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));
}