From 535908c4e4937c29634499b754f34c4fd2191d98 Mon Sep 17 00:00:00 2001 From: Koji Hasegawa Date: Mon, 25 Nov 2024 01:03:38 +0900 Subject: [PATCH] Fix log messages --- Runtime/AgentDispatcher.cs | 10 +++++----- Runtime/Autopilot.cs | 2 +- Runtime/Launcher.cs | 2 +- Tests/Runtime/AgentDispatcherTest.cs | 2 +- 4 files changed, 8 insertions(+), 8 deletions(-) diff --git a/Runtime/AgentDispatcher.cs b/Runtime/AgentDispatcher.cs index 47f6e72..56570a2 100644 --- a/Runtime/AgentDispatcher.cs +++ b/Runtime/AgentDispatcher.cs @@ -39,7 +39,7 @@ public class AgentDispatcher : IAgentDispatcher private readonly RandomFactory _randomFactory; /// - /// Constructor + /// Constructor. /// /// /// @@ -57,7 +57,7 @@ public void Dispose() { foreach (var inspector in AgentInspector.Instances) { - _logger.Log($"Destroy running agent: {inspector.gameObject.name}"); + _logger.Log($"Destroy running Agent: {inspector.gameObject.name}"); Object.Destroy(inspector.gameObject); } @@ -87,12 +87,12 @@ public bool DispatchByScene(Scene scene, bool fallback = true) { if (_settings.fallbackAgent && fallback) { - _logger.Log($"Use fallback agent. scene: {scene.path}"); + _logger.Log($"Use fallback Agent. Scene: {scene.name}"); agent = _settings.fallbackAgent; } else { - _logger.Log(LogType.Warning, $"Agent not found by scene: {scene.name}"); + _logger.Log(LogType.Warning, $"Agent not specified for Scene: {scene.name}"); } } @@ -127,7 +127,7 @@ private void DispatchAgent(AbstractAgent agent, bool dontDestroyOnLoad = false) } var token = inspector.gameObject.GetCancellationTokenOnDestroy(); - _logger.Log($"Dispatch agent: {agentName}"); + _logger.Log($"Dispatch Agent: {agentName}"); agent.Run(token).Forget(); // Agent also dies when GameObject is destroyed } } diff --git a/Runtime/Autopilot.cs b/Runtime/Autopilot.cs index dc85927..a3727db 100644 --- a/Runtime/Autopilot.cs +++ b/Runtime/Autopilot.cs @@ -203,7 +203,7 @@ private static void OnExitPlayModeToTerminateEditor(PlayModeStateChange playMode // Exit Unity when returning from play mode to edit mode. // Because it may freeze when exiting without going through edit mode. var exitCode = (int)AutopilotState.Instance.exitCode; - Debug.Log($"Exit Unity-editor by autopilot, exit code: {exitCode}"); + Debug.Log($"Exit Unity-editor by Autopilot, exit code: {exitCode}"); EditorApplication.Exit(exitCode); } diff --git a/Runtime/Launcher.cs b/Runtime/Launcher.cs index 1340c06..fea309a 100644 --- a/Runtime/Launcher.cs +++ b/Runtime/Launcher.cs @@ -124,7 +124,7 @@ internal static async UniTaskVoid LaunchAutopilot() var logger = Debug.unityLogger; // Note: Logger is not initialized yet. const ExitCode ExitCode = ExitCode.AutopilotLaunchingFailed; - const string Caller = "Autopilot launcher"; + const string Caller = "Launcher"; Debug.Log("Cancel launching Autopilot"); TeardownLaunchAutopilotAsync(state, logger, ExitCode, Caller).Forget(); return; diff --git a/Tests/Runtime/AgentDispatcherTest.cs b/Tests/Runtime/AgentDispatcherTest.cs index 08dbda7..f47d588 100644 --- a/Tests/Runtime/AgentDispatcherTest.cs +++ b/Tests/Runtime/AgentDispatcherTest.cs @@ -95,7 +95,7 @@ public async Task DispatchByScene_NoSceneAgentMapsAndFallbackAgent_AgentIsNotDis await SceneManagerHelper.LoadSceneAsync(TestScenePath); - LogAssert.Expect(LogType.Warning, "Agent not found by scene: Buttons"); + LogAssert.Expect(LogType.Warning, "Agent not specified for Scene: Buttons"); Assert.That(SpyAliveCountAgent.AliveInstances, Is.EqualTo(0)); }