public static void LogWarning(object message) { message = "Log >>> " + message + " "; string str = WDebuger.GetLogTime() + message; UnityEngine.Debug.LogWarning(WDebuger.Prefix + str, null); WDebuger.LogToFile("[Warning]" + str, true); }
public static void LogError(string tag, object message) { tag = "Log >>> " + tag + " "; message = "Log >>> " + message + " "; message = WDebuger.GetLogTime(tag, message); UnityEngine.Debug.LogError(WDebuger.Prefix + message, null); WDebuger.LogToFile("[Error]" + message, true); }
public static void LogError(object message, object context) { message = "Log >>> " + message + " "; string str = WDebuger.GetLogTime() + message; UnityEngine.Debug.LogError(WDebuger.Prefix + str, (UnityEngine.Object)context); WDebuger.LogToFile("[Error]" + str, true); }
public static void LogError(string tag, string format, params object[] args) { tag += "Log >>> " + tag + " "; string message = "Log >>> " + string.Format(format, args) + " "; string logText = WDebuger.GetLogTime(tag, string.Format(format, args)); UnityEngine.Debug.LogError(WDebuger.Prefix + logText, null); WDebuger.LogToFile("[Error]" + logText, true); }
public static void Log(object message, object context) { message = "Log >>> " + message + " "; bool flag = !WDebuger.EnableLog; if (!flag) { string str = WDebuger.GetLogTime() + message; UnityEngine.Debug.Log(WDebuger.Prefix + str, (UnityEngine.Object)context); WDebuger.LogToFile("[Log]" + str, true); } }
public static void Log(string tag, string format, params object[] args) { tag = "Log >>> " + tag + " "; string message = "Log >>> " + string.Format(format, args) + " "; bool flag = !WDebuger.EnableLog; if (!flag) { string logText = WDebuger.GetLogTime(tag, message); UnityEngine.Debug.Log(WDebuger.Prefix + logText, null); WDebuger.LogToFile("[Log]" + logText, true); } }
public static void Log(string tag, object message) { tag = "Log >>> " + tag + " "; message = "Log >>> " + message + " "; bool flag = !WDebuger.EnableLog; if (!flag) { message = WDebuger.GetLogTime(tag, message); UnityEngine.Debug.Log(WDebuger.Prefix + message, null); WDebuger.LogToFile("[Log]" + message, true); } }
public static void Log(object message) { //message = "<color=#00ff00>" + message + " "; message = "Log >>> " + message + " "; bool flag = !WDebuger.EnableLog; if (!flag) { string str = WDebuger.GetLogTime() + message; UnityEngine.Debug.Log(WDebuger.Prefix + str, null); WDebuger.LogToFile("[Log]" + str, true); } }