using System.Diagnostics; using UnityEngine.Assertions; namespace Asset_Cleaner { static class FLAGS { // cleanup in release public const string DEBUG = "DEBUG1"; public const string M_DISABLE_POOLING = "M_DISABLE_POOLING"; } static class Asr { #line hidden [Conditional(FLAGS.DEBUG)] public static void AreEqual(int a, int b) { Assert.AreEqual(a, b); } [Conditional(FLAGS.DEBUG)] public static void IsTrue(bool b, string format = null) { Assert.IsTrue(b, format); } [Conditional(FLAGS.DEBUG)] public static void IsFalse(bool b, string format = null) { Assert.IsFalse(b, format); } [Conditional(FLAGS.DEBUG)] public static void IsNotNull(object target, string format = null) { Assert.IsNotNull(target, format); } #line default } }