Last active
May 21, 2024 12:34
-
-
Save DanPuzey/669c49f8c321ba447e88 to your computer and use it in GitHub Desktop.
Unity logging wrapper, for better performance and usage.
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
namespace Assets.Phunk.Core | |
{ | |
public static class Log | |
{ | |
#region Error | |
public static void ErrorFormat(UnityEngine.Object context, string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Error(context, message); | |
} | |
public static void ErrorFormat(string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Error(message); | |
} | |
public static void Error(object message) | |
{ | |
Debug.LogError(message); | |
} | |
public static void Error(UnityEngine.Object context, object message) | |
{ | |
Debug.LogError(message, context); | |
} | |
#endregion | |
#region Warning | |
public static void WarningFormat(UnityEngine.Object context, string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Warning(context, message); | |
} | |
public static void WarningFormat(string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Warning(message); | |
} | |
public static void Warning(object message) | |
{ | |
Debug.LogWarning(message); | |
} | |
public static void Warning(UnityEngine.Object context, object message) | |
{ | |
Debug.LogWarning(message, context); | |
} | |
#endregion | |
#region Message | |
public static void MessageFormat(UnityEngine.Object context, string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Message(context, message); | |
} | |
public static void MessageFormat(string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Message(message); | |
} | |
public static void Message(object message) | |
{ | |
Debug.Log(message); | |
} | |
public static void Message(UnityEngine.Object context, object message) | |
{ | |
Debug.Log(message, context); | |
} | |
#endregion | |
#region Verbose | |
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")] | |
public static void VerboseFormat(UnityEngine.Object context, string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Verbose(context, message); | |
} | |
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")] | |
public static void VerboseFormat(string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Verbose(message); | |
} | |
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")] | |
public static void Verbose(object message) | |
{ | |
Debug.Log(string.Concat("<color=grey>[VERBOSE]</color> ", message)); | |
} | |
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")] | |
public static void Verbose(UnityEngine.Object context, object message) | |
{ | |
Debug.Log(string.Concat("<color=grey>[VERBOSE]</color> ", message), context); | |
} | |
#endregion | |
} | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
using UnityEngine; | |
namespace Assets.Phunk.Core | |
{ | |
public static class LogExtensions | |
{ | |
#region Exception | |
public static void Exception(this Object context, System.Exception exception) | |
{ | |
Debug.LogException(exception, context); | |
} | |
#endregion | |
#region Error | |
public static void ErrorFormat(this Object context, string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Error(context, message); | |
} | |
public static void Error(this Object context, object message) | |
{ | |
Debug.LogError(message, context); | |
} | |
#endregion | |
#region Warning | |
public static void WarningFormat(this Object context, string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Warning(context, message); | |
} | |
public static void Warning(this Object context, object message) | |
{ | |
Debug.LogWarning(message, context); | |
} | |
#endregion | |
#region Message | |
public static void MessageFormat(this Object context, string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Message(context, message); | |
} | |
public static void Message(this Object context, object message) | |
{ | |
Debug.Log(message, context); | |
} | |
#endregion | |
#region Verbose | |
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")] | |
public static void VerboseFormat(this Object context, string template, params object[] args) | |
{ | |
var message = string.Format(template, args); | |
Verbose(context, message); | |
} | |
[System.Diagnostics.Conditional("DEBUG"), System.Diagnostics.Conditional("UNITY_EDITOR")] | |
public static void Verbose(this Object context, object message) | |
{ | |
Debug.Log(string.Concat("<color=grey>[VERBOSE]</color> ", message), context); | |
} | |
#endregion | |
} | |
} |
Updated: now includes a file that provides extension methods to automatically set the context
for each log. This is useful because - in theory - supplying the context allows Unity to highlight the source object in the scene/hierarchy view when you click on a log message. Handy for working out exactly which AI has gone rogue...
Would it be worth re-implementing this using theILogger
and/or ILogHandler
from https://docs.unity3d.com/ScriptReference/Logger.html?
Thank you :)
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
it like the precompilation define in C++