using XGame.Framework.Assertions; using System.Diagnostics; namespace XGame.Framework { public static partial class Assert { [Conditional(MacroDefine.XGAME_ASSERT), Conditional(MacroDefine.UNITY_EDITOR)] public static void IsTrue(bool condition) { if (!condition) IsTrue(condition, null); } [Conditional(MacroDefine.XGAME_ASSERT), Conditional(MacroDefine.UNITY_EDITOR)] public static void IsTrue(bool condition, string format, params object[] agrs) { if (!condition) Fail(AssertionMessageUtil.BooleanFailureMessage(true), format, agrs); } [Conditional(MacroDefine.XGAME_ASSERT), Conditional(MacroDefine.UNITY_EDITOR)] public static void IsTrue(bool condition, T e) where T : System.Exception, new() { if (!condition) Fail(AssertionMessageUtil.BooleanFailureMessage(true), e); } [Conditional(MacroDefine.XGAME_ASSERT), Conditional(MacroDefine.UNITY_EDITOR)] public static void IsFalse(bool condition) { if (condition) IsFalse(condition, null); } [Conditional(MacroDefine.XGAME_ASSERT), Conditional(MacroDefine.UNITY_EDITOR)] public static void IsFalse(bool condition, string format, params object[] agrs) { if (condition) Fail(AssertionMessageUtil.BooleanFailureMessage(false), format, agrs); } [Conditional(MacroDefine.XGAME_ASSERT), Conditional(MacroDefine.UNITY_EDITOR)] public static void IsFalse(bool condition, T e) where T : System.Exception, new() { if (condition) Fail(AssertionMessageUtil.BooleanFailureMessage(false), e); } } }