using System; using System.Collections; using System.Collections.Generic; using UnityEngine; public class LogPrint { private static PrintLevel _level = PrintLevel.Details; public static int Level { get { if (_level == PrintLevel.Details) return 0; else if (_level == PrintLevel.Normal) return 1; else if (_level == PrintLevel.Important) return 2; else return 3; } set { if (value == 0) _level = PrintLevel.Details; else if (value == 1) _level = PrintLevel.Normal; else if (value == 2) _level = PrintLevel.Important; else _level = PrintLevel.Critical; } } public static void Log(object message, PrintLevel logLevel = PrintLevel.Details) { if (logLevel >= _level) { Debug.Log(message); } } public static void Log(object message, UnityEngine.Object sender, PrintLevel logLevel = PrintLevel.Details) { if (logLevel >= _level) { Debug.Log(message, sender); } } public static void Warning(object message, PrintLevel level = PrintLevel.Details) { if (level >= _level) { Debug.LogWarning(message); } } public static void Warning(object message, UnityEngine.Object sender, PrintLevel logLevel = PrintLevel.Details) { if (logLevel >= _level) { Debug.LogWarning(message, sender); } } public static void Error(object message, PrintLevel level = PrintLevel.Details) { if (level >= _level) { Debug.LogError(message); } } public static void Exception(Exception ex, PrintLevel level = PrintLevel.Details) { if (level >= _level) { Debug.LogException(ex); } } } public enum PrintLevel { Details = 0, Normal = 10, Important = 100, Critical = 200, }