https://www.youtube.com/watch?v=pmlU7l2-kYI
https://github.com/NK-Studio/DebugX
GitHub - NK-Studio/DebugX
Contribute to NK-Studio/DebugX development by creating an account on GitHub.
github.com
#if !DEVELOPMENT_BUILD && !FORCE_LOGGING
using System;
using System.Diagnostics;
using UnityEngine;
using Object = UnityEngine.Object;
namespace NKStudio
{
public static class Logger
{
public static ILogger s_Logger = UnityEngine.Debug.unityLogger;
public static ILogger unityLogger => UnityEngine.Debug.unityLogger;
[Conditional("UNITY_EDITOR")]
public static void Break() =>
UnityEngine.Debug.Break();
[Conditional("UNITY_EDITOR")]
public static void ClearDeveloperConsole() =>
UnityEngine.Debug.ClearDeveloperConsole();
[Conditional("UNITY_EDITOR")]
public static void DebugBreak() =>
UnityEngine.Debug.DebugBreak();
[Conditional("UNITY_EDITOR")]
public static void DrawLine(Vector3 start, Vector3 end) =>
UnityEngine.Debug.DrawLine(start, end);
[Conditional("UNITY_EDITOR")]
public static void DrawLine(Vector3 start, Vector3 end, Color color) =>
UnityEngine.Debug.DrawLine(start, end, color);
[Conditional("UNITY_EDITOR")]
public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration) =>
UnityEngine.Debug.DrawLine(start, end, color, duration);
[Conditional("UNITY_EDITOR")]
public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration, bool depthTest) =>
UnityEngine.Debug.DrawLine(start, end, color, duration, depthTest);
[Conditional("UNITY_EDITOR")]
public static void DrawRay(Vector3 start, Vector3 dir) =>
UnityEngine.Debug.DrawRay(start, dir);
[Conditional("UNITY_EDITOR")]
public static void DrawRay(Vector3 start, Vector3 dir, Color color) =>
UnityEngine.Debug.DrawRay(start, dir, color);
[Conditional("UNITY_EDITOR")]
public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration) =>
UnityEngine.Debug.DrawRay(start, dir, color, duration);
[Conditional("UNITY_EDITOR")]
public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration, bool depthTest) =>
UnityEngine.Debug.DrawRay(start, dir, color, duration, depthTest);
[Conditional("UNITY_EDITOR")]
public static void Log(object message) =>
UnityEngine.Debug.Log(message);
[Conditional("UNITY_EDITOR")]
public static void Log(object message, Object context) =>
UnityEngine.Debug.Log(message, context);
[Conditional("UNITY_EDITOR")]
public static void LogError(object message) =>
UnityEngine.Debug.LogError(message);
[Conditional("UNITY_EDITOR")]
public static void LogError(object message, Object context) =>
UnityEngine.Debug.LogError(message, context);
[Conditional("UNITY_EDITOR")]
public static void LogException(Exception exception) =>
UnityEngine.Debug.LogException(exception);
[Conditional("UNITY_EDITOR")]
public static void LogException(Exception exception, Object context) =>
UnityEngine.Debug.LogException(exception, context);
[Conditional("UNITY_EDITOR")]
public static void LogWarning(object message) =>
UnityEngine.Debug.LogWarning(message);
[Conditional("UNITY_EDITOR")]
public static void LogWarning(object message, Object context) =>
UnityEngine.Debug.LogWarning(message, context);
[Conditional("UNITY_EDITOR")]
public static void LogWarningFormat(string format, params object[] args)
{
UnityEngine.Debug.LogWarningFormat(format, args);
}
[Conditional("UNITY_EDITOR")]
public static void LogWarningFormat(Object context, string format, params object[] args)
{
UnityEngine.Debug.LogWarningFormat(context, format, args);
}
[Conditional("UNITY_EDITOR")]
public static void LogFormat(string message, params object[] args)
{
UnityEngine.Debug.LogFormat(message, args);
}
[Conditional("UNITY_EDITOR")]
public static void LogErrorFormat(string message, params object[] args)
{
UnityEngine.Debug.LogErrorFormat(message, args);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void Assert(bool condition)
{
UnityEngine.Debug.Assert(condition);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void Assert(bool condition, Object context)
{
UnityEngine.Debug.Assert(condition, context);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void Assert(bool condition, object message)
{
UnityEngine.Debug.Assert(condition, message);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void Assert(bool condition, string message)
{
UnityEngine.Debug.Assert(condition, message);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void Assert(bool condition, object message, Object context)
{
UnityEngine.Debug.Assert(condition, message, context);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void Assert(bool condition, string message, Object context)
{
UnityEngine.Debug.Assert(condition, message, context);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void AssertFormat(bool condition, string format, params object[] args)
{
UnityEngine.Debug.AssertFormat(condition, format, args);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void AssertFormat(
bool condition,
Object context,
string format,
params object[] args)
{
UnityEngine.Debug.AssertFormat(condition, context, format, args);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void LogAssertion(object message)
{
UnityEngine.Debug.LogAssertion(message);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void LogAssertion(object message, Object context)
{
UnityEngine.Debug.LogAssertion(message, context);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void LogAssertionFormat(string format, params object[] args)
{
UnityEngine.Debug.LogAssertionFormat(format, args);
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
public static void LogAssertionFormat(Object context, string format, params object[] args)
{
UnityEngine.Debug.LogAssertionFormat(context, format, args);
}
public static bool isDebugBuild
{
get { return UnityEngine.Debug.isDebugBuild; }
}
[Conditional("UNITY_ASSERTIONS")]
[Conditional("UNITY_EDITOR")]
[Obsolete(
"Assert(bool, string, params object[]) is obsolete. Use AssertFormat(bool, string, params object[]) (UnityUpgradable) -> AssertFormat(*)",
true)]
public static void Assert(bool condition, string format, params object[] args)
{
UnityEngine.Debug.Assert(condition, format, args);
}
[Obsolete("Debug.logger is obsolete. Please use Debug.unityLogger instead (UnityUpgradable) -> unityLogger")]
public static ILogger logger
{
get { return UnityEngine.Debug.logger; }
}
}
}
#endif