| //#if UNITY_EDITOR |
| //#define DEBUG |
| //#endif |
|
|
| using UnityEngine; |
| using System.Collections; |
| using System; |
| using System.IO; |
| using System.Text.RegularExpressions; |
| using UnityEngineInternal; |
|
|
|
|
| /// |
| /// It overrides UnityEngine.Debug to mute debug messages completely on a platform-specific basis. |
| /// |
| /// Putting this inside of 'Plugins' foloder is ok. |
| /// |
| /// Important: |
| /// Other preprocessor directives than 'UNITY_EDITOR' does not correctly work. |
| /// |
| /// Note: |
| /// [Conditional] attribute indicates to compilers that a method call or attribute should be |
| /// ignored unless a specified conditional compilation symbol is defined. |
| /// |
| /// See Also: |
| /// http://msdn.microsoft.com/en-us/library/system.diagnostics.conditionalattribute.aspx |
| /// |
| /// 2012.11. @kimsama |
| /// |
| public static class Debug |
| { |
| public static bool isDebugBuild |
| { |
| get { return UnityEngine.Debug.isDebugBuild; } |
| } |
|
|
| [System.Diagnostics.Conditional("UNITY_EDITOR")] |
| public static void Log (object message) |
| { |
| UnityEngine.Debug.Log (message); |
| } |
|
|
| [System.Diagnostics.Conditional("UNITY_EDITOR")] |
| public static void Log (object message, UnityEngine.Object context) |
| { |
| UnityEngine.Debug.Log (message, context); |
| } |
| |
| [System.Diagnostics.Conditional("UNITY_EDITOR")] |
| public static void LogError (object message) |
| { |
| UnityEngine.Debug.LogError (message); |
| } |
|
|
| [System.Diagnostics.Conditional("UNITY_EDITOR")] |
| public static void LogError (object message, UnityEngine.Object context) |
| { |
| UnityEngine.Debug.LogError (message, context); |
| } |
| |
| [System.Diagnostics.Conditional("UNITY_EDITOR")] |
| public static void LogWarning (object message) |
| { |
| UnityEngine.Debug.LogWarning (message.ToString ()); |
| } |
|
|
| [System.Diagnostics.Conditional("UNITY_EDITOR")] |
| public static void LogWarning (object message, UnityEngine.Object context) |
| { |
| UnityEngine.Debug.LogWarning (message.ToString (), context); |
| } |
|
|
| [System.Diagnostics.Conditional("UNITY_EDITOR")] |
| public static void DrawLine(Vector3 start, Vector3 end, Color color = default(Color), float duration = 0.0f, bool depthTest = true) |
| { |
| UnityEngine.Debug.DrawLine(start, end, color, duration, depthTest); |
| } |
| |
| [System.Diagnostics.Conditional("UNITY_EDITOR")] |
| public static void DrawRay(Vector3 start, Vector3 dir, Color color = default(Color), float duration = 0.0f, bool depthTest = true) |
| { |
| UnityEngine.Debug.DrawRay(start, dir, color, duration, depthTest); |
| } |
| |
| [System.Diagnostics.Conditional("UNITY_EDITOR")] |
| public static void Assert(bool condition) |
| { |
| if (!condition) throw new Exception(); |
| } |
| } |