Unity實(shí)現(xiàn)簡(jiǎn)易日志輸出功能
在使用Unity中的Debug.Log()進(jìn)行日志輸出時(shí)很不方便,在打包出來的可執(zhí)行文件中沒有辦法看到輸出,所有就想自己實(shí)現(xiàn)一個(gè)簡(jiǎn)易的日志輸出功能,可以輸出到日志文件,因?yàn)槟芰?shí)在是不夠,所以有錯(cuò)誤和不合理的地方,還請(qǐng)各位老師指點(diǎn)一下,謝謝啦
1.日志記錄器接口
public interface ILogger { void Log(string condition, string stackTrace, UnityEngine.LogType type); }
2.日志文件記錄器
using System; using UnityEngine; using System.IO; public class FileLogger : ILogger { private readonly string path; /// <summary> /// 構(gòu)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.日志系統(tǒng)管理類
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">日志輸出器</param> /// <param name="isOpen">是否開啟日志輸出</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> /// 過濾器 /// </summary> /// <param name="logType">需要顯示的日志類型</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.測(cè)試
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?jī)?nèi)容,希望對(duì)大家的學(xué)習(xí)有所幫助,也希望大家多多支持腳本之家。
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