using UnityEngine; namespace GFGGame { public static class LogUtil { public static void LogEditor(string content) { #if UNITY_EDITOR Debug.Log($"editor log : {content}"); #endif } public static void LogFormatEditor(string content, params object[] args) { #if UNITY_EDITOR Debug.LogFormat($"editor log : {content}", args); #endif } public static void LogWarningEditor(string content) { #if UNITY_EDITOR Debug.LogWarning($"editor log : {content}"); #endif } public static void LogWarningFormatEditor(string content, params object[] args) { #if UNITY_EDITOR Debug.LogWarningFormat($"editor log : {content}", args); #endif } public static void LogDev(string content) { if (LauncherConfig.onDebug > 0 || LauncherConfig.ChannelId == (int)ChannelID.Test) { Debug.Log($"dev log : {content}"); } } public static void LogFormatDev(string content, params object[] args) { if (LauncherConfig.onDebug > 0 || LauncherConfig.ChannelId == (int)ChannelID.Test) { Debug.LogFormat($"dev log : {content}", args); } } public static void LogWarningDev(string content) { if (LauncherConfig.onDebug > 0 || LauncherConfig.ChannelId == (int)ChannelID.Test) { Debug.LogWarning($"dev warning {content}"); } } public static void LogWarningFormatDev(string content, params object[] args) { if (LauncherConfig.onDebug > 0 || LauncherConfig.ChannelId == (int)ChannelID.Test) { Debug.LogWarningFormat($"dev warning {content}", args); } } } }