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Check.cs
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Copyright (c) Martin Bustos @FronkonGames <fronkongames@gmail.com>
//
// Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated
// documentation files (the "Software"), to deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to
// permit persons to whom the Software is furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in all copies or substantial portions of
// the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE
// WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
// COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
// OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
using System;
using System.Diagnostics;
namespace FronkonGames.GameWork.Foundation
{
/// <summary> Check conditions. </summary>
[DebuggerNonUserCode]
public static partial class Check
{
/// <summary> Check a condition. Throws an exception if it fails. </summary>
/// <param name="condition">Condition</param>
/// <param name="message">Message</param>
public static void Assert(bool condition, string message)
{
if (condition == false)
{
#if !UNITY_INCLUDE_TESTS
UnityEngine.Debug.LogError(message);
#endif
throw new Exception(message);
}
}
}
}