聊聊Unity 自定义日志保存的问题
前言
之前unity5.x在代码中写了debug.log..等等,打包之后在当前程序文件夹下会有个对应的"outlog.txt",2017之后这个文件被移到C盘用户Appdata/LocalLow/公司名 文件夹下面。觉得不方便就自己写了个
代码
using UnityEngine; using System.IO; using System; using System.Diagnostics; using Debug = UnityEngine.Debug; public class DebugTrace { private FileStream fileStream; private StreamWriter streamWriter; private bool isEditorCreate = false;//是否在编辑器中也产生日志文件 private int showFrames = 1000; //打印所有 #region instance private static readonly object obj = new object(); private static DebugTrace m_instance; public static DebugTrace Instance { get { if (m_instance == null) { lock (obj) { if (m_instance == null) m_instance = new DebugTrace(); } } return m_instance; } } #endregion private DebugTrace() { } /// <summary> /// 开启跟踪日志信息 /// </summary> public void StartTrace() { if (Debug.unityLogger.logEnabled) { if (Application.isEditor) { //在编辑器中设置isEditorCreate==true时候产生日志 if (isEditorCreate) { CreateOutlog(); } } //不在编辑器中 是否产生日志由 Debug.unityLogger.logEnabled 控制 else { CreateOutlog(); } } } private void Application_logMessageReceivedThreaded(string logString, string stackTrace, LogType type) { // Debug.Log(stackTrace); //打包后staackTrace为空 所以要自己实现 if (type != LogType.Warning) { // StackTrace stack = new StackTrace(1,true); //跳过第二?(1)帧 StackTrace stack = new StackTrace(true); //捕获所有帧 string stackStr = string.Empty; int frameCount = stack.FrameCount; //帧数 if (this.showFrames > frameCount) this.showFrames = frameCount; //如果帧数大于总帧速 设置一下 //自定义输出帧数,可以自行试试查看效果 for (int i = stack.FrameCount - this.showFrames; i < stack.FrameCount; i++) { StackFrame sf = stack.GetFrame(i); //获取当前帧信息 // 1:第一种 ps:GetFileLineNumber 在发布打包后获取不到 stackStr += "at [" + sf.GetMethod().DeclaringType.FullName + "." + sf.GetMethod().Name + ".Line:" + sf.GetFileLineNumber() + "]\n "; //或者直接调用tostring 显示数据过多 且打包后有些数据获取不到 // stackStr += sf.ToString(); } //或者 stackStr = stack.ToString(); string content = string.Format("time: {0} logType: {1} logString: {2} \nstackTrace: {3} {4} ", DateTime.Now.ToString("HH:mm:ss"), type, logString, stackStr, "\r\n"); streamWriter.WriteLine(content); streamWriter.Flush(); } } private void CreateOutlog() { if (!Directory.Exists(Application.dataPath + "/../" + "OutLog")) Directory.CreateDirectory(Application.dataPath + "/../" + "OutLog"); string path = Application.dataPath + "/../OutLog" + "/" + DateTime.Now.ToString("yyyyMMddHHmmss") + "_log.txt"; fileStream = new FileStream(path, FileMode.OpenOrCreate, FileAccess.ReadWrite); streamWriter = new StreamWriter(fileStream); Application.logMessageReceivedThreaded += Application_logMessageReceivedThreaded; } /// <summary> /// 关闭跟踪日志信息 /// </summary> public void CloseTrace() { Application.logMessageReceivedThreaded -= Application_logMessageReceivedThreaded; streamWriter.Dispose(); streamWriter.Close(); fileStream.Dispose(); fileStream.Close(); } /// <summary> /// 设置选项 /// </summary> /// <param name="logEnable">是否记录日志</param> /// <param name="showFrams">是否显示所有堆栈帧 默认只显示当前帧 如果设为0 则显示所有帧</param> /// <param name="filterLogType">过滤 默认log级别以上</param> /// <param name="editorCreate">是否在编辑器中产生日志记录 默认不需要</param> public void SetLogOptions(bool logEnable, int showFrams = 1, LogType filterLogType = LogType.Log, bool editorCreate = false) { Debug.unityLogger.logEnabled = logEnable; Debug.unityLogger.filterLogType = filterLogType; isEditorCreate = editorCreate; this.showFrames = showFrams == 0 ? 1000 : showFrams; } }
关于 filterLogType
filterLogType默认设置是Log,会显示所有类型的Log。
Warning:会显示Warning,Assert,Error,Exception
Assert:会显示Assert,Error,Exception
Error:显示Error和Exception
Exception:只会显示Exception
使用
using UnityEngine; public class Test : MonoBehaviour { private BoxCollid【文章出处:外国服务器】er boxCollider; void Start() { DebugTrace.Instance.SetLogOptions(true, 2, editorCreate: true); //设置日志打开 显示2帧 并且编辑器下产生日志 DebugTrace.Instance.StartTrace(); Debug.Log("log"); Debug.Log("log", this); Debug.LogError("LogError"); Debug.LogAssertion("LogAssertion"); boxCollider.enabled = false; //报错 发布后捕捉不到帧 } private void OnApplicationQuit() { DebugTrace.Instance.CloseTrace(); } }
如果在编辑器中也设置产生日志,日志文件在当前项目路径下,打包后在exe同级目录下
在打包发布后某些数据会获取不到 例如行号
StackFrame参考
最后看下效果:
不足
发布版本 出现异常捕捉不到 行号获取不到
debug版本可以勾选DevelopMend build 捕捉到更多信息
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