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using System;
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namespace Best.HTTP.Shared.Logger
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{
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/// <summary>
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/// Provides an implementation of <see cref="ILogOutput"/> that writes log messages to the Unity Debug Console.
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/// </summary>
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public sealed class UnityOutput : ILogOutput
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{
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/// <summary>
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/// Gets a value indicating whether this log output accepts color codes.
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/// </summary>
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/// <remarks>
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/// This property returns <c>true</c> when running in the Unity Editor and <c>false</c> otherwise.
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/// </remarks>
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public bool AcceptColor { get; } = UnityEngine.Application.isEditor;
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/// <summary>
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/// Writes a log message to the Unity Debug Console based on the specified log level.
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/// </summary>
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/// <param name="level">The log level of the message.</param>
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/// <param name="logEntry">The log message to write.</param>
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public void Write(Loglevels level, string logEntry)
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{
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switch (level)
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{
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case Loglevels.All:
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case Loglevels.Information:
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UnityEngine.Debug.Log(logEntry);
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break;
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case Loglevels.Warning:
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UnityEngine.Debug.LogWarning(logEntry);
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break;
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case Loglevels.Error:
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case Loglevels.Exception:
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UnityEngine.Debug.LogError(logEntry);
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break;
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}
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}
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/// <summary>
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/// This implementation does nothing.
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/// </summary>
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void ILogOutput.Flush() {}
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void IDisposable.Dispose() => GC.SuppressFinalize(this);
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}
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}
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