/** * Copyright (c) 2014-present, Facebook, Inc. All rights reserved. * * You are hereby granted a non-exclusive, worldwide, royalty-free license to use, * copy, modify, and distribute this software in source code or binary form for use * in connection with the web services and APIs provided by Facebook. * * As with any software that integrates with the Facebook platform, your use of * this software is subject to the Facebook Developer Principles and Policies * [http://developers.facebook.com/policy/]. This copyright notice shall be * included in all copies or substantial portions of the software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS * FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR * COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER * IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN * CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ using UnityEngine; using UnityEngine.UI; #if UNITY_EDITOR using UnityEditor; #endif public class FBWindowsLogsManager : MonoBehaviour { public Text LogText; public ScrollRect ScrollView; void Awake() { #if !UNITY_EDITOR_WIN Debug.Log("This example is only for Windows devices."); #else if (EditorUserBuildSettings.activeBuildTarget != BuildTarget.StandaloneWindows && EditorUserBuildSettings.activeBuildTarget != BuildTarget.StandaloneWindows64) { Debug.Log("This example is only for Windows build target (x86 or x84)."); } #endif } public void DebugLog(string message) { LogText.text += "" + message + " \n"; ScrollToTheBottom(); } public void DebugErrorLog(string message) { LogText.text += "" + message + " \n"; ScrollToTheBottom(); } public void DebugWarningLog(string message) { LogText.text += "" + message + " \n"; ScrollToTheBottom(); } public void DebugClean() { LogText.text = ""; } private void ScrollToTheBottom() { ScrollView.verticalNormalizedPosition = 0; Canvas.ForceUpdateCanvases(); } }