EscapeShooter/My project/Assets/Watermelon Core/Logging/LogManager.cs

59 lines
1.8 KiB
C#

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
}
}
}