CTT/Unity/Assets/Model/Core/Log/NLogger.cs

79 lines
1.8 KiB
C#

#if NOT_CLIENT
using NLog;
using NLog.Config;
namespace ET
{
public class NLogger: ILog
{
private readonly Logger logger;
public NLogger(string name)
{
if (Game.Options.Develop == 0)
LogManager.Configuration.LoggingRules[4].SetLoggingLevels(LogLevel.Error, LogLevel.Off);
this.logger = LogManager.GetLogger(name);
}
public void Trace(string message)
{
this.logger.Trace(message);
}
public void Warning(string message)
{
this.logger.Warn(message);
}
public void Info(string message)
{
this.logger.Info(message);
}
public void Debug(string message)
{
this.logger.Debug(message);
}
public void Error(string message)
{
this.logger.Error(message);
}
public void Fatal(string message)
{
this.logger.Fatal(message);
}
public void Trace(string message, params object[] args)
{
this.logger.Trace(message, args);
}
public void Warning(string message, params object[] args)
{
this.logger.Warn(message, args);
}
public void Info(string message, params object[] args)
{
this.logger.Info(message, args);
}
public void Debug(string message, params object[] args)
{
this.logger.Debug(message, args);
}
public void Error(string message, params object[] args)
{
this.logger.Error(message, args);
}
public void Fatal(string message, params object[] args)
{
this.logger.Fatal(message, args);
}
}
}
#endif