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using System;
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using System.Diagnostics;
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namespace ModestTree
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{
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// Simple wrapper around unity's logging system
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public static class Log
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{
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// Strip out debug logs outside of unity
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[Conditional("UNITY_EDITOR")]
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public static void Debug(string message, params object[] args)
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{
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#if NOT_UNITY3D
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//Console.WriteLine(message.Fmt(args));
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#else
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//UnityEngine.Debug.Log(message.Fmt(args));
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#endif
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}
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/////////////
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public static void Info(string message, params object[] args)
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{
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#if NOT_UNITY3D
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Console.WriteLine(message.Fmt(args));
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#else
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UnityEngine.Debug.Log(message.Fmt(args));
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#endif
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}
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/////////////
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public static void Warn(string message, params object[] args)
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{
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#if NOT_UNITY3D
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Console.WriteLine(message.Fmt(args));
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#else
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UnityEngine.Debug.LogWarning(message.Fmt(args));
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#endif
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}
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/////////////
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public static void Trace(string message, params object[] args)
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{
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#if NOT_UNITY3D
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Console.WriteLine(message.Fmt(args));
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#else
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UnityEngine.Debug.Log(message.Fmt(args));
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#endif
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}
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/////////////
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public static void ErrorException(Exception e)
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{
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#if NOT_UNITY3D
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Console.WriteLine(e.ToString());
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#else
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UnityEngine.Debug.LogException(e);
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#endif
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}
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public static void ErrorException(string message, Exception e)
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{
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#if NOT_UNITY3D
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Console.WriteLine(message);
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#else
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UnityEngine.Debug.LogError(message);
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UnityEngine.Debug.LogException(e);
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#endif
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}
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public static void Error(string message, params object[] args)
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{
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#if NOT_UNITY3D
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Console.WriteLine(message.Fmt(args));
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#else
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UnityEngine.Debug.LogError(message.Fmt(args));
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#endif
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}
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}
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}
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