リポジトリ
使用例
using UniDebugLogger;
using UnityEngine;
public class Example : MonoBehaviour
{
private void Awake()
{
IDebugLogger logger;
logger = DefaultDebugLogger.Instance;
logger.Log( "Log" );
logger.Log( "Log", gameObject );
logger.LogWarning( "LogWarning" );
logger.LogWarning( "LogWarning", gameObject );
logger.LogError( "LogError" );
logger.LogError( "LogError", gameObject );
logger.LogFormat( "LogFormat {0} / {1}", 1, 2 );
logger.LogFormat( gameObject, "LogFormat {0} / {1}", 1, 2 );
logger.LogWarningFormat( "LogWarningFormat {0} / {1}", 1, 2 );
logger.LogWarningFormat( gameObject, "LogWarningFormat {0} / {1}", 1, 2 );
logger.LogErrorFormat( "LogErrorFormat {0} / {1}", 1, 2 );
logger.LogErrorFormat( gameObject, "LogErrorFormat {0} / {1}", 1, 2 );
logger = TaggedDebugLogger.Create( "タイトル" );
logger.Log( "Log" );
logger.Log( "Log", gameObject );
logger.LogWarning( "LogWarning" );
logger.LogWarning( "LogWarning", gameObject );
logger.LogError( "LogError" );
logger.LogError( "LogError", gameObject );
logger.LogFormat( "LogFormat {0} / {1}", 1, 2 );
logger.LogFormat( gameObject, "LogFormat {0} / {1}", 1, 2 );
logger.LogWarningFormat( "LogWarningFormat {0} / {1}", 1, 2 );
logger.LogWarningFormat( gameObject, "LogWarningFormat {0} / {1}", 1, 2 );
logger.LogErrorFormat( "LogErrorFormat {0} / {1}", 1, 2 );
logger.LogErrorFormat( gameObject, "LogErrorFormat {0} / {1}", 1, 2 );
logger = NullDebugLogger.Instance;
logger.Log( "Log" );
logger.Log( "Log", gameObject );
logger.LogWarning( "LogWarning" );
logger.LogWarning( "LogWarning", gameObject );
logger.LogError( "LogError" );
logger.LogError( "LogError", gameObject );
logger.LogFormat( "LogFormat {0} / {1}", 1, 2 );
logger.LogFormat( gameObject, "LogFormat {0} / {1}", 1, 2 );
logger.LogWarningFormat( "LogWarningFormat {0} / {1}", 1, 2 );
logger.LogWarningFormat( gameObject, "LogWarningFormat {0} / {1}", 1, 2 );
logger.LogErrorFormat( "LogErrorFormat {0} / {1}", 1, 2 );
logger.LogErrorFormat( gameObject, "LogErrorFormat {0} / {1}", 1, 2 );
}
}
補足
DISABLE_UNI_DEBUG_LOGGER
シンボルを定義することですべてのデバッグログを無効化できる