Unity3d Log信息,发布版自动消失

18 篇文章 0 订阅
原代码地址:https://gist.github.com/kimsama/4123043
//#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();
    }
}

  • 0
    点赞
  • 3
    收藏
    觉得还不错? 一键收藏
  • 打赏
    打赏
  • 0
    评论

“相关推荐”对你有帮助么?

  • 非常没帮助
  • 没帮助
  • 一般
  • 有帮助
  • 非常有帮助
提交
评论
添加红包

请填写红包祝福语或标题

红包个数最小为10个

红包金额最低5元

当前余额3.43前往充值 >
需支付:10.00
成就一亿技术人!
领取后你会自动成为博主和红包主的粉丝 规则
hope_wisdom
发出的红包

打赏作者

延澈左

小小心意

¥1 ¥2 ¥4 ¥6 ¥10 ¥20
扫码支付:¥1
获取中
扫码支付

您的余额不足,请更换扫码支付或充值

打赏作者

实付
使用余额支付
点击重新获取
扫码支付
钱包余额 0

抵扣说明:

1.余额是钱包充值的虚拟货币,按照1:1的比例进行支付金额的抵扣。
2.余额无法直接购买下载,可以购买VIP、付费专栏及课程。

余额充值