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

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#if NOT_CLIENT
using NLog;
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using NLog.Config;
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namespace ET
{
public class NLogger: ILog
{
private readonly Logger logger;
public NLogger(string name)
{
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if (Game.Options.Develop == 0)
LogManager.Configuration.LoggingRules[4].SetLoggingLevels(LogLevel.Error, LogLevel.Off);
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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