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using System.Collections;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Text;
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using UnityEngine;
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/// <summary>
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/// Debug.Log을 좀 더 편하게 사용하기 위한 헬퍼 클래스입니다.
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/// </summary>
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public static class Logger
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{
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public enum Level { Debug, Info, Warning, Error }
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// 릴리즈 빌드에서 불필요한 스택트레이스 끄기
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static Logger()
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{
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#if !UNITY_EDITOR && !DEVELOPMENT_BUILD
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Application.SetStackTraceLogType(LogType.Log, StackTraceLogType.None);
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Application.SetStackTraceLogType(LogType.Warning,StackTraceLogType.None);
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Application.SetStackTraceLogType(LogType.Error, StackTraceLogType.ScriptOnly);
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#endif
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}
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// 에디터/개발 빌드에서만 컴파일됨 → 릴리즈에선 이 호출 자체가 사라집니다
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[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
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public static void LogDebug(object message, UnityEngine.Object context = null) => LogInternal(Level.Debug, message, context);
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[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
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public static void LogInfo(object message, UnityEngine.Object context = null) => LogInternal(Level.Info, message, context);
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[Conditional("UNITY_EDITOR"), Conditional("DEVELOPMENT_BUILD")]
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public static void LogWarning(object message, UnityEngine.Object context = null) => LogInternal(Level.Warning, message, context);
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// 에러는 항상 남겨둡니다
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public static void LogError(object message, UnityEngine.Object context = null) => LogInternal(Level.Error, message, context);
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static void LogInternal(Level level, object message, UnityEngine.Object context = null)
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{
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switch (level)
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{
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case Level.Debug:
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case Level.Info:
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UnityEngine.Debug.Log(message, context);
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break;
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case Level.Warning:
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UnityEngine.Debug.LogWarning(message, context);
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break;
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case Level.Error:
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UnityEngine.Debug.LogError(message, context);
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break;
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}
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}
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}
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fileFormatVersion: 2
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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