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@WikkidEdd
Created December 11, 2019 15:05
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using UnityEngine;
using System.Collections;
#if DISABLE_DEBUG_LOG
public static class Debug
{
public static new void Log(object message)
{
#if !DISABLE_DEBUG_LOG
UnityEngine.Debug.Log(message);
#endif
}
public static new void Log(object message, Object context)
{
#if !DISABLE_DEBUG_LOG
UnityEngine.Debug.Log(message, context);
#endif
}
public static new void LogError(object message)
{
#if !DISABLE_DEBUG_LOG
UnityEngine.Debug.LogError(message);
#endif
}
public static new void LogError(object message, Object context)
{
#if !DISABLE_DEBUG_LOG
UnityEngine.Debug.LogError(message, context);
#endif
}
public static new void LogWarning(object message)
{
#if !DISABLE_DEBUG_LOG
UnityEngine.Debug.LogWarning(message);
#endif
}
public static new void LogWarning(object message, Object context)
{
#if !DISABLE_DEBUG_LOG
UnityEngine.Debug.LogWarning(message, context);
#endif
}
static public void DrawLine (Vector3 start, Vector3 end, Color color, float duration = 0.0F, bool depthTest = true)
{
#if !DISABLE_DEBUG_LOG
UnityEngine.Debug.DrawLine(start, end, color, duration, depthTest);
#endif
}
static public void LogException (System.Exception exception)
{
#if !DISABLE_DEBUG_LOG
UnityEngine.Debug.LogException(exception);
#endif
}
public static void DrawRay (Vector3 start, Vector3 dir, Color color, float duration, bool depthTest)
{
#if !DISABLE_DEBUG_LOG
Debug.DrawLine (start, start + dir, color, duration, depthTest);
#endif
}
static public void DrawRay (Vector3 start, Vector3 dir, Color color, float duration)
{
#if !DISABLE_DEBUG_LOG
bool depthTest = true;
Debug.DrawRay (start, dir, color, duration, depthTest);
#endif
}
static public void DrawRay (Vector3 start, Vector3 dir, Color color)
{
#if !DISABLE_DEBUG_LOG
bool depthTest = true;
float duration = 0f;
Debug.DrawRay (start, dir, color, duration, depthTest);
#endif
}
static public void DrawRay (Vector3 start, Vector3 dir)
{
#if !DISABLE_DEBUG_LOG
bool depthTest = true;
float duration = 0f;
Color white = Color.white;
Debug.DrawRay (start, dir, white, duration, depthTest);
#endif
}
static public void Break ()
{
UnityEngine.Debug.Break ();
}
}
#endif
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