Unity另外一套简单日志控制系统

using UnityEngine;

public class LogPrintf
{
    static LogLevel logLevel = LogLevel.LOG_LEVEL_ERROR;

    public static void SetLogLevel(LogLevel _loglevel)
    {
        logLevel = _loglevel;
    }

    public static void DebugLog(string msg)
    {
        _LogPrintf(msg, LogLevel.LOG_LEVEL_DEBUG);
    }

    public static void WarningLog(string msg)
    {
        _LogPrintf(msg, LogLevel.LOG_LEVEL_WARNING);
    }

    public static void ErrorLog(string msg)
    {
        _LogPrintf(msg, LogLevel.LOG_LEVEL_ERROR);
    }

    static void _LogPrintf(string msg, LogLevel _logLevel = LogLevel.LOG_LEVEL_DEBUG)
    {
        if (logLevel == (int)LogLevel.LOG_LEVEL_OFF)
        {
            return;
        }

        if (_logLevel <= logLevel)
        {
            if (_logLevel == LogLevel.LOG_LEVEL_DEBUG)
            {
                Debug.Log(msg);
            }

            if (_logLevel == LogLevel.LOG_LEVEL_WARNING)
            {
                Debug.LogWarning(msg);
            }

            if (_logLevel == LogLevel.LOG_LEVEL_ERROR)
            {
                Debug.LogError(msg);
            }
        }
    }
}

public enum LogLevel
{
    LOG_LEVEL_OFF = 0,          //0:关闭日志
    LOG_LEVEL_DEBUG = 1,        //1:Debug默认该级别
    LOG_LEVEL_WARNING = 2,      //2: warnning
    LOG_LEVEL_ERROR = 3         //3: error
}

 

转载于:https://www.cnblogs.com/luguoshuai/p/9198350.html

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