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@FleshMobProductions
Created April 16, 2018 17:39
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namespace UnityEngine
{
public static class DebugWrapper
{
public const string conditionalName = "UNITY_EDITOR";
//
// Summary:
// ///
// Reports whether the development console is visible. The development console cannot
// be made to appear using:
// ///
public static bool developerConsoleVisible
{
get
{
return Debug.developerConsoleVisible;
}
set
{
Debug.developerConsoleVisible = value;
}
}
//
// Summary:
// ///
// In the Build Settings dialog there is a check box called "Development Build".
// ///
public static bool isDebugBuild
{
get
{
return Debug.isDebugBuild;
}
}
//
// Summary:
// ///
// Get default debug logger.
// ///
public static ILogger logger
{
get
{
return Debug.unityLogger;
}
}
//
// Summary:
// ///
// Assert a condition and logs an error message to the Unity console on failure.
// ///
//
// Parameters:
// condition:
// Condition you expect to be true.
//
// context:
// Object to which the message applies.
//
// message:
// String or object to be converted to string representation for display.
[System.Diagnostics.Conditional(conditionalName)]
public static void Assert(bool condition)
{
Debug.Assert(condition);
}
[System.Diagnostics.Conditional(conditionalName)]
public static void Assert(bool condition, string message)
{
Debug.Assert(condition, message);
}
//
// Summary:
// ///
// Assert a condition and logs an error message to the Unity console on failure.
// ///
//
// Parameters:
// condition:
// Condition you expect to be true.
//
// context:
// Object to which the message applies.
//
// message:
// String or object to be converted to string representation for display.
[System.Diagnostics.Conditional(conditionalName)]
public static void Assert(bool condition, object message)
{
Debug.Assert(condition, message);
}
//
// Summary:
// ///
// Assert a condition and logs an error message to the Unity console on failure.
// ///
//
// Parameters:
// condition:
// Condition you expect to be true.
//
// context:
// Object to which the message applies.
//
// message:
// String or object to be converted to string representation for display.
[System.Diagnostics.Conditional(conditionalName)]
public static void Assert(bool condition, Object context)
{
Debug.Assert(condition, context);
}
[System.Diagnostics.Conditional(conditionalName)]
public static void Assert(bool condition, string message, Object context)
{
Debug.Assert(condition, message, context);
}
//
// Summary:
// ///
// Assert a condition and logs an error message to the Unity console on failure.
// ///
//
// Parameters:
// condition:
// Condition you expect to be true.
//
// context:
// Object to which the message applies.
//
// message:
// String or object to be converted to string representation for display.
[System.Diagnostics.Conditional(conditionalName)]
public static void Assert(bool condition, object message, Object context)
{
Debug.Assert(condition, message, context);
}
//
// Summary:
// ///
// Assert a condition and logs a formatted error message to the Unity console on
// failure.
// ///
//
// Parameters:
// condition:
// Condition you expect to be true.
//
// format:
// A composite format string.
//
// args:
// Format arguments.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void AssertFormat(bool condition, string format, params object[] args)
{
Debug.AssertFormat(condition, format, args);
}
//
// Summary:
// ///
// Assert a condition and logs a formatted error message to the Unity console on
// failure.
// ///
//
// Parameters:
// condition:
// Condition you expect to be true.
//
// format:
// A composite format string.
//
// args:
// Format arguments.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void AssertFormat(bool condition, Object context, string format, params object[] args)
{
Debug.AssertFormat(condition, context, format, args);
}
//
// Summary:
// ///
// Pauses the editor.
// ///
[System.Diagnostics.Conditional(conditionalName)]
public static void Break()
{
Debug.Break();
}
//
// Summary:
// ///
// Clears errors from the developer console.
// ///
[System.Diagnostics.Conditional(conditionalName)]
public static void ClearDeveloperConsole()
{
Debug.ClearDeveloperConsole();
}
[System.Diagnostics.Conditional(conditionalName)]
public static void DebugBreak()
{
Debug.DebugBreak();
}
//
// Summary:
// ///
// Draws a line between specified start and end points.
// ///
//
// Parameters:
// start:
// Point in world space where the line should start.
//
// end:
// Point in world space where the line should end.
//
// color:
// Color of the line.
//
// duration:
// How long the line should be visible for.
//
// depthTest:
// Should the line be obscured by objects closer to the camera?
[System.Diagnostics.Conditional(conditionalName)]
public static void DrawLine(Vector3 start, Vector3 end)
{
Debug.DrawLine(start, end);
}
//
// Summary:
// ///
// Draws a line between specified start and end points.
// ///
//
// Parameters:
// start:
// Point in world space where the line should start.
//
// end:
// Point in world space where the line should end.
//
// color:
// Color of the line.
//
// duration:
// How long the line should be visible for.
//
// depthTest:
// Should the line be obscured by objects closer to the camera?
[System.Diagnostics.Conditional(conditionalName)]
public static void DrawLine(Vector3 start, Vector3 end, Color color)
{
Debug.DrawLine(start, end, color);
}
//
// Summary:
// ///
// Draws a line between specified start and end points.
// ///
//
// Parameters:
// start:
// Point in world space where the line should start.
//
// end:
// Point in world space where the line should end.
//
// color:
// Color of the line.
//
// duration:
// How long the line should be visible for.
//
// depthTest:
// Should the line be obscured by objects closer to the camera?
[System.Diagnostics.Conditional(conditionalName)]
public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration)
{
Debug.DrawLine(start, end, color, duration);
}
//
// Summary:
// ///
// Draws a line between specified start and end points.
// ///
//
// Parameters:
// start:
// Point in world space where the line should start.
//
// end:
// Point in world space where the line should end.
//
// color:
// Color of the line.
//
// duration:
// How long the line should be visible for.
//
// depthTest:
// Should the line be obscured by objects closer to the camera?
[System.Diagnostics.Conditional(conditionalName)]
public static void DrawLine(Vector3 start, Vector3 end, Color color, float duration, bool depthTest)
{
Debug.DrawLine(start, end, color, duration, depthTest);
}
//
// Summary:
// ///
// Draws a line from start to start + dir in world coordinates.
// ///
//
// Parameters:
// start:
// Point in world space where the ray should start.
//
// dir:
// Direction and length of the ray.
//
// color:
// Color of the drawn line.
//
// duration:
// How long the line will be visible for (in seconds).
//
// depthTest:
// Should the line be obscured by other objects closer to the camera?
[System.Diagnostics.Conditional(conditionalName)]
public static void DrawRay(Vector3 start, Vector3 dir)
{
Debug.DrawRay(start, dir);
}
//
// Summary:
// ///
// Draws a line from start to start + dir in world coordinates.
// ///
//
// Parameters:
// start:
// Point in world space where the ray should start.
//
// dir:
// Direction and length of the ray.
//
// color:
// Color of the drawn line.
//
// duration:
// How long the line will be visible for (in seconds).
//
// depthTest:
// Should the line be obscured by other objects closer to the camera?
[System.Diagnostics.Conditional(conditionalName)]
public static void DrawRay(Vector3 start, Vector3 dir, Color color)
{
Debug.DrawRay(start, dir, color);
}
//
// Summary:
// ///
// Draws a line from start to start + dir in world coordinates.
// ///
//
// Parameters:
// start:
// Point in world space where the ray should start.
//
// dir:
// Direction and length of the ray.
//
// color:
// Color of the drawn line.
//
// duration:
// How long the line will be visible for (in seconds).
//
// depthTest:
// Should the line be obscured by other objects closer to the camera?
[System.Diagnostics.Conditional(conditionalName)]
public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration)
{
Debug.DrawRay(start, dir, color, duration);
}
//
// Summary:
// ///
// Draws a line from start to start + dir in world coordinates.
// ///
//
// Parameters:
// start:
// Point in world space where the ray should start.
//
// dir:
// Direction and length of the ray.
//
// color:
// Color of the drawn line.
//
// duration:
// How long the line will be visible for (in seconds).
//
// depthTest:
// Should the line be obscured by other objects closer to the camera?
[System.Diagnostics.Conditional(conditionalName)]
public static void DrawRay(Vector3 start, Vector3 dir, Color color, float duration, bool depthTest)
{
Debug.DrawRay(start, dir, color, duration, depthTest);
}
//
// Summary:
// ///
// Logs message to the Unity Console.
// ///
//
// Parameters:
// message:
// String or object to be converted to string representation for display.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void Log(object message)
{
Debug.Log(message);
}
//
// Summary:
// ///
// Logs message to the Unity Console.
// ///
//
// Parameters:
// message:
// String or object to be converted to string representation for display.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void Log(object message, Object context)
{
Debug.Log(message, context);
}
//
// Summary:
// ///
// A variant of Debug.Log that logs an assertion message to the console.
// ///
//
// Parameters:
// message:
// String or object to be converted to string representation for display.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogAssertion(object message)
{
Debug.LogAssertion(message);
}
//
// Summary:
// ///
// A variant of Debug.Log that logs an assertion message to the console.
// ///
//
// Parameters:
// message:
// String or object to be converted to string representation for display.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogAssertion(object message, Object context)
{
Debug.LogAssertion(message, context);
}
//
// Summary:
// ///
// Logs a formatted assertion message to the Unity console.
// ///
//
// Parameters:
// format:
// A composite format string.
//
// args:
// Format arguments.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogAssertionFormat(string format, params object[] args)
{
Debug.LogAssertionFormat(format, args);
}
//
// Summary:
// ///
// Logs a formatted assertion message to the Unity console.
// ///
//
// Parameters:
// format:
// A composite format string.
//
// args:
// Format arguments.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogAssertionFormat(Object context, string format, params object[] args)
{
Debug.LogAssertionFormat(context, format, args);
}
//
// Summary:
// ///
// A variant of Debug.Log that logs an error message to the console.
// ///
//
// Parameters:
// message:
// String or object to be converted to string representation for display.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogError(object message)
{
Debug.LogError(message);
}
//
// Summary:
// ///
// A variant of Debug.Log that logs an error message to the console.
// ///
//
// Parameters:
// message:
// String or object to be converted to string representation for display.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogError(object message, Object context)
{
Debug.LogError(message, context);
}
//
// Summary:
// ///
// Logs a formatted error message to the Unity console.
// ///
//
// Parameters:
// format:
// A composite format string.
//
// args:
// Format arguments.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogErrorFormat(string format, params object[] args)
{
Debug.LogErrorFormat(format, args);
}
//
// Summary:
// ///
// Logs a formatted error message to the Unity console.
// ///
//
// Parameters:
// format:
// A composite format string.
//
// args:
// Format arguments.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogErrorFormat(Object context, string format, params object[] args)
{
Debug.LogErrorFormat(context, format, args);
}
//
// Summary:
// ///
// A variant of Debug.Log that logs an error message to the console.
// ///
//
// Parameters:
// context:
// Object to which the message applies.
//
// exception:
// Runtime Exception.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogException(System.Exception exception)
{
Debug.LogException(exception);
}
//
// Summary:
// ///
// A variant of Debug.Log that logs an error message to the console.
// ///
//
// Parameters:
// context:
// Object to which the message applies.
//
// exception:
// Runtime Exception.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogException(System.Exception exception, Object context)
{
Debug.LogException(exception, context);
}
//
// Summary:
// ///
// Logs a formatted message to the Unity Console.
// ///
//
// Parameters:
// format:
// A composite format string.
//
// args:
// Format arguments.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogFormat(string format, params object[] args)
{
Debug.LogFormat(format, args);
}
//
// Summary:
// ///
// Logs a formatted message to the Unity Console.
// ///
//
// Parameters:
// format:
// A composite format string.
//
// args:
// Format arguments.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogFormat(Object context, string format, params object[] args)
{
Debug.LogFormat(context, format, args);
}
//
// Summary:
// ///
// A variant of Debug.Log that logs a warning message to the console.
// ///
//
// Parameters:
// message:
// String or object to be converted to string representation for display.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogWarning(object message)
{
Debug.LogWarning(message);
}
//
// Summary:
// ///
// A variant of Debug.Log that logs a warning message to the console.
// ///
//
// Parameters:
// message:
// String or object to be converted to string representation for display.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogWarning(object message, Object context)
{
Debug.LogWarning(message, context);
}
//
// Summary:
// ///
// Logs a formatted warning message to the Unity Console.
// ///
//
// Parameters:
// format:
// A composite format string.
//
// args:
// Format arguments.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogWarningFormat(string format, params object[] args)
{
Debug.LogWarningFormat(format, args);
}
//
// Summary:
// ///
// Logs a formatted warning message to the Unity Console.
// ///
//
// Parameters:
// format:
// A composite format string.
//
// args:
// Format arguments.
//
// context:
// Object to which the message applies.
[System.Diagnostics.Conditional(conditionalName)]
public static void LogWarningFormat(Object context, string format, params object[] args)
{
Debug.LogWarningFormat(context, format, args);
}
}
}
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