hotel-madness/scripts/utils/log.gd

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GDScript3
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extends Node
# This tells the game what the logmode is.
# 0 -> None
# 1 -> Errors
# 2 -> Errors/Warnings
# 3 -> Errors/Warnings/Infos
# 4 -> All
var logmode: int = 4
func _ready() -> void:
debug("Test")
info("Test")
warning("Test")
error("Test", "Test Message")
# Used for errors.
func error(message: String, alert_message: String) -> void:
if logmode >= 1:
printerr("[ERROR] " + message)
OS.alert(alert_message, "Error!")
else:
OS.alert("An error has occured. The program will now exit.", "Error!")
get_tree().quit()
# Used for warnings.
func warning(message: String) -> void:
if logmode >= 2:
printerr("[WARNING] " + message)
# Used for simple info.
func info(message: String) -> void:
if logmode >= 3:
print("[INFO] " + message)
# Used for debugging.
func debug(message: String) -> void:
if logmode >= 4:
print("[DEBUG] " + message)