using UnityEngine; namespace Mirror.Logging { /// /// Used to load LogSettings in build /// [DisallowMultipleComponent] [AddComponentMenu("Network/NetworkLogSettings")] [HelpURL("https://mirror-networking.com/docs/Components/NetworkLogSettings.html")] public class NetworkLogSettings : MonoBehaviour { [Header("Log Settings Asset")] [SerializeField] internal LogSettings settings; #if UNITY_EDITOR // called when component is added to GameObject void Reset() { LogSettings existingSettings = EditorLogSettingsLoader.FindLogSettings(); if (existingSettings != null) { settings = existingSettings; UnityEditor.EditorUtility.SetDirty(this); } } #endif void Awake() { RefreshDictionary(); } void OnValidate() { // if settings field is changed RefreshDictionary(); } void RefreshDictionary() { settings.LoadIntoDictionary(LogFactory.loggers); } } }