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Debug.Log()って打つの面倒くさい

Last updated at Posted at 2018-06-24

とにかく少しでも楽に書けるようにする方法を考えてみました
(スニペット使えとか言わないでください)

環境: Unity 2017 .NET 3.5

##普通にメソッドを作る

定義.cs
public class d
{
	public static void l(object message)
	{
		Debug.Log(message);
	}
}
使う側.cs
d.l("あああ");
d.l(123.4f);
d.l("位置は " + transform.position);

普通ですね

##拡張メソッドを作る

定義.cs
public static class Aaa
{
	public static void l(this object self)
	{
		Debug.Log(self);
	}
}
使う側.cs
"あああ".l();
123.4f.l();
("位置は " + transform.position).l();

連結しない限りは普通のメソッドよりこっちのほうが楽そうです

##コンストラクタでやる

定義.cs
public class w
{
	public w(object message)
	{
		Debug.Log(message);
	}
}
使う側.cs
new w("あああ");
new w(123.4f);
new w("位置は " + transform.position);

ドットを打たなくていいという利点があります

##インデクサーを使う

定義.cs
public class s
{
	public static s o = new s();

	private string str;

	public s this[object obj]
	{
		get
		{
			str += " " + obj.ToString();
			return this;
		}

		set {}
	}

	public static s operator --(s self)
	{
		Debug.Log(self.str);
		self.str = "";
		return self;
	}
}
使う側.cs
var o = s.o; //変数に入れないときつい

--o["あああ"];
o[123.4f]--;
--o["位置は " + transform.position];
--o["位置は"][transform.position];

うーん

演算子オーバーロードを使う

定義.cs
public class c
{
	public static c o = new c("");

	private string str;

	public c(string str)
	{
		this.str = str;
	}

	public static implicit operator c(string str)
	{
		return new c(str);
	}

	public static implicit operator c(UnityEngine.Object obj)
	{
		return new c(obj.ToString());
	}

	public static implicit operator c(ValueType val)
	{
		return new c(val.ToString());
	}

	public static c operator -(c left, c right)
	{
		Debug.Log(right.str);
		return null;
	}
}
使う側.cs
var o = c.o;

o-="あああ";
o-=123.4f;
o-="位置は " + transform.position;

かわいい

#感想


Action<object> l = obj => Debug.Log(obj);
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