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Unity实现简易日志输出功能

来源:本站原创|时间:2020-01-10|栏目:C#教程|点击:

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

public interface ILogger
{
  void Log(string condition, string stackTrace, UnityEngine.LogType type);
}

2.日志文件记录器

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 

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 

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();
  }
}

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