using UnityEngine; namespace Watermelon { public static class LogManager { [HideInCallstack] public static void Log(string message, LogCategory category = LogCategory.Game) { #if DEBUG_LOGS_GAME if (category == LogCategory.Game) { Debug.Log(message); return; } #endif #if DEBUG_LOGS_SYSTEMS if (category == LogCategory.Systems) { Debug.Log(message); return; } #endif #if DEBUG_LOGS_SERVICES if (category == LogCategory.Services) { Debug.Log(message); return; } #endif #if DEBUG_LOGS_CHECKPOINT if (category == LogCategory.Checkpoint) { Debug.Log(message); return; } #endif } [HideInCallstack] public static void LogWarning(string message, LogCategory category = LogCategory.Game) { #if DEBUG_LOGS_GAME if (category == LogCategory.Game) { Debug.LogWarning(message); return; } #endif #if DEBUG_LOGS_SYSTEMS if (category == LogCategory.Systems) { Debug.LogWarning(message); return; } #endif #if DEBUG_LOGS_SERVICES if (category == LogCategory.Services) { Debug.LogWarning(message); return; } #endif #if DEBUG_LOGS_CHECKPOINT if (category == LogCategory.Checkpoint) { Debug.LogWarning(message); return; } #endif } [HideInCallstack] public static void LogError(string message, LogCategory category = LogCategory.Game) { #if DEBUG_LOGS_GAME if (category == LogCategory.Game) { Debug.LogError(message); return; } #endif #if DEBUG_LOGS_SYSTEMS if (category == LogCategory.Systems) { Debug.LogError(message); return; } #endif #if DEBUG_LOGS_SERVICES if (category == LogCategory.Services) { Debug.LogError(message); return; } #endif #if DEBUG_LOGS_CHECKPOINT if (category == LogCategory.Checkpoint) { Debug.LogError(message); return; } #endif } } }