using System; using System.Diagnostics; using Object = UnityEngine.Object; namespace NegUtils { public static class Debug { private const string LogDefine = "LOG_INFO"; private const string WarningDefine = "LOG_WARNING"; private const string ErrorDefine = "LOG_ERRORS"; private const string AssertDefine = "UNITY_ASSERTIONS"; private const string Editor = "UNITY_EDITOR"; [Conditional(LogDefine), Conditional(Editor)] public static void Log(object message) => UnityEngine.Debug.Log(message); [Conditional(LogDefine), Conditional(Editor)] public static void Log(object message, Object context) => UnityEngine.Debug.Log(message, context); [Conditional(WarningDefine), Conditional(Editor)] public static void LogWarning(object message) => UnityEngine.Debug.LogWarning(message); [Conditional(WarningDefine), Conditional(Editor)] public static void LogWarning(object message, Object context) => UnityEngine.Debug.LogWarning(message, context); [Conditional(ErrorDefine), Conditional(Editor)] public static void LogError(object message) => UnityEngine.Debug.LogError(message); [Conditional(ErrorDefine), Conditional(Editor)] public static void LogError(object message, Object context) => UnityEngine.Debug.LogError(message, context); public static void LogException(Exception e) => UnityEngine.Debug.LogException(e); [Conditional(AssertDefine)] public static void Assert(bool state) => UnityEngine.Debug.Assert(state); [Conditional(AssertDefine)] public static void Assert(bool state, Object context) => UnityEngine.Debug.Assert(state, context); [Conditional(AssertDefine)] public static void Assert(bool state, object message) => UnityEngine.Debug.Assert(state, message); [Conditional(AssertDefine)] public static void Assert(bool state, object message, Object context) => UnityEngine.Debug.Assert(state, message, context); } }