using System; using System.Diagnostics; namespace ModestTree { // Simple wrapper around unity's logging system public static class Log { // Strip out debug logs outside of unity [Conditional("UNITY_EDITOR")] public static void Debug(string message, params object[] args) { #if NOT_UNITY3D //Console.WriteLine(message.Fmt(args)); #else //UnityEngine.Debug.Log(message.Fmt(args)); #endif } ///////////// public static void Info(string message, params object[] args) { #if NOT_UNITY3D Console.WriteLine(message.Fmt(args)); #else UnityEngine.Debug.Log(message.Fmt(args)); #endif } ///////////// public static void Warn(string message, params object[] args) { #if NOT_UNITY3D Console.WriteLine(message.Fmt(args)); #else UnityEngine.Debug.LogWarning(message.Fmt(args)); #endif } ///////////// public static void Trace(string message, params object[] args) { #if NOT_UNITY3D Console.WriteLine(message.Fmt(args)); #else UnityEngine.Debug.Log(message.Fmt(args)); #endif } ///////////// public static void ErrorException(Exception e) { #if NOT_UNITY3D Console.WriteLine(e.ToString()); #else UnityEngine.Debug.LogException(e); #endif } public static void ErrorException(string message, Exception e) { #if NOT_UNITY3D Console.WriteLine(message); #else UnityEngine.Debug.LogError(message); UnityEngine.Debug.LogException(e); #endif } public static void Error(string message, params object[] args) { #if NOT_UNITY3D Console.WriteLine(message.Fmt(args)); #else UnityEngine.Debug.LogError(message.Fmt(args)); #endif } } }