using System; using System.Diagnostics; using UnityEngine; using Object = UnityEngine.Object; using UnityDebug = UnityEngine.Debug; namespace FullscreenEditor { /// Helper class for logging and debugging. public static class Logger { private const string LOG_PREFIX = "Fullscreen Editor: "; [Conditional("FULLSCREEN_DEBUG")] public static void Debug(string message, params object[] args) { UnityDebug.LogFormat(LOG_PREFIX + message, args); } [Conditional("FULLSCREEN_DEBUG")] public static void Debug(Object context, string message, params object[] args) { UnityDebug.LogFormat(context, LOG_PREFIX + message, args); } public static void Log(string message, params object[] args) { UnityDebug.LogFormat(LOG_PREFIX + message, args); } public static void Log(Object context, string message, params object[] args) { UnityDebug.LogFormat(context, LOG_PREFIX + message, args); } public static void Warning(string message, params object[] args) { UnityDebug.LogWarningFormat(LOG_PREFIX + message, args); } public static void Warning(Object context, string message, params object[] args) { UnityDebug.LogWarningFormat(context, LOG_PREFIX + message, args); } public static void Error(string message, params object[] args) { UnityDebug.LogErrorFormat(LOG_PREFIX + message, args); } public static void Error(Object context, string message, params object[] args) { UnityDebug.LogErrorFormat(context, LOG_PREFIX + message, args); } public static void Exception(Exception exception) { UnityDebug.LogException(exception); } public static void Exception(Object context, Exception exception) { UnityDebug.LogException(exception, context); } } }