-
-
Save leegoonz/4106007b60aed081ddf9ea2de2ef34ba to your computer and use it in GitHub Desktop.
It overrides UnityEngine.Debug to mute debug messages completely on a platform-specific basis. [Edit] Added isDebugBuild property.
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
//#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(); | |
} | |
} |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment