在使用Unity中的Debug.Log()进行日志输出时很不方便,在打包出来的可执行文件中没有办法看到输出,所有就想自己实现一个简易的日志输出功能,可以输出到日志文件,因为能力实在是不够,所以有错误和不合理的地方,还请各位老师指点一下,谢谢啦
1.日志记录器接口
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public interface ILogger { void Log( string condition, string stackTrace, UnityEngine.LogType type); } |
2.日志文件记录器
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using System; using UnityEngine; using System.IO; public class FileLogger : ILogger { private readonly string path; /// <summary> /// 构造方法 /// </summary> /// <param name="isClear">是否清空原有的日志</param> public FileLogger( bool isClear = false ) { switch (Application.platform) { case RuntimePlatform.Android: path = Path.Combine( Application.persistentDataPath, "log.txt" ); break ; case RuntimePlatform.WindowsPlayer: path = Path.Combine(Application.dataPath, "log.txt" ); break ; case RuntimePlatform.WindowsEditor: path = Path.Combine(Application.dataPath, "log.txt" ); break ; case RuntimePlatform.IPhonePlayer: path = Path.Combine(Application.persistentDataPath, "log.txt" ); break ; case RuntimePlatform.OSXEditor: break ; default : break ; } if (isClear) { if (File.Exists(path)) { File.Delete(path); } } } public void Log( string condition, string stackTrace, LogType type) { using (StreamWriter sw = new StreamWriter(path, true , System.Text.Encoding.UTF8)) { string msg = string .Format( "[{0}] {1}: {2}\n{3}" , GetNowTime(), type, condition, stackTrace); sw.WriteLine(msg); } } #region Tool Method private string GetNowTime() { return DateTime.Now.ToString( "yyyy/MM/dd HH:mm:ss" ); } #endregion } |
3.日志系统管理类
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using System; using UnityEngine; public class LogSys { private static ILogger logger; public static ILogger Logger { get { return logger; } } public bool IsOpen { get { return Debug.unityLogger.logEnabled; } } private LogSys() { } /// <summary> /// 初始化 /// </summary> /// <param name="_logger">日志输出器</param> /// <param name="isOpen">是否开启日志输出</param> public static void Init(ILogger _logger, bool isOpen = true ) { Init(isOpen); logger = _logger; Enable(); } public static void Init( bool isOpen = true ) { Debug.unityLogger.logEnabled = isOpen; } /// <summary> /// 过滤器 /// </summary> /// <param name="logType">需要显示的日志类型</param> public static void Filter(LogType logType = LogType.Log) { Debug.unityLogger.filterLogType = logType; } public static void Enable() { if (logger != null ) { Application.logMessageReceived += logger.Log; } } public static void Disable() { if (logger != null ) { Application.logMessageReceived -= logger.Log; } } } |
4.测试
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using System; using System.Collections; using System.Collections.Generic; using System.IO; using UnityEngine; using UnityEngine.UI; public class Test : MonoBehaviour { public Text logText; void Awake() { LogSys.Init( new FileLogger()); } void Update() { if (Input.GetKeyDown(KeyCode.Q)) { Debug.Log( "My name is Blinkedu." ); } if (Input.GetKeyDown(KeyCode.W)) { Debug.LogWarning( "My name is Blinkedu." ); } if (Input.GetKeyDown(KeyCode.E)) { Debug.LogError( "My name is Blinkedu." ); } } private void OnDestroy() { LogSys.Disable(); } } |
以上就是本文的全部内容,希望对大家的学习有所帮助,也希望大家多多支持服务器之家。
原文链接:https://blog.csdn.net/qq_30473517/article/details/88815881