            suminvest += GM.invest[i];
        }

        if (suminvest >= curbuild.building.getMinPopulation())
        {
            InGameSoundManager.SEinvestSuccess.Play();
            if (curbuild.building.getState() == State.Idle)
            {
                curbuild.building.setState(State.Constructing);
                //GM.RpcLogAddedEventInvoke($"\t건물 건설이 성사되었습니다.");
                if (isServer)
                {
                    GM.RpcLog($"[{curbuild.gameObject.name}]건물 건설이 성사되었습니다.");
                }
                //GM.LM.CmdOnLogReceivedEvent($"[{curbuild.gameObject.name}]건물 건설이 성사되었습니다.");
            }
            else if (curbuild.building.getState() == State.Damaged)
            {
                curbuild.building.setState(State.Repair);
                //GM.RpcLogAddedEventInvoke($"\t건물 건설이 무산되었습니다.");
                if (isServer)
                {
                    GM.RpcLog($"[{curbuild.gameObject.name}]건물 수리가 성사되었습니다.");
                }
                //GM.LM.CmdOnLogReceivedEvent($"[{curbuild.gameObject.name}]건물 수리가 성사되었습니다.");
            }
            curbuild.building.setCompleteTurn((int)Mathf.Ceil(curbuild.building.getNeedPopulation() / suminvest));
            if (curbuild.building.getCompleteTurn() < 1)
            {
                curbuild.building.setCompleteTurn(1);
                Debug.Log("Turn을 1로 변경함.");
            }

            for (int i = 0; i < 6; i++)
            {
                if (GM.AlienDistribution[i] == true)
                {
                    curbuild.building.setAlien(curbuild.building.getAlien() + GM.invest[i]);
                }
                else
                {
                    curbuild.building.setHuman(curbuild.building.getHuman() + GM.invest[i]);
                }
            }
            curbuild.ShowBuildingStateImage();
        }
        else
        {
            if (isServer)
            {
                GM.RpcLog($"[{curbuild.gameObject.name}]건물 건설이 무산되었습니다.");
            }
            //GM.LM.CmdOnLogReceivedEvent($"[{curbuild.gameObject.name}]건물 건설이 무산되었습니다.");
            InGameSoundManager.SEinvestFail.Play();
        }

        for (int i = 0; i < 6; i++)
        {
            GM.invest[i] = 0;
        }
    }
All Usage Examples Of UnityEngine.Debug::Log
Debug