using System; using System.Diagnostics; using Debug = UnityEngine.Debug; public static class CDebug { public static bool isDebugBuild => Debug.isDebugBuild; [Conditional("ENABLE_LOG_INFO")] public static void Log(object message) { Debug.Log(message); } [Conditional("ENABLE_LOG_INFO")] public static void Log(object message, UnityEngine.Object context) { Debug.Log(message, context); } [Conditional("ENABLE_LOG_INFO")] public static void LogWarning(object message) { Debug.LogWarning(message); } [Conditional("ENABLE_LOG_INFO")] public static void LogWarning(object message, UnityEngine.Object context) { Debug.LogWarning(message, context); } [Conditional("ENABLE_LOG_ERROR")] public static void LogError(object message) { Debug.LogError(message); } [Conditional("ENABLE_LOG_ERROR")] public static void LogError(object message, UnityEngine.Object context) { Debug.LogError(message); } [Conditional("ENABLE_LOG_ERROR")] public static void Assert(bool conditional) { Debug.Assert(conditional); } [Conditional("ENABLE_LOG_ERROR")] public static void Assert(bool conditional, object message) { Debug.Assert(conditional, message); } [Conditional("ENABLE_LOG_ERROR")] public static void Assert(bool conditional, string message) { Debug.Assert(conditional, message); } [Conditional("ENABLE_LOG_ERROR")] public static void Assert(bool conditional, UnityEngine.Object context) { Debug.Assert(conditional, context); } [Conditional("ENABLE_LOG_ERROR")] public static void Assert(bool conditional, object message, UnityEngine.Object context) { Debug.Assert(conditional, message, context); } [Conditional("ENABLE_LOG_ERROR")] public static void Assert(bool conditional, string message, UnityEngine.Object context) { Debug.Assert(conditional, message, context); } [Conditional("ENABLE_LOG_ERROR")] public static void LogException(Exception exception) { Debug.LogException(exception); } [Conditional("ENABLE_LOG_ERROR")] public static void LogException(Exception exception, UnityEngine.Object context) { Debug.LogException(exception, context); } }